Old 30.06.2012, 12:21   #151
lauravh
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Originally Posted by sibience View Post
I think it's you that needs to think or maybe at least read some of the posts before you write something.

Firstly the RPS system is only a rough guide.

The RPS system can be and is broken by counter ship builds, pilot skill, gear level, and types of consumables being used.

This new ammo basically makes running some counter builds pointless as people can counter you simply by changing ammo.

If a strike is running full RCS to try and fight escorts for example why should that escort pilot be able to simply change ammo to deal with it? The strike has sacrificed his whole build and what has the escort sacrificed? a few cubits.

Now with regards to strikes and what most of them are complaining about is that on top of the escort and lines being given ammo that gives them a significant advanatage strikes get the same ammo which gives them such a small advantage over grey tips it's not even worth wasting cubits on.

On top of that with the loss of greens and reds strikes lose a significant amount of DPS.

So basically all this adds up to a nerf on strikes and a buff to escorts and lines, escorts getting the most benefit.

Anyone who states that strikes are OP clearly hasn't flown a strike.

u dont get my point dont u? oh well nvm not gonna waste time talking to people who doesnt understand what i mean

have a nice day further
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Old 30.06.2012, 12:38   #152
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if we are talking about realism for the strikes and the lines have you ever seen galactica shooting down a raider with it's main guns?NO! it has its flak cannons for this! and also do you remember what happened to the Olympic carrier,it got blown up by some firing in the engines(the carrier is aprox. the same size as a line),so if we want the game to be real all it would take are some bullets to the engines and the line should go boom,so line pilots please stop complaining about realism oh and by the way we(strikes) are your anti-class so stop crying that you are defeated by or anti-class use escorts to protect you they are enough overpowered
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Old 30.06.2012, 12:41   #153
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Quote:
Originally Posted by sibience View Post
I think it's you that needs to think or maybe at least read some of the posts before you write something.

Firstly the RPS system is only a rough guide.

The RPS system can be and is broken by counter ship builds, pilot skill, gear level, and types of consumables being used.

This new ammo basically makes running some counter builds pointless as people can counter you simply by changing ammo.

If a strike is running full RCS to try and fight escorts for example why should that escort pilot be able to simply change ammo to deal with it? The strike has sacrificed his whole build and what has the escort sacrificed? a few cubits.

Now with regards to strikes and what most of them are complaining about is that on top of the escort and lines being given ammo that gives them a significant advanatage strikes get the same ammo which gives them such a small advantage over grey tips it's not even worth wasting cubits on.

On top of that with the loss of greens and reds strikes lose a significant amount of DPS.

So basically all this adds up to a nerf on strikes and a buff to escorts and lines, escorts getting the most benefit.

Anyone who states that strikes are OP clearly hasn't flown a strike.
I agree with everything here. I hope the devs change their minds on the ammo for strikes and change the new ammo types into the Greens and Reds we have now. I like that thrill of fear when a good strike is red tipping me and I'm having to work to get the kill. Take away the reds and the thrill of being pushed will be a lot harder to find, as the good pilots will remain good but the average ones will have little chance. As an Escort pilot.

As a Line driver I am well aware of the threat that strikes pose, and so they should. I have no qualms about the cubits that I have spent on my Jugs (Assault ships COL?CY), and realise that even with this outlay I have others that see me as prey. I have a good build to drive off strikes and spend most of my time in a herd as well which helps. Predators make this game interesting, and it is easy enough to reduce the DPS of a strike to the point where a loner can't beat you so this is a non issue as far as I'm concerned.
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Old 30.06.2012, 15:24   #154
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Quote:
Originally Posted by sibience View Post
I think it's you that needs to think or maybe at least read some of the posts before you write something.

Firstly the RPS system is only a rough guide.

The RPS system can be and is broken by counter ship builds, pilot skill, gear level, and types of consumables being used.

This new ammo basically makes running some counter builds pointless as people can counter you simply by changing ammo.

If a strike is running full RCS to try and fight escorts for example why should that escort pilot be able to simply change ammo to deal with it? The strike has sacrificed his whole build and what has the escort sacrificed? a few cubits.

Now with regards to strikes and what most of them are complaining about is that on top of the escort and lines being given ammo that gives them a significant advanatage strikes get the same ammo which gives them such a small advantage over grey tips it's not even worth wasting cubits on.

On top of that with the loss of greens and reds strikes lose a significant amount of DPS.

So basically all this adds up to a nerf on strikes and a buff to escorts and lines, escorts getting the most benefit.

Anyone who states that strikes are OP clearly hasn't flown a strike.
While there is some parts I agree with last night I was in a fight against 2 liners Vs. 2 Liners my Wingman was nuked and killed I killed the liner I targeted a level 62 the other was level 90 he nuked me at 50% I have DC packs but if the nuke hits you when your low on points your dead it was almost an even match, the Nukes were the deciding factor in that battle.

I have used Nukes in my Basic Strike and the result is very good if your outgunned use them it just might make a difference, as for my escort Nukes are always going to kill a liner that has no defense for missiles there are players you may have to use 3-4 nukes on but they are the small %.

As for Pilot skill, yes, Ship upgrades yes, Training a big Yes, you need to include Training skill right now my power is at level 10 I have no power issues with my weapons or support computers. So if you have neglected your skill training I will most likely smoke you no matter your level of course having a level 10 or better ship helps.
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Old 30.06.2012, 15:38   #155
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Originally Posted by Cybor-Bot View Post
While there is some parts I agree with last night I was in a fight against 2 liners Vs. 2 Liners my Wingman was nuked and killed I killed the liner I targeted a level 62 the other was level 90 he nuked me at 50% I have DC packs but if the nuke hits you when your low on points your dead it was almost an even match, the Nukes were the deciding factor in that battle.

I have used Nukes in my Basic Strike and the result is very good if your outgunned use them it just might make a difference, as for my escort Nukes are always going to kill a liner that has no defense for missiles there are players you may have to use 3-4 nukes on but they are the small %.

As for Pilot skill, yes, Ship upgrades yes, Training a big Yes, you need to include Training skill right now my power is at level 10 I have no power issues with my weapons or support computers. So if you have neglected your skill training I will most likely smoke you no matter your level of course having a level 10 or better ship helps.
aaaaaaaaaaaand what exactly does nukes have to do with ANYTHING in this thread, or with what u quoted from sibience?
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Old 30.06.2012, 17:04   #156
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Originally Posted by StarRaptor7 View Post
aaaaaaaaaaaand what exactly does nukes have to do with ANYTHING in this thread, or with what u quoted from sibience?
Quote:
While there is some parts I agree with
Ok, its not for you to monitor the forum posts, pretty simple right.
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Old 30.06.2012, 17:10   #157
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Originally Posted by Cybor-Bot View Post
Ok, its not for you to monitor the forum posts, pretty simple right.
im not "monitoring" or watever dude, im just asking cuz ur post has nothing to do with what he said...

and what u quoted still doesnt explain much about what u mean

im just curious in case im missing something... im kinda stupid, so sometimes i have problems understanding what the wise and intelligent ppl are saying
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Old 30.06.2012, 17:58   #158
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the accuracy rounds for escorts is a HUGE error and for lines its just A FURTHER imbalance to knock strikes out of the game.

Consider the following; everyone starts out in a strike and at the lower levels- the7y stink against their own and counter classes.

The intended kill class- ie lines for strikes- is where they stand the best chance of survival, take that away and your low level player is nothing but cannon fodder or a DEO on a platter...

So they become frustrated, disillusioned and quit- pretty soon your new player base is decimated and what do we- the players have left.... miningstar galactica?

Just my opinion but thats seems to be where we are headed with every progressive nerf.....
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Old 30.06.2012, 21:50   #159
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I just went an entire week without using anything but standard HE rounds in my Mk VIIA and didn't even miss the cubit ammo. I think I might keep it that way.
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Old 01.07.2012, 01:36   #160
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I just went an entire week without using anything but standard HE rounds in my Mk VIIA and didn't even miss the cubit ammo. I think I might keep it that way.
That's all I pretty much use anyway.

I think I've got a total of like 300 rounds of the now exclusive "red tips". Got a decent stockpile of Greens, but I got most of those through the log in bonus and dropping a few cubits here and there as upgrades would allow.

But then I noticed that I almost never used the "advanced" ammo. And with the current ammo that's being introduced, since I really don't see any kind of "tactical decision making" in right clicking your guns and selecting from your list of ammo, I doubt I'll be getting any of it either.
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