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Haystak

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Everything posted by Haystak

  1. For the past year the imps have become the dominant force on harb, atleast during the times that I play. I imagine it has something to do with imps being the dominant faction in this game, and with a lot of servers have mass migrations to harb, that imbalance found its way to harb. None of the guilds that were known to me before 3.0 for being good pub guilds que on harb, or if they do, they do so at different times than when I play. The lack of premades is definately felt whenever I play.
  2. I like the beta, but my expectations were very low. Got my grenade after one solo thing and one multiplayer match. Got to level 5 after about 2 hours and have a sniper rifle and all 6 of the upgrades you can get, the rest of the stuff is locked. So I am not sure how you didnt get your grenade until five matches in. negative sides right now is Hoth is near unplayable out of the box for rebels as the imps dont even have to play objectives to win, they just have to kill, where as the rebels have to complete numerous objectives, and stay alive. The other map is pretty good, and how im judging balancing right now. The game seems seriously skewed towards "he who have the most vehicles, wins", which is a common factor is all battlefield games. The people who do the best are the ones who focus on learning the vehicle mechanics of the game. Visually the game is amazing, except when the heroes are about, watching darth vader jump around supermario style is just odd looking. Beyond that everything looks amazing. Im a little interested in the game, but its not going to be a new standard in anything star wars.
  3. Scoundrel decent at all specs Shadow( currently shelved but I can be proficient given enough time) Sage (gearing her out, but I do well as healer mostly) Gaurdian (Mostly DPS but has a tank set) On the imp side I have a few toons, but none 60 yet. Operative might be the first one though. I'm mostly just looking for people to pvp with, and maybe do some SM ops to get back into the pve groove. As far as PvE goes my scoundrel and sage are the only one geared for that. I don't have the rotations for pve down though. Arenas bore me, I will participate, but even if we are winning I may only be good for a dozen matches or so before I try something else.
  4. Two things stagnating the influx of new skill are the community being toxic and the lack of a ladder to climb in terms of skill. From the outset of hitting max level players are thrown into a giant mob of players who often have at least one premade on one side. This usually results in an slaughter in which neither the team doing the slaughtering or the team being farmed gain much. Arenas which were meant to help this really don't, as most of the player base doesn't really play in arenas, and the community that does is very tight-knit and usually does not seem very friendly to new-comers. A great deal of players have left yes, but the game is easy enough to where someone could become top tier in 4-6 months from scratch with the right attitude, but the atmosphere is not exactly helping this, as most players get discouraged quickly in pvp when they feel like they contribute nothing to the match. Edit: I changed a few things, as I seem to write like I'm 8 sometimes.
  5. Watched his streams and some of his recordings, he is pretty good. He could be selective about when he ques to maximize his effectiveness, but honestly that doesn't really exclude the skill set required to do well in ranked. It would not surprise me though if he had some marroing going on, but from his stream its not apparent that he does. Guy is a Dick to a lot of people though, but among pvp'ers its nothing special, ego usually goes with the territory. Its not enough to win, others must lose.
  6. Number of MMO players use SDEF instead of AWSD for their movement keys. Gives you the ability to keybind more things reachable by your left hand simply by moving your fingers to the right by one column.
  7. Its time to leave then. all PvP servers are on life support imo
  8. 1: For PvP Cunning, Power, Crit to 25% little to none in alacrity. If for PvE same thing just adjust for 110% accuracy. Some argue that straight Cunning/power all the way and skip crit rating(for PvP) 2: One that gives your auto crit corrosive substance every two minutes. (edit: enforcer, thanks Saik! 3) Concealment has a place though its hard to make work against some of the easy mode classes. Lethality can put up big numbers on a board but lacks reliable oomph in its abilities due to needing a ton of a things to crit when using your harder hitting abilities.
  9. Love the "Smash not really OP in 2.x" statement. Luls. Smash is the Michael Jordan of Op specs. Until a class remains OP for close to a year and a half smash will be king of the ring. You didnt see a thousand videos on Youtube because the spec was hard to play, and underperforming. Its because anyone with half a brain, and a grouped up enemy could get a 25k(combined damage, and very forgiving) auto critting aoe. Pyro PTs had it good, but atleast they got nerfed into oblivion after a short span.
  10. The big culprit in most cases is healing. I did a lot of testing, and heres what I have come up with. PvP combat status is the exact same as PvE combat status. Whereas anything that causes aggro, initiates combat, and anything that completely resets aggro, removes combat. Healing links player aggro tables in warzones, much like it does for a raid boss, if someone heals you while you are in combat, yours and his aggro table are now linked for the opponent that your on, which means as long as the healer stays in combat, you will be in combat. Barring a stealth escape, or death. So if your ever in combat for a very long ammount of time, its most likely because one of your healers is still in combat. Just one more reason to peel for healers.
  11. Using abilities now is exploiting. BW bann operatives Nao! Packs of em I tell yo,u packs of em.
  12. I liked it because the knockdown was a great interupt for healers who were spam healing themselves and standing still. Eventually I would get them down to about 40%. Which would trigger some response from them, and blamo,I put them on their face, which usually got a lot of em to panic and throw off their rotation. Worked doubly well if Dirty Kick was up. For me it was also the thing that seperated scoundrel/op from the rest of the crowd. In the end I think removing it allowed the devs to explore some additional options, our opening ability just did way too much to balance around. So its give and take with me. On one end we lose a lot of what made scoundrel feel unique, but we gained some needed love else where. Personally I dont really like the changes, but Im not going to weigh my opinion against class balance at this stage. Mostly I just wish they had held off implimenting some of their changes until the expansion, as the very end of 2.X was very painful. The class was hard to have fun with in pvp. In pve though things were golden, I actually dusted off my pve armor and finished some raids before the 3.x expansion, arenas were out of the question though.
  13. Not like people have much to discuss on this forum. Front page practically goes back 2 months in threads most of the time for this forum.
  14. Against a decent tank and healer though I dont think its as effective as its being let on. In regs you only need to buy a little time to prevent an ambush cap, one dps can hold off against 1 op for atleast 30 Seconds if played correctly. Over time two ops could take down a tank healer combo, but nothing that would be considered very fast, especially if the tank and healer are alternating which op is whitebarred.
  15. I would agree, the chance for a true 1v1 with no interuptions is slim, so Ops being strong in that category shouldnt have an effect on balance. However if you were to be in a 1v1 against an op who has all of his cooldowns, then the chanced of you winning the fight are very small considering the op makes few to zero mistakes. In a reg warzone no class can be defeated so quickly that reinforcements shouldnt be able to come help if they leave within 10 seconds as everyone has enough leverage to delay a defeat for atleast 30 seconds. So reg warzones wont be much of an issue, and in arenas the outcome is more dependant on your combined actions than any one action by the op.
  16. I dont believe I have been beaten in a legit 1v1 by any class since the expansion, atleast not as a scrapper. Scoundrel can control the pace of the battle more than any other toon. I have had enemies get me low, but I cannot recall a fight I lost. Granted I have hardly had a fight where it last more than 15 seconds before someone else is on the same person. This advantage goes away in a group setting however, as our control is limited to one person. In my mind practically all of the issues surrounding sco/ops in general are limited to its lack of group control, as well as aoe pressure. It is a strong class against a solo defender, unless that defender is a healer. Healers seem a bit powerful solo right now. Except mercs, once the shield is down, its easy street.
  17. A few points to this thread. I agree the comms for losing seem a bit low, considering that you could possibly bust your *** off and get beans for comms. I wouldnt mind seeing the losing comms increased. That said I dont normally lose, and I dont normally pvp for comms. Best thing you can do against a premade is wait 2-5 minutes after your match ends before you queu for another. Unless the queues are baren then you shouldnt have much trouble cycling away from the premade. I dont normally do this unless the composition is some troll group, who are just their to annoy people(2tanks 2 healer premades.....they exist, and I hate em). As usually the only time I get a chance to test my mettle is when i am against better players, and if they are in regs, and they are good, they are most likely in a premade. On top of all that, I would like to motivate you to find your own group of players who you know are skilled, and group with them. You dont have to be in vent, hell you dont really have to coordinate much at all(vent channels in most good groups are filled with very simple chatter, sometimes nothing even about whats happening in game). The biggest advantage premades have over pugs is that premades are usually made up of people who have been playign together for a long time, and know the ins and outs of combat. Other than that, I dont see BW implimenting a Group only queue.
  18. Summer is coming. Pubs lose everything in summer. Ranked, unranked, imp premades are everywhere in summer. So im sure they will fit right in, if they are coming in now.
  19. Dodge. Exfiltrate, Dirty Kick. Interupt their rotation and the roots go away. Once you get your chance to roll do so. at 20 meters they just blew their one long range gap closer. 1 is rarely a problem, its when their are multiple people on you. Would write more but work.
  20. I never understood why they completely got rid of it.
  21. Even if your not taking the OP out, your still destroying his mobility, which an op/sco cant have while two of almost any class focuisng them, as the priority goes from DPS to evasion. Ops cant do both.
  22. Frag grenade is a must for any encounter where you get knocked back, rooted, pulled or thrown. It makes an otherwise useless GCD at range soemwhat beneficial. I dont know about spamming it. But against some classes I see myself using it atleast twice, when they happen to get range on me.
  23. Republic ARMY From the wikia it looks like the republic army is really only made up of special forces, security details, and private gaurds. The bulk of the forces fighting are acutally members of a planets military, or a systems military. The Republic Navy on the other hand is much more established and seems to have a more complex ranking system, I could understand with such small groupings that a limited form of ranks would be needed. You dont need to have 20 ranks for groups that might now span more than a thousand people.( I cant imagine a special forces unit being collosal) Most armies that fight for the republic look to actually be armies managed by planets that reside within the republic, with the armies themselves keeping the rankings given to them by their respective governments. The republic is just given command over these forces. This might explain why Republic commanders have such authority though, and why when special forces show up, they seem to have a bit more sway over local commanders (commando story line seems littered with people of local militias/militaries that dont like repuiblic special forces, because they dont like someone just coming in and running the show)
  24. I am unsure if this is a Troll thread. Has all the makings of one.
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