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nashish

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  • Location
    arizona
  • Interests
    computers, outdoor adventuring, with interests in all aspects of life
  • Occupation
    restaurant manager
  1. One thing about gearing that I'm not opposed with is stat customization. For any hardcore player even a minute advantage of minor stat changes of distributing where stats are placed doesn't unlevel the playing field if everyone is using the same number across the board. In this case, one full set of pvp gear would be acceptable imo. By full set, I mean armoring containing set bonus for a specific role to a specific class of a specific piece; lettered classification mods; full list of enhancements and one rating augjments. If pvp gear was limited to one rating but for example ranked play your armor requires you to use only armoring,mods, enhancements and augments from this specific set, whether crafted or otherwise, establishing that no matter how you customize your character in pvp, it keeps the playing field level. Is that an acceptable possibility?
  2. So is giving pvp players the advantage of UCs, yet here we are. My argument is valid, pvp has a distinct advantage of gear progression here. 500 UC is nothing in the grand scheme of things, only nim raiders have a chance of keeping pace, but probably thinking about hiw pvp needs to be in the routine to gear. Pvp always had an advantage since the start of 5.0, and there'll never be an even playing field at this rate, if that was ever a goal.
  3. I don't understand exactly why pvpers would want to leave because of gear increase. We've established that good pvpers don't win based on gear level, it's based on skill. A good pvper will out maneuver the best geared noob the cartel market can buy. There might me the occasional nim raider who's decked out that might pose a challenge... shouldn't pvpers want that? Don't you want a challenge to pvp other than the same faces you play with all the time and everyone else who doesn't make a difference in a warzone? I still don't understand the fuss. PvP is the best way to make UCs hands down, Most of us don't play pvp like some of the hardcore pvp players, tbh, hardcore pvpers make it difficult to like pvp at all, Which puts pvp players at a distinct advantage for the upcoming grind. You think nim raiders take a walk in the park to grab gear? Even if every run was a success, how many raids to fully gear a whole group? How many hours per raid? How many UCs will pvp players being making in that time doing pvp matches instead? That's not even accounting how long it's gonna take to clear the new MM ops. Unranked premades, running down noobs like there's no tomorrow, no help at all in chat to the player who doesn't know pvp (which we've established is.... most people) only trash talk about not knowing how to play. Of course they don't! Look at the vets of pvp! You don't want people to get gud, just things to roll over and call it a day. "I don't pvp" is a common phrase you'll hear on our servers because it's hard to get people to volunteer to be hunted down like animals then talked down to by their own team without so much a clue to do otherwise. Maybe if some of the hardcore pvpers leave, people might actually try it again and learn how to play. There's plenty of great pvp players who will still be around, good players who climb rank AND actually do try to help, carry the team, and make the most of what they got.
  4. Getting into vet ops is difficult, you can't pug it without having done it usually, and this server is the first and best resource I discovered to help me find a team to learn the content. It's a great tool to connect with other raiders of any difficulty. I recommend to anyone and everyone looking for more options for endgame content.
  5. Having different tiers of gear in pvp does seem wrong. If you're contesting skill against other players, should you get bragging rights if you have an advantage more than just skill? Instead of stat bonuses, it should rely soley on having your set bonus if players really care about a progression system. At level 70 it should cap at 230/236. Base stats around each individual piece name rather than including the tier level. Example: people do love gearing, there's the aspect of tweaking stats for optimization, which is fine. Skank tanks need their dps stats. Choosing which lethal mod letter or which specific enhancement is a big part of player's considerations of game. Just bolster the mods and enhancements to match BIS versions. That still gives credence to which mod you choose to stick in, which enhancement you replace to tweak your stats. Don't have that enhancement? That can be your quest for progression. Getting that particular mod to make your gear perfect. I don't necessarily agree completely with this, but the argument of people needing progression is well known and hard to completely strip away. Set bonuses should be enough, you either played enough to have it, or you don't. Having to wait until you get full BiS gear before playing an even field shouldn't be a thing. Pvpers lose credibility bragging about rolling over a noob if the noob also has a handicap to start with. There should be no bragging there, needing someone to not only suck but given a disadvantage so you can roll them over and feel better about yourself means that you too should get gud.
  6. Has anyone considered incorporating flagships with gsf, like using them as the spawn points in a match? Now that we're getting guild vs guild challenges, it would be cool to make use of our flagships, and maybe get some perks with them too. Perhaps it would only work in it's own game mode, similar to holding pois for points, except tue sattelite is actually the other team's bridge. Example of map changes: at each end of the map an extension is added to fit the hull of the flagship. For each expansion unlocked of the flagship would place a point of interest (POI) hat has different perks of abilities and flagship defenses Ie. An engineering bay places a poi where allies can go to for repair, hangar deck poi could be used be used to reload secondary weapons, and once destryed, would extend the timer for respawning, crew deck expansions would increase a number of defensive pois spread out on the ship, and the command deck poi would trigger an effect that would allow the enemy capital to open fire on the other. It may be better to run this match similar to void star, where each team has a round of opportunity to assault their opponents capital. Another Option is to use systems similar to the conquest mode of the classic star wars battlefront 2 game and have individual system pois to target and destroy: shields, communications, turret defenses, etc. Shields would have to go down first, turretz optional but not dealing with them means periodic damage to your starfighters, with destruction of engines, bridge, communications would end the round as win for the offensive, the team with the most detroyed pois of the 3 priority targets wins, followed by turrets and player deaths to resolve ties. As the starfighter community is small, this may be wishful thinking, but if the idea were used as a pve scenario it could attract more players (sort of like galaxy of heroes where you don't actually fight pvp, but you do battle other player's squads, the only way of keeping your rank up is to play.
  7. For a pug group? I'm talking about queueing up for an ops group via group finder. Two things to make sure of: they are queued for the role they are specced in and if they have the the character perk field respec so choosing the second role viability shows up as an option. I may understand why they wouldn't for all of group finder, that's alot of activity to manage, but maybe group finder for ops only, at least then that option would have an actual use, instead of finding a replacement and telling them to queue. I don't see how timezones are an issue, and undergeared players are not much of a problem as players who don't know how to play their class... but that's the dice you roll in a pug group whether you're on the same server or not. I suppose lockout poses a problem, but if someone is locked out and has progressed farther than a group queueing for a replacement and is unable to match up, you still have a better possibility of finding a replacement even if a group can't match up with a lockout. Is there no way this can be done? A server dedicated for GF and PvP where it pulls players from their respective ones to play the match or pve instance, then you leave back to the server you came from. You may not be able to add friends to your friend list or contact anyone not from your server again, but that's part of being in a random group. But at least the ops GF might actually have a chance to pop, pvp ranked would match you against all ranked players, to test your mettle against everyone, not just your server, and I'd like to see gsf pop more, even harbinger doesn't have the queue times I'd like to see, even during peak hours.
  8. Instead of merging servers, match pvp groups within a region of servers (US, Euro, etc) so we can be matched up altogether regardless of what server you're on while still being able to stay in the server you're in without merging. Grouping up with group finder in this way would make solo queueing for ops viable, finding replacements easier, and everyone can still stay where they are without the fuss of dealing with which servers are active or inactive . Even GSF would benefit from a better queue time if it was able to match with the servers from the region, and we can keep the servers the way they are.
  9. I would like to see a new GSF game mode incorporating capital ships, kind of like battlefront 2: Galactic Conquest. By that I mean using capital ships as targets for the scenario, where the objective is to take out critical points located at different locations of the hull: shield generator, engines, weapon platforms, communications arrays, tractor beam; trying to take out the enemy capital ship before they do the same to yours. Another added possibility is once you take out certain systems like the shield Generator and the tractor beam, it would "open up flight lanes" where your side would deploy a transport dropship from your capital ship to the enemy's hangar to "board a raiding party". Your objective at that point would be to escort the dropship safely across the field to enter their hangar in attempt to take it over scoring mega points for your side, or win the game. The enemy's objective would be to destroy the drop ship before it makes it to it's destination. For every ship weapon that isn't destroyed on the enemy ship, would add support damage on the drop ship making it more difficult to complete. If the drop ship is destroyed, it would take some time for command to ready another transport to send in attempt to take over before the game clock runs out.
  10. Can we get a vendor who will trade unassembled gear pieces for unassembled components? I run EV and KP to get our newer guildies up to speed, running DP and TFB to get them used to heavier mechanics, practice makes perfect, but we're getting to the point where everyone already has the tier 1 gear for that drop, not just for the leads running it, but for the veterans who come to lend a hand so that we have the numbers or roles needed to make an op happen (usually from gear crates, by the time they're ready to try ops they don't need the gear offered). The same can be said for schematics, I can't even give them away sometimes, If there was a vendor for that so we can turn in a number of schematics for a schematic we don't have, or getting a schematic from the next tier, It can still be considered desired loot. The 20% drop for pre-final bosses is also a problem. Sometimes I hear people getting drops from 2 or 3 by the time, where I get strange looks when I jump up and down for the 1 extra drop I might occasionally see. Maybe we could make one of the two pieces permanent with the possibility of a second? the 20% itself is incredibly low, it takes a considerable amount of effort to get it done, and the sinking feeling of knowing that you won't probably see those extra pieces is less than ideal. Or maybe a more personalized RNG so everyone rolls for themselves, for every failed roll it would add a bonus to the next roll until they got something, when you do successfully roll the item would pop up in your slot and the added bonus roll would reset, That way even if you don't get a drop you know that the next time you take out a boss, it will give you a better chance (We all police each other pretty well, making sure no one hogs all the drops, but it would also cut out the need for that, some peeps are too nice for their own good and get shafted by the guy who doesn't care to share) I still see alot of potential for the command system, but until I know that people will be rewarded for their efforts from operations, it's going to feel like everyone's doing me a favor for even coming to an op in the first place. I don't roll for anything if I'm leading until everyone's got something, and I don't like getting pieces just because no one else can use them. I can't ask other leads to do the same knowing they don't have a chance of getting rewarded for their hard work.
  11. Unassembled components are difficult to farm. I suggest a few things in this regard: add components to mission rewards for PvP weeklies (even dailies maybe), and maybe even open it up to more than just PvP: the FP dailies/weeklies, personal conquest rewards, and if youre looking to promote PUGs: add a solo GF queueing mission set and give lvl. 70s unassembled piecces too. Kind of unfair that ops get pieces, and pvp can build on with components, but all other content have to only rely on tiering up cxp (especially HM FP). I have a decent set of command tokens, but haven't tried tiering up yet, is there a way to gain those outside of crates? I'm assuming PvP players are going to tell me to stuck it trying to get other content components when they're already having a hard enough time grinding components, but if we did get components fr missions plus earning components every match, pvp would still have the oppurtunity to make more.
  12. This is your answer. find the settings and it will sync the time
  13. I tried to reload my keybind from my saved configuration and it didn't change it. you have to go back to your keybinds go to the key in question and input it again, it will take off the bind that overlaps, It looks like a conflict between the new default settings and our settings. Not sure if that helps tempers, but at least it's a solution.
  14. That happened to me, try moving your crafting window a toward the center a little bit, that worked for me.
  15. When I open the tutorial index it says to click because I have filters on which prevent me from seeing everything, but the link does nothing,
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