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dracophoenix

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  1. Energy field is necessary for objective based WZ. It is part of the strategy required for the map. If you see that your team is being picked off, switch to survival mode, stay up as long as possible to be able to DoT anyone trying to click the door. If you all die at once, you're all waiting at that door. One of my favorite strategies is distraction, as a Sorc. Get enough people DoTed and annoyed with you, that they'll follow you and become so focused on killing you, that they move away from the objective + gives time for team mates to respawn. You have to be bloody annoying though, and be at your max 30m distance when you start the game. Not to mention, you want all your CDs up.
  2. I have both a level 42 Sniper(Gunslinger equivalent) specced as a Marksman. You can ROFLstomp people in pvp. Thing is, you're dps. As dps, you are squishy. You WILL NEVER ESCAPE THAT as DPS. That being said, you can spec more defensively (bonuses to shield probe + cover bonuses) that will keep you alive for a few extra hits. Key is to take full advantage of the 35 meter range. An example of how I have my Marksman specced. When he goes into cover, he gets an instant snipe. From there, follow up shot, Ambush, follow up shot. So, you have Instant shot, Instant shot, 1.5 sec shot (if snipe crit, which is you lazed it, it will), instant shot. At that point, if the opponent is at 30 percent or less health, Take Down (another instant shot). Sniper/Gunslingers can be ridiculously painful if played right; however, they are a very particular play style. You have to be twice as sneaky as any class that gets an actual stealth. Also, 1v1 is doable, it is a matter of knockbacks, kiting, and rooting. Someone gets up in your grill, you can spec that your ambush (or gun slinger equivalent) knocks them back if they are within 10m. Follow Through (instant shot), and Legshot after to root. Then Laze, Snipe (instant shot if you do this all RIGHT AFTER planting into cover), follow through. If the bugger is still standing after that, and he gets close, Debilitate (CC stab). Run, cast Explosive Probe and your overcharge shots while you're running to take cover again, repeat. That is one scenario, and IDEALLY, you will always avoid 1v1 scenarios and focus on helping your group DPS down quicker. The advantage of that, is if you're focusing on what everyone else is, then if the target targets you, your group has your back (lot of bad PUGs, so it is 50/50 shot on this). TL;DR: Snipers/Gunslingers can be amazing if played correctly, just like any other class. After playing three alts, I am amazed at how relatively well balanced the classes are.
  3. Add equipment (an addition to your ship) that will allow you to receive bonuses toward your crafting. Example: -Gem Polisher 5000 (Decreases Crafting Time of Artifice Recipes) -Experimental Cybernetic AI (Increase Crit Chance on Cybertech Recipes) -Uncle Kypp's Guide to Weapon Rigging (Bonus Chance to Re-Engineer Up for Armstech) Of course, these names are just place holders to get the idea out there, but I think it would add an extra bit of flavor....Oh, and one last one -Augment Adder Devicer (Adds Augment Slot to a CRAFTED piece of equipment) +Would allow for a max of two augs being in a piece of equipment, one from crit crafting and one from the Augment Adder Devicer ALSO: Allow Orange Gear Recipes to be Crit Crafted for Augment Slot
  4. I would like option of Force Persuading her over time. Slowly nudging her toward the Dark Side through manipulation of her will till it is second nature. Then make her combat shouts change, no more jedi talk.
  5. Question: If the above changes were made, do you think Slicing would need a readjustment upwards credit wise? If crafters become a more attractive option than commendations, then there would most likely be a greater use of Credits as a currency over Commendations for Gear/Upgrades/Consumables. That being said, would having greater resource of credits available for people to spend be beneficial over all?
  6. Also, from a programming standpoint, I would suggest implementing it where you click on the Reusable Stim. It checks to see if it has a charge. If no charge, check inventory for Recharge Pack. If Recharge Pack, swap Reusable Stim (0 Charge) with Reusable Stim (50 Charge). Keep it simple and not having to add more work to the 'refill' system. While from a RP standpoint, it is swapping out cartridges or resupplying, where from a system standpoint it is destroying the original and replacing it with the full charged version. No need for a messy ammo/charge system. Either all or nothing. Also, players don't have to worry about ever 'not being able to use it' if they have a Recharge in their inventory. Just trying to use it at 0 charges would automatically consume the Recharge and then proceed to apply the benefit of the Reusable Stim/Medpack
  7. That is why I suggested the changes that I did. Yes, unlimited use buffs/medpacks are BoP for Biochem. This is good else the demand would eventually dry up. By letting others buy an reusable stim/medpack that takes charges, they can participate with similar advantages. Right now, you have to either know a Biochem or be lucky enough to find the exact stim/medpacks you want. Then you need to buy them in sufficient quantities to last you a while. Once you are out, you're out and have to replace them all over again. What my proposed changes do, is allow the players to buy a Stimpack/Medpack or Combo Pack that they like, and then once they run out of charges, buy a refill/recharge pack. That way, you can choose the buffs you like and don't have to hunt down the individual stim. Again, these do not replace the current consumables, but are a suplement to them as an alternative choice for the consumer (Ex: Rechargables are a purple, therefore someone may choose to spend less initially and just buy the green or blue consumable)
  8. Thank you for your feedback. I agree that a simple nerfing of commendation gear would do it, but I am not suggesting something that would make progression or playtime more cumbersome for players. I would rather have commendations be where it is at, with crafting having a 10-20 percent edge that made it worthwhile. I think the problem with nerfing, is we start a race to the bottom. Right now, things are balanced to commendation gear (just from my own experience), why not allow people the option of being slightly above the curve with crafted gear?
  9. All Crafts: -Allow us to 'enhance' commendation gear/mods/enhancements, or for that matter, all gear. Would not be a guaranteed success for every attempt. This would again add another useful for professions while maintaining a money sink to continue to keep inflation down (which, with the slicing nerf, seems to be a priority for Bioware) -Example: I bring Green Light Jacket to Synthweaver. I do this through an 'enhancement' slot in trade (bottom of trade window, a slot where crafter can 'enhance' what is put in that slot [so to avoid bound items not being able to be enhanced] If 'enhancement' is successful, gain of x percent to all stats of gear, if not, then matts wasted. Credits are still transfered because the 'trade' is completed upon the attempt.)
  10. Cybertech: -Reduce Cooldowns on Grenades -Make Crafted Speeders None BoP -Allow Conversion of Normal Armor to Droid Parts (This would be useful for those who have droid companions. If a piece of armor has desirable stats, the Cybertech can make a "Total Conversion Kit" that people could use to make it into a droid wearable armor/Part)
  11. Producer Crafts (Cybertech,Armormech, Artificing etc.): -Allow crit crafted mods. (example. Resolve 1 = 10 willpower, Resolve 1 [Exceptional]=12) -Allow crit crafted barrels/hilts -Allow crit crafted Armoring (see above) -Allow crit crafted Enhancements (see above) -Add level 50 Mods + Epic Recipes (Let Epic Recipes Start as Greens that can RE up. An Epic recipe green > than non-epic recipe green, same with blue, and purple, etc.) Slicing: -The ability to add Augment slots to armor. (This would not replace criting on normal crafting, this would supplement. Now any crit crafted armor could have a max of two Augment slots. From criting on crafting and from slicing attachment) -Increases demand for Augments and allows players more customization of their stats. Biochem(Medpacks/Stims): -Make a purple clicky that isn't infinite, but is rechargable. This would make it less necessary to buy indvidual medpacks (with there being 50 different types of medpacks, each one taking an inventory slot) and being able to buy 'recharge cartridges. (Example: I buy Purple MedPack. It has 50 charges. When I use charge 50, I go to a Biochem or GTN and buy recharge pack. Boom, 50 charges back. This would also allow for more tweaking of the purples. Say they wanted to add a hybrid medpack/stim. Players would enjoy being able to consolidate/save inventory space while also getting the effects of a stim just from healing)
  12. Make it tradeable. Always thought this was a stupid idea.
  13. This is odd. This is the message you usually get when your quest log is full. Can only have 25 quests/missions at any one time. This includes PVP/FlashPoint/Class/World Missions. Press L, check what is in your mission log. If you have 25/25, abandon some of the old ones.
  14. I can't tell if you're serious about the knock backs in PVP. I think it is brilliant, really. Adds a new aspect other than, "OMG I GOT MAX LEVEL AND EXPERTISE, POWN N00B!" You actually have to think about positioning, be aware of the abilitys your enemy has, what tools you have, etc.
  15. I wish you and your friends the best, but a lot of what you list as things you don't like, I love. Wish you the best in your next game.
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