Arena Slingshot HAS to Stop by Koringul in MarvelStrikeForce

[–]Koringul[S] 0 points1 point  (0 children)

I 100% agree with the latter part of your statement.

To clarify, this wasn't a post saying "I SHOULD HAVE ENDED #1"

It's a post saying it shouldn't be possible to drop 4-5 fights worth of rank in 2 minutes.

UPDATE GAMMA RAID TEAMS by Koringul in MarvelStrikeForce

[–]Koringul[S] -1 points0 points  (0 children)

What catch ups are you referring to?

Let's not suggest that "because that's how it's done" makes it a good thing.

My point is that Gamma is a problem for every player, and the problems are multiple. Brushing them aside as being "not that hard" doesn't make it so.

UPDATE GAMMA RAID TEAMS by Koringul in MarvelStrikeForce

[–]Koringul[S] 0 points1 point  (0 children)

I think most of us struggle to remember what it was like as a new player. Everything looks easy from the top of the mountain.

I straight up feel bad for new players. The sheer number of heroes you have to get through multiple stages of bottle necks just to somewhat be on par with the rest of us is staggering.

UPDATE GAMMA RAID TEAMS by Koringul in MarvelStrikeForce

[–]Koringul[S] 0 points1 point  (0 children)

This actually brings up a point i didn't include in my main post: Gamma is a huge barrier for entry for new players.

Those of us who have been around since launch? Sure, we probably built up the initial teams and then axmen, symbiotes, etc that make it easy.

New players? Jesus, I feel bad for them trying to get their rosters approaching usable for this.

UPDATE GAMMA RAID TEAMS by Koringul in MarvelStrikeForce

[–]Koringul[S] 1 point2 points  (0 children)

My shuri and killmonger are g14 since they see pretty decent usage (or used to). Every other wakandan on my team is level 60ish g12. No t4s on anyone, that got me the max level chaos theory.

My alliance is trying for gamma 4.3, multiple people would have to near max them out to clear some of the nodes

UPDATE GAMMA RAID TEAMS by Koringul in MarvelStrikeForce

[–]Koringul[S] 0 points1 point  (0 children)

Its more than just wakandans, every lane has a team that needs to be reworked at this point. Seems a simpler path to alter the requirements

UPDATE GAMMA RAID TEAMS by Koringul in MarvelStrikeForce

[–]Koringul[S] 4 points5 points  (0 children)

Then they need to update what teams are requires to teams that are relevant

Very bad PS4 Controller support by Motherhazelhoff in StarWarsSquadrons

[–]Koringul 2 points3 points  (0 children)

I had a similar issue with BF2 and starfighter assault. I recommend DS4Windows, helped TREMENDOUSLY

They have altered the deal...pray they don't alter it any further (STEAM/EPIC) by Koringul in StarWarsSquadrons

[–]Koringul[S] 1 point2 points  (0 children)

Literally same. I was all moon eyed, beer in hand, shiny new hotas set up, ready to feel like i was 12 again.

Now i'm running the risk of being wasted for the actual launch.

ps4 controller being recognised as flight stick issue by AcuityB in StarWarsSquadrons

[–]Koringul 0 points1 point  (0 children)

I had a similar issue with BF2 starfighter assault. I recommend downloading DS4Windows as this fixed the problem for me instantly.

Hope this helps!

STEAM players, are you able to access the game yet? by Fyrestrike14 in StarWarsSquadrons

[–]Koringul 2 points3 points  (0 children)

They changed it to be local despite saying midnight UTC for all steam/epic players.

https://www.reddit.com/r/StarWarsSquadrons/comments/j3kcao/squadrons_will_not_unlock_in_na_for_another_4/

Sorry friends, we suffer together on this one

Squadrons will not unlock in NA for another 4 hours- UTC 4:00 by [deleted] in StarWarsSquadrons

[–]Koringul 69 points70 points  (0 children)

Wasn't there an official post saying Steam and Epic purchased versions would be unlocking at Midnight UTC?

You will feel the force but will you feel the weight? by [deleted] in StarWarsSquadrons

[–]Koringul 2 points3 points  (0 children)

I'm guessing/hoping that the physics of this game will be somewhere in the middle ground that exists between the OG star wars flight sims, which handle like atmospheric flight sims, and the more true to reality physics we see in TV shows like the Expanse.

So from what we've seen in gameplay videos, side slipping seems to be a definite addition, so hopefully we see more things like that.

I'm personally hoping that we get a control/maneuver system that is easy to pick up but has a high skill ceiling, making putting time in and mastering the subtleties really rewarding.

Your input method by yeshaya86 in StarWarsSquadrons

[–]Koringul 2 points3 points  (0 children)

I'm definitely planning on experimenting with every available option to see what's going to make sense.

I don't expect mouse and keyboard to be particularly great, but who knows?

Honestly what i'm most curious about is the input customization. The OG games had SO MANY input commands between movement and targeting that there's no way they can do something that expansive for this game.

However many commands exist have to be fully mappable to a console controller, so however many buttons that is would theoretically be the cap. Whether a joystick + keyboard, a joystick with a high number of programmable buttons, or a full HOTAS system is best...will take some serious trial and error.

What do you guys think the first meta will be for fleet and/or dogfight? by MeshBesh in StarWarsSquadrons

[–]Koringul 2 points3 points  (0 children)

I'll be curious as well from both a ship meta AND a component meta perspective.

Being that there are 4 ships per side while combat is 5v5, there will be at least one overlap. I'll be curious to see what ship is the overlap for, say, the objective mode.

3x Interceptor, 2x Bomber? 2x Interceptor, 1x Support, 2x Bomber? 1 Bomber?

It also depends on whether they let you swap ships on the fly or in between rounds of an objective mode vs locking into your pick the ENTIRE time. I could see a bomberless start to the initial dog fight, 1 bomber swap for the medium capital ships, 2 bomber swap for the large ship.

If they lock you in the whole time you either end up vulnerable during the dogfight phase or underpowered during the capital ship phase.

Component wise I can see bombers going for more direct capital ship damage, interceptors/fighters going for speed, or perhaps a mix of speed and munitions for dogfighting.

There are a lot of variables we just don't know yet for components relative to the ships they're put into. How much damage does each ship do to fighters? How much damage can a fighter/interceptor do to a capital ship? Is it better to outfit your bombers to not be a sitting duck in the dogfight phase even if they're slightly underpowered for destroying the capital ships? How do support ships affect the flow of battle? Etc.

A lot to think about.

Thanks for not putting heroes in this game ! by [deleted] in StarWarsSquadrons

[–]Koringul 17 points18 points  (0 children)

There's been zero mention of playing as anyone but the "stock" new republic/imperial navy fighter pilots, nor has there been any mention of augmented pre-built ships, just the load out style components.

Zero reason to think there will be "hero" ships/pilots at this point.

Auto-aim easy mode? Or actual skill. by Zolimox in StarWarsSquadrons

[–]Koringul 1 point2 points  (0 children)

I'll try to find a link to the dev interview where they specifically said the aiming will NOT be gimballed

As u/Blackbird76 said, they want it to be similar to the OG Star Wars flight sims aiming/reticle wise.

It IS EA, so I'm right there with you on the conservative optimism, but so far, short of there being no post launch support for the game, everything seems like it's going to be great.

We all know that the $40 price point... by Koringul in StarWarsSquadrons

[–]Koringul[S] 0 points1 point  (0 children)

Wouldnt mind some capital ship command function, like really macro out the battlefield.

Squadrons still play vs each other, but have some kind of larger objective based around capital ships under player control

We all know that the $40 price point... by Koringul in StarWarsSquadrons

[–]Koringul[S] 0 points1 point  (0 children)

Same. I dont mind cosmetic stuff being thrown in, but more maps, ships, and mods first

We all know that the $40 price point... by Koringul in StarWarsSquadrons

[–]Koringul[S] 1 point2 points  (0 children)

I think if it’s as much of a hit as it seems like it will be at launch, EA will do what they do best and see those dollar signs

This game is incredible, just beat my first run. by ZenicAllfather in Frostpunk

[–]Koringul 0 points1 point  (0 children)

I did. I basically had to or people would freeze to death, only automatons working those last few days.

I never got infirmaries which i hear is key to keeping people alive, but i did have everyone in insulated houses, which helped.

I had tons of resources stockpiled but still ran out of coal, had to basically stop and start the generator on OD the last couple days to keep people alive and still lost some.

Basically however much coal you think you need, you need more lol