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Notsensible

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Posts posted by Notsensible

  1. This system would have been fine if it was in from the start. Now they've ****ed everyone who didn't get lucky with RNG prior to this. Awesome. Just not sure I care enough now to continue.

     

    I think it would be more sane just to level 1 to 49 on other classes instead of this ****.

     

    That's kinda what I did. Got my Powertech to 50 so I could do some daily quests for credits (and slowly gear it up decently). I don't even bother to pvp with it anymore, I just stick with the 10-49 bracket. Fights are not decided PRIMARILY by gear, unlike the 50 bracket, they're decided by the greater skilled player. Occasionally by levels, but it's not too great of an issue usually.

  2. So...lemme get this straight.

     

    Since launch, I've managed to get to level 46 and valor 46. Pvp...thats why Im here.

     

    Should ding 50 this week. From what I hear on my server, Repubs rarely win in the level 50 bracket. Due to major gear differences.

     

    I ding 50 and its gonna take me 5 months of getting beat down by lesser players to even out the playing field due to gear??? I like a challenge and all...but come on. They better lower the costs or something. Aint right for new 50s to spend 5 months doing something that took others 2-4 weeks to do.

     

    I aint going out like that. Not gonna bother if thats the case...

     

    I recall them mentioning that Expertise will have less of an impact for fresh/vet 50s. In what way, I don't know. I'm going to assume that either Expertise is going to be reduced in its current effects or Expertise will be more readily available for people to use (like mods crafted by Artifice skill).

  3. I used to agree that quitters should be punished. But then i saw the light and now quit wz when we are losing badly. I have 64 valor and there is no point in me sticking around with a bunch of people who cant play just so we can be farmed and I can waste more time playing a game i don't really enjoy anymore. All I care about are the dailies, I don't need valor or medals anymore. Not that I dont try my hardest but I know when to give up.

     

    It's a shame. The game has become a numbers grind for you. :/

     

    I seem to be one of the few folks who actually PvP for the fun of it. Even in a losing game, I'll just go provoke people to break away from their groups and take them out 1 or 2 at a time if I can. Sadly, most people just leash back to their teammates when I start to kill them off or if I run too far (kinda like mobs in PvE). Win or lose, I'd say at least 7/10 of the games I'd have fun in a loss.

  4. I'm pretty sure it's not exactly based on time. Distance is the primary thing from what I've noticed (a bit like in PvE agg). If you can manage to gain a certain distance from your target (as well as anyone else that is connected to your in-combat status), and possibly wait a bit (though that may not even be a factor), you'll go ooc.

     

    I know this because of some minor tests I did, I attacked someone and did nothing (nothing had been done to me) for at least 20sec, but did not go ooc. However, when I attacked someone, then ran away (used Force Speed as well), I was ooc in around 10sec total time.

  5. There have been three official stories about how to win a tie in Voidstar, be it announced here or sent by GMs to players in game, which have posted screenshots of these conversations here. I don't have links to these, as I don't bookmark random threads, but I know the three I've seen from official are:

     

    -Totally random. RNG determines tie victories.

    -Objective points determine tie victories in all Civil War and Voidstar (how do you tie Civil War?)

    -The team with the highest accumulated number of medals wins in a tie Voidstar.

     

     

    Points two and three have been 100% refuted. Speed of capture has been 100% refuted. So it's either RNG, or it's determined by order (1st Attacker or Defender wins in a tie, pretty sure it's 1st Defender).

    Those are really the only choices left, but Bioware has been wrong at least twice on this topic. It's pretty disheartening.

     

    We (Imperial side) were defending on round 1, so I don't think that's it. Unless it's round 1 attackers that get priority lol. That's a poor system for a competition if it's actually RNG... or that starters priority bit.

     

    It'd be quite a humiliating thing for the devs if the system actually bases the wins on how many people were present at the start of the WZ. Players overcoming severe handicap just to end up with a loss because they started with 1-5 players. And yes, I've won matches where it was just 1 (me) at the very start of the WZ.

  6. So I recall reading somewhere on this site, which was stated by one of the reps if I recall right, that a tie in Voidstar is determined by objective points. I just ended a Voidstar match that we lost which resulted in a tie of 3 points on both sides (neither got to bring down fields), but objective point totals of:

     

    Republic - 3600

    Imperial - 4500

     

    Republic won that Voidstar. I'm not quite sure what to say regarding this.

  7. I have experienced times when I'll be STUNNED (notice I say stunned, not rooted) while my resolve is ticking down and my resolve will be half way empty again before I can do anything and I do believe it's somewhat related to the Sith Juggernaut class. I'm not saying it happens all the time or even often, but it has happened to me before.

     

     

     

    Snipers (I assume you were referring to gunslingers) have a skill called Entrench. Makes them immune to all controlling effects. I'm not sure about sentinels but I know Marauders have a skill that makes them immune to CC as well.

     

    Well that would be it then lol

  8. There is truth to what the OP says, but it's rare and probably is a bug. It's also not exclusive to Empire. Assuming there's no ability or item that makes you immune (which is pretty broken). I encountered it yesterday, a Republic Sniper and Sent were immune to my stun despite not having a full Resolve bar. I never really tried it after, but it may rarely occur following a full bars recovery or some other trigger.

     

    Actually, immune may not be the right word, it was more like just nothing happened. There was no battle text showing up. It may have just missed for all I know. BW really should implement a damn combat log already.

     

    Edit: Thinking about it, this also happens sometimes with charges/leaps not rooting the target. I'm sure this one occurs more often than not considering the vast number of times those abilities get used lol.

  9. On our server it's a large repub dominance. More players, and almost every match is against premades consisting of sages/troopers and maybe a sprinkling of a knight here or there. Imp's are losing the galactic war, and badly. :(

     

    The thing I like about Princess Teta server is that it's fairly balanced in terms of pvp activity (not general population though). Each side often has around the same number of active PvPers. Ilum is basically dead 95% of the time it seems, but 10-49 WZs have at least 1 match going usually. It's a relatively low pop server, and while I do wish that it were a heavier pop one, I have to say it's not too bad.

     

    Plus it helps to be recognized and hated/targeted by pretty much anyone that notices my characters. I like the frequent challengers. You know you're doing a good job if you stand near the ball carrier in Huttball (who is at least 50% health), and the majority of the other team still goes after you while the carrier strolls down to the goal lol.

  10. Said people will always be bad regardless of sides or odds. A false sense of pride is one reason why people PvP. That sense is not exclusive to just one thing.

     

    If they don't care to challenge themselves, yet still feel good about it, let them.

  11. 40 pvp gear has expertise.

     

    The only pre-50 gear that has it is the weapons. But that's only like ~25 expertise or so. Now, if said person dualwields and/or bought said weapons many times to remove the mod (or whichever part) that has the expertise stat on it, and added it to their armors, that's a different story. Still a tad negligible, all things considered, but hey... if they took the time to spend 500+ comms per weapon to do it, I say let them.

     

    But by default, no pre-50 pvp armor, and the weapons that do, add minor differences.

  12. I switched from a full tele to the hybrid spec you mentioned about a week ago. It is much better at everything than a full tele. However regardless of the spec being decent, 1v1 with almost any class the sage still loses, unless you are better geared. Though the original post is more related to the telekinetic, I am curious as to what would improve it to be viable in PVP.

     

    I never really bothered to learn the skill tree names for any class for the most part, but the principles are the same regardless. The thing about Sage/Sorc, you might as well think of your damage mitigation as 0%. That being said, it's often best to develop various strategies when fighting certain classes. Get acquainted with your terrain and areas you can utilize LoS. Going fulltime attack mode usually results in a disadvantage for a Sage/Sorc in 1v1 (or worse odds).

     

    Well played/geared lv15's absolutely tear my lv40+ Sorc healer up if I decide to just stand still, trying to heal and do my pathetic amount of damage. Those 160+dmg ticks from the instant DoT sure are threatening (/sarcasm). Mind you, I'm not saying I lose (though I actually might if I just stood there taking it). I use LoS and dwindle my targets HP away, sure it takes a REALLY long time, but it works. And using my surroundings, I can often take on 2-3 people depending.

  13. WRONG, its the match that relies on having 8 players. Thats how you win, if your lucky enough to be the team that gets 8 you get a free win if your the team with 4 or 5 players you lose.

     

    Dunno about you, but I'm willing to bet that at least 95% of the time, those 8v4/5 matches end with the 8 side winning regardless of what game it is.

  14. From what I can tell, prior to getting my PT to 50, it seems like that adv class was designed 90% around the tanking tree. Abilities like Jet Charge are just so invaluable that you're a mess without it (in terms of efficiency).

     

    I PvP'd A LOT as a PvE spec PT tank. Even like that, thanks to abilities like Charge and Grapple, I had almost no issues with closing gaps. If all I had to rely on was Grapple, well... let's just say that I would have done a lot more hit and run tactics using mostly obviously weak ranged hits.

  15. Tab targeting in 3 words. Does not work.

     

    In pvp, you might have one guy in front of you and it seems like you are tabbing through every target you don't even have line of sight on. It is especially bad in Huttball where you don't just have X and Y corrdinates to deal with but Z as well as height also plays a roll.

     

    And as a healer, it really gets annoying. We are forced to manual click on everyone we wish to heal. Good luck with that if there is a cluster of players close together. If you put two players close together, one opposing and one friendly, the game automatically assumes you want to target the opposing player and it could take repeated clicks on the player you wish to heal before you can actually heal them - and by then they are already dead and respawned.

     

    If my AOE heal was worth a damn, I would only use it. Single healing in warzones is an absolute pain in the @#$.

     

    Currently, there's an option for the party UI to show everyone on your team. It's sometimes a bit glitchy in that it won't show every ops member, but it's still a significant help compared to the default UI.

  16. I started PvP at level 11 and having sprint does make things easier. Makes me laugh when 2 or sometimes 3 of the opposition feel the need to pounce on me at once ... what's even better ... While they're doing that, it's less for the rest to deal with and reach objectives. :eek:

     

    A lvl 13 bashing a level 42 jedi master into the dirt ... then he and his 2 'buddies' coming back a few minutes later for more.

    :p

     

    Thankyou to all the healers ... you do an awesome job in PvP.

     

    That's actually something I've wondered for a while. The PvP buff seems to be significantly stronger in the 10-15 range than it is for higher. I've encountered a lv14 Marauder who could tear up my lv38 (at the time) Sorc healer faster than someone around my level. I guess that's the tradeoff for lack of class abilities.

  17. The one class I haven't tried. You make it sound so tempting! Think I'll roll one. :D

     

    You most likely won't be disappointed. Minus healing abilities, you have so many tools available to you that helps not just yourself, but others as well. One example being the AoE accuracy reduction.

  18. In all honesty, I found playing Powertech tank build to be the most intensive learning curve (and I use "intensive" VERY loosely). To play it well mind you. You lack heals, besides meds that everyone has access to and you do very low damage compared to straight dps classes. Your survivability only goes so far if you don't utilize your cooldowns and abilities well. Knowing how to manage your energy (Heat) is vital against a number of the classes/specs. If you just use your noticeably weak spammable abilities, you'll be dead... very fast.

     

    There are some other things pertaining to the class itself as well, but everything else regarding playing the class involves just knowing how to pvp in general. The universal knowledge that works for every class and game. The fact that THAT is a huge part of doing well as Powertech tank, whereas others don't need it as much, makes it a steep learning curve IMO.

     

    Edit: I forgot to add that once these things are taken care of, you can dominate EVERYONE. There was no class in the 10-49 bracket that presented a problem to me once I got access to important abilities (like Jet Charge and Grapple). Use your interrupts well, as you have 4 interrupt abilities total (Charge, Grapple, stun included). And be creative about the root effect from the Charge and your Grapple ability, particularly in Huttball. You make many enemies that way. I'll leave it to you to figure out what I mean. It was a lot of fun for me playing my Powertech tank at those levels.

  19. One thing that I've noticed, at least on the server I play, people don't utilize LoS (Line of Sight, for those of you who aren't used to that term). Predominantly referring to ranged classes, LoS is almost necessary if you expect to dominate in PvP for anyone, including melee. I mean, while not always, I would venture that at least the majority of the time you have such things at your disposal.

     

    Take Huttball for example. There's very little in terms of open spaces without walls, flooring, or objects to utilize for LoS. If you have a DoT, use it. Let it do damage while you try to "ghetto" interrupt your targets' Lightning/rocks, Tracer/Grav, whatever. I can't even begin to count how many times I've done this to those guys while my DoTs just whittle them away as they stupidly stand there waiting for me to reappear.

     

    Don't have a DoT to do damage? Not a problem. Chances are that you have a charge of sorts if you're a melee or close ranged class. If you're fighting a sorc, there's a VERY high chance they'll use their typical lightning/rock spam channel. Just let them and immediate charge to interrupt.

     

    For the majority with an actual interrupt, use it when they try to recast. Do your damage quickly, then either finish them off or repeat and find an LoS spot while you wait for DoT damage or cooldowns. If they run away, fine. You lived, and chances are you just annoyed the crap out of this player (good job!).

     

    Ranged classes... same tactics, just with more ability to hit and run. Don't go toe to toe if you think it's futile, utilize your surroundings and don't just stand in one spot like an idiot. You won't win every fight, but that's exactly how it should be. You won't always be completely even odds against each other toe to toe. Hence why you use other means to even the odds (or in some cases gain even more advantage).

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