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scootle

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Posts posted by scootle

  1. Hey guys... with yesterday's 1.2.2 patch, we might need to take a look at some of the screenshots everyone was so kind to post :(

     

    Can everyone who has access to the level 23-26 mods, enhancements, armorings, and hilts take another look, see if the tooltip says you can research it now?

     

    I just checked some of the mods (that were not previously craftable via the trainer) that I have banked up from the daily quest rewards, and no love... all say "No Research Available"

     

    Advanced Aptitude Mod 22

    Advanced Reinforced Mod 22B

    Advanced Deflecting Mod 22B

     

    I'll have to check on the Mk23 and Mk24 mods later.

     

    edit: Checked Advanced Lucid Enhancement 24 in my artifice's bank and "No Research Available"

  2. I also call shenanigans on the SSD making load times drastically faster. It's been proven over and over again that load times are almost 100% CPU-dependent, and that SSDs have little to no effect on load times.

     

    You need to take the time to understand how the game engine caches the game assets on the disk before you spout off like this. Please do some research first.

     

    http://www.swtor.com/community/showthread.php?t=394951

  3. I think everyone who is complaining needs to understand how the HeroEngine caches the game asset files to dance around 32bit memory issues in a 64bit world. This is why the RAMdisk approach appears to be so significant in reducing load times for those who are so-inclined:

     

    http://www.swtor.com/community/showthread.php?t=394951

     

    Once I realized what was going on, the long load times make sense... in terms of WHY they happen... that said, I really hope they can find a better way to do this, because the method is inherently inefficient and really gives the perception of a very poorly optimized experience for the end user. This is compounded by the now-now-now mentality of the typical gamer... minimizing load times where you are not able to interact is almost a mandate for any modern game, imho.

  4. Which takes 4 hours very sad i mean are they manually typing the code up on every server or something

     

    This probably comes from someone who has never ever worked in the IT/OPs field a second of their life. Bringing a server farm down, and then more importantly, bringing it back UP, is not a trivial task... why don't people understand this?

     

    And for those who missed it, patch note indicates this was a patch to fix an economic exploit, so yeah, I'd guess that's important enough for a short-notification downtime...

  5. you are correct, with this tips you can generate far more aggro than necessary, but for me it is totally game breaking.

     

    that one ability, out of global cooldown, cost no ressource, can generate in one hit more threat that an entire rotation can in several minute is broken. past the first minute of fight, i could litterally hold aggro just spamming taunt on CD, with no other ability, it does not reward good gameplay.

     

    I'd rather have them buff tanking stance (ion cell, combat tech...) and rework taunt to what it should be (to regain aggro of the target, placing you at the same threat level as the highest in target list), than the current system.

     

    Well I think of it this way... with taunt in TOR set up the way it is, you can remain focused on 100% uptime on your other mitigation and other debuff type abilities rather than worry about threat gen all the time. Rather than focusing exclusively on a dps/threat rotation, using a Tankassin as an example, it's nice to focus on things like keeping Wither and Discharge uptime and stacking HD for the self-heal FL dump, etc.

     

    Coming from WoW tanking, this is a departure from the teachings that saving taunt as an oh-crap aggro tool is the preferred method of utilizing our tanking toolbox. TOR expects tanks to spam taunt, period... and, if you haven't noticed, the aggro-drop mechanic is very very very common even in HM FPs throughout TOR.

     

    I think the TOR approach allows a bit more flexibility in tanking and makes it such that threat is not the sole determination of a solid tank vs. non. Nevermind the challenges inherent in a game where packs of ranged mobs are scattered all over an area for a tank to pick-up... it makes for much more engaging tanking than just being worried about threat gen on a single mob, imho.

  6. It is no problem. You can craft it and use it for your empire player. Every item has it's light/dark appearance. Give it a try.

     

    These items do not change when sent cross-faction, they are class-specific.

     

    Something else that I'm wondering... on Empire side, I only can seem to get the Consular's version schematic to drop (Republic variant)... and I have yet to see it on the GTN ever. e.g. I have had the FULL set of Consular gear drop for me now, but not a single Sorcerer variant.

     

    However, today on the Republic GTN, bam, there the schematic was... Sorcerer's Headgear.

     

    Is there some kind of cross-faction bug or is this meant to encourage cross-faction GTN use by dropping recipes for the opposite faction classes only? Food for thought... either that or it's just bizzarro RNG working against me here. I'm going to test the other tiers a bit more to see what I get for the low-level recipes and see if this correlates at all.

  7. There are two that I've found that are craftable by synthweavers if you want an augment slot

     

    Sorcerer's Headgear

    http://www.torhead.com/item/e30l8Fr/sorcerers-headgear

     

    Traditional Thermoweave Headgear

    http://www.torhead.com/item/2Ps2t82/traditional-thermoweave-headgear

     

    If you want one that is easy to access at low-level, Sith Inquisitors can do the Heroic 2 in the Nar Shaddaa spaceport for a "free" OJ circlet. I am not sure what the Republic equivalent would be.

     

    Hope that helps.

     

    edit: Also check this thread for screenshots of almost all OJ sets in the game to see if we missed any others:

    http://www.swtor.com/community/showthread.php?t=320129

  8. Thanks for this info hopefully it'll help, also before you post an arrogant comment you should learn to read my post first.

     

    Being as rude and demanding as you seem to be, I regret providing you any info at all. Good luck to you.

  9. If it doesn't say "X percent chance to Reverse Engineer" then you can't learn a schematic from it.

     

    Also, for the player who was asking about the Advanced Commando Armoring 25, that is a Rakata equivalent armoring, and can be dropped by SOA or Karagga on hardmode or nightmare. If it doesn't have the tooltip I mentioned above when you hover the reverse engineering hammer over it, then Cybertechs cannot learn the schematic to craft it.

     

    So this basically says, there were no new cybertech mod schems added (other than maybe the top level campaign gear)... i'm not seeing any tooltips on mods that I was not able to manufacture prior to 1.2.

     

    Very disappointing.... that means still no tanking mods for us to craft.

  10. nuts...

     

    spent today spamming T2 UT missions and i scored one...

     

    http://www.torhead.com/item/dqLZQUZ/schematic-consulars-headgear

     

    sadly, it's the wrong faction! haha.

     

    sigh.

     

    So I have to wonder... is this bugged? I have had a full set of Consular gear drop now on Empire side (including 2x head pieces)... not a single Sorcerer piece... are the faction flags somehow mixed up? Should I check the GTN on pub side to see if it procs there? So bizarre...

  11. It's a 3rd level/3rd tier archaeology mission, I believe. It doesn't always show up... sometimes you have to do one of the other missions first. You can always buy it from a crew skill vendor.

     

    Incorrect.

     

    Fibrous Nylite is a 1st tier Archaeology mission... if you don't see it listed, refresh your crew skills window by either running a quick mission or zoning (e.g. into your ship).

  12. So I'm still a little confused with things since 1.2.

     

    Are we able to RE mods higher than Mk22 (e.g. Mk 23 or Mk 24 or Mk 25) to learn the schematics now?

     

    I see no tooltips indicating any research is available when I mouse over mods that I cannot craft.

     

    Thanks.

  13. So that is how it is working then? Going to have to start doing this.

     

    Schems of each level drop based on the tier/level range of the UT mission you are running, if that's what you mean.

     

    So yeah, for instance, tier 1 UT missions drop schems that require 100 armor/synth skill to learn... etc.

  14. it could also be the simple fact people only spam-run the Grade 6 UT missions, so you only see those two schems dropping from that fact alone.

     

    i've been grinding some lower level missions for some mats to equip my alts and i've had a lot of other random schems drop.

  15. Yeah, at this juncture, there is not enough critical mass of players able to afford the 5M ship-board neutral GTN to make it worthwhile for *anyone* to purchase this unlock... so we sort of end up with a chicken/egg problem of sorts.

     

    Honestly, the ship-GTN should just have a tab or maybe just two terminals that allows one to access faction GTN and the other for neutral. The whole point here is convenience right? Allowing access to both markets with a mailbox in the center would be very very convenient...

  16. As the title says... does this schematic/item exist in the game?

     

    TORhead lists the item and schematic:

    http://www.torhead.com/schematic/dCwgQv7/sorcerers-headgear

     

    A commenter said you can discover the schematic with at T2 UT mission, but I've had no luck. Nobody on my server's GTN seems to sell anything other than the chest/legs.

     

    I'm looking for this headpiece with an augment slot because the model is a headband and not so offensive... mostly for companions since my toon can hide head slot, obviously.

  17. anyone have a pic of the custom built and elegant double saber?

     

    sure... these are the L20 "custom-built" ones:

     

    http://img441.imageshack.us/img441/4196/swtor2012041513174799.jpg

    http://img535.imageshack.us/img535/994/swtor2012041513165704.jpg

     

    i thought i had a shot of the L50 "elegant" ones, but i can't find them... there isn't much reason to waste expensive mats on the L50 version though... the art isn't any better. both models are pretty fugly.

     

    we can only hope later on there are more attractive models available for future schematics.

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