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ATango

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  1. Although I would like to see this I don't think it's practical. It makes filling games more difficult and results in longer queue times. Wasn't this what we were trying to get away from with all these server xfers? I would think the best way to implement this will be with a reduced wz comm gain. The less you select, the less you gain on a win or loss. And these don't contribute to dailies or weekly. If you want to make players that like the other wz's wait then be prepared to pay the price.
  2. Was probably just a typo.... possibly meant dart instead of dot for Electro Dart. There are only 2 abilities that the trinket will be able to help with carbonize/neural surge or cryo grenade/electro dart. Trinket is better used for the 4 sec cc ability rather than the 2.5/3 sec ability. Whatever you do in a 1v1 against another PT/VG there will be one stun you have to sit through. Might as well make it the shorter one.
  3. The first game after work yesterday was a Novare coast that we lost. While I was going through the final info screen I noticed I had no, zilch, zero protection. I felt like an utter noob as I normally get at least 15k in matches like those that I was mostly on the offensive. Don't worry, I remember playing like crap when I had the flu too. In other words you don't have to necessarily be drunk to play within your 10m range. We all have those brain dead moments. And like mentioned in previous posts some people don't need off days to do a lot of the things you mentioned. They are just natural at it.
  4. I've been messing around with both AS and Tactics lately. The players I run rateds with don't like me running tactics. They prefer the burst from AS. Also, not my fault you're on the "wrong" team. theoretically 50% of the damage from a guarded target is coming your way so you both should be losing health. If you both are dropping it's definitely a healing issue. Either the healer isn't healing you or isn't in a situation where you take priority or out of range. There are some healers while pressured don't heal the tank that is bleeding off some damage as they are so caught up healing themselves. Possibility is also there that they didn't notice that they were guarded. Once the tank dies they follow soon enough though. If you are guarding a healer let them know that you have them guarded just in case.
  5. ATango

    Novarre coast gripe

    It's actually a decent tactic. Take the far node that is normally the weaker one. The problem is doing that without someone going to the main point to stall their progress to back up the far node. I actually lost a reg AlderaanCW last night with this tactic. 4 imps came to me on the west node(grass). I called it out and everything but still the players that went mid only came to help after killing the 2 imp players or stall group. A lot of players "tunnel vision". They don't think, there are 5 of us here at this node killing this one guy, where do you think the other 7 are. OK, maybe one or 2 of the enemy players are on defense, so where's the other 5 or 6. Might want to check our other node? Woops.. too late.. they got it. It's still a good tactic. But requires a stall group.
  6. If you like tanking then go all out SuperCommando set for as much mitigation as possible even if it is only for 2 of the 4 damage types. The role has changed. You are not to kill anyone. You are to guard the person being focused and annoy the crap out of everyone trying to kill them. That.. is .. it. Tactics and Assault are pretty close although I would say assault will edge out tactics slightly. In a 1v1 situation the damage difference in 20 secs of the fight(tops) is marginal and it really comes down to who sees who first and the CD's available. If you're tactics and caught in this encounter with harpoon on cd you are dead. If you can start with a fire pulse the same time they're tossing out the AP it's game on. I love tactics as it has an advantage vs classes with a knockback and classes capable of spamming slows. As tactics you can easily gain distance with gut slow and HtL but with AS you have to time it with your stuns and ion pulse slows. HtL is the game changer here. Sitting on top of a sniper or merc or sorcerer with cd's popped, HtL active and raining down damage while they do their knockback in vain puts a smile on my face every single time.
  7. Unfortunately as augments the tanking stats are only available with power. Edit if you want endurance aim/end and power/end are your best options
  8. Haven't tried Ion Cell yet but from the numbers you are posting now and from what I recalled seeing Philo post a while back on a parse it looks like a stealth adjustment. Will check it out. What do these numbers relate to the tooltip?
  9. If you work irregular hours and have a fixed time that you know you will be on you can always try and organize some ranked wz's. If the times are too irregular just stick with regular wz's and convert them to ranked at 3:1 (what Randle already suggested). If you are a casual pvp'er then let it be. The game works around your life, not life works around the game.
  10. ATango

    Sniper/PT Damage.

    Haha. I knew you would.
  11. ATango

    Sniper/PT Damage.

    I am sure there is a good tree in that AC when used with the right gear is pretty darn effective. Check your class forum for some tips or use http://www.google.com search to find some info or even watch some youtube videos for some playstyle tips. I don't know, do something other than what you're doing now.
  12. Would love if the disconnected player is allowed to reconnect to the wz but there is obviously a complication in doing so as that's the only reason why I would think they would rather recalculate the points based on player advantage/disadvantage. I don't think it is fair for the team that accepted the queue to sit in the wz twiddling their thumbs or get popped back into queue while the other team leaves queue. Loss of points for dropping queue is the right thing to do. If a team isn't ready they shouldn't be in queue. period.
  13. ATango

    Sniper/PT Damage.

    Yes. Also, you forgot Sorcerers, Marauders and Mercs. Almost every AC has a powerful dps tree.
  14. Catch to this is if I was defending a secondary node with another player I would normally give the vote to them but like me their wz stats won't be that high. How do I identify them without a name? I think it's fine the way it is. Players just need to take it less seriously on who it's given to. It's not like you get 500 comms or a tank of gas / vote
  15. ATango

    iron fist

    As long as you keep that protection role rocking, you're fine. I won't worry about it. It's probably another AS VG that does a lot of damage every wz and because they do so they feel like they're a gift to swtor and everyone else are just tagging along for the ride.
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