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Wallach

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Everything posted by Wallach

  1. Big "no thanks" to the unbind idea. All of the cosmetic stuff, including name changes, seems like no-brainers though and I'm surprised they don't have these features available. In fact I'm sitting on a character I can't play because I'm waiting on a naming issue to get resolved that I could have immediately fixed myself while actually making them money, instead of losing it in CS time spent.
  2. Yeah I think this sucks too. They should sprint like Malgus does, which I think is the same animation as Guardians. The way it is now looks like some wanna-be anime stuff. Even the idle animation is kind of dumb, they seem a little too thuggish and simple; guys like Vader were frightening for very different reasons. Sometimes I think my Juggernaut believes his lightsaber is a stick.
  3. How soon can we expect to see more character transfer options? Many of us that re-rolled to populated servers before the character transfers started now have high level characters on different destination servers.
  4. Yeah, item modifications themselves have a level requirement so whatever the highest one in the item is will determine when the character can put it on.
  5. You can't really, but when it comes to bound item modifications, you can put them into Legacy gear (the stuff you buy from Dromund Kaas/Coruscant for credits) then mail the piece with the modifications in it to your other characters.
  6. Did he actually say this? loooooooool
  7. Much prefer to have the +5 range, no question.
  8. I use a similar spec but it's more focused on PvP, so I dropped Shield Specialization and Blade Barrier to fill out the rest of what I wanted (http://www.torhead.com/skill-calc#101GrGdzdrzfzZ0MZf0M.2). I'm sure you could easily do HM FPs with it anyway.
  9. I play a Juggernaut in Immortal spec (32/7/2), build for PvP over PvE slightly. As for your questions: 1. I think players see my spec as a damage sponge and taunt/guard bot in PvP that has no damage output. Not perceived as any kind of offensive threat but an important target to track if only to kill whoever I have guarded. As far as PvE goes, I feel like we are regarded as solid tanks but maybe the weakest of the three by some margin. Certainly we seem to be considered the lowest DPS possible in SWTOR. 2. My perception of Immortal is that it has a lot of PvP utility that comes with the downside of having very little damage. Personally I have a stupid amount of fun with the combination of quite a lot of CC and extreme mobility while still having a ton of survivability. However, I think that the way the tree is constructed doesn't well match the design of the rest of SWTOR's skill trees; Immortal almost seems to get weaker the more you invest into the tree, with high tier talents like Thrown Gauntlet and Shield Specialization having relatively poor returns per point, whereas the first three tiers are packed with significantly more value. In particular, we get very little survivability beyond the third tier when it comes to PvP, to the point where a lot of players that tank in PvP have just started putting those points into Vengeance instead for more damage and some different utility (like trading Backhand for Unstoppable). Doing this doesn't cost them any survivability as a tank in PvP and in my opinion that is a sign Immortal isn't up to par. I'm satisfied with the play style of Immortal and the active skills introduced in the tree (Invincible, Backhand and Crushing Blow are all useful and fun to use) but the passives - particularly beyond tier 3 - need to be examined and more passive survivability introduced in the upper half. Particularly Dark Blood and Sweeping Fury.
  10. My current ranking: 1 - Huttball 2 - Novare Coast 3 - Voidstar 4 - Alderaan Civil War Huttball is far and away the best ruleset in the game and I very much hope they introduce new Huttball maps in future updates. Novare and Voidstar are pretty standard objective maps and work fairly well even though they aren't 100% conducive to fun gameplay for all participants (i.e. defenders on weak sides are sometimes left without combat for stretches that are too long). Alderaan is another standard idea that is hampered with terrible decision decisions that lead to players both currently winning and losing often being bored simultaneously. If they don't update this map with modified or outright new rules I would prefer it were removed entirely.
  11. That's a very interesting statement.
  12. Backpedaling is bad whenever you're using movement specifically to create distance from whatever your focal point is. Whether that's specifically another player target or simply a general area of advantageous positioning. Now, if you're moving specifically for maintaining distance from a target being tracked, then backpedaling is going to be bad any time the target that is moving can move faster than you can while you're backpedaling. This isn't actually 100% of the time (most commonly in Huttball), but it's still most of the time. There's also a bunch of cases where players make entirely superfluous movements to begin with and in those cases backpedaling makes no difference. But in those cases the problem is actually just wasteful movement in any direction and isn't specific to backpedaling, though most players seem far more accepting of this even when it is often just as detrimental.
  13. If they are concerned about people "undoing" the server merges through paid transfers before the merges are finalized, just open paid transfers only between the current "destination" servers until that happens. Don't make us all wait to salvage characters that were left hanging due to the mandatory server selections until you close the locked servers for good, there's no reason for it. If anything it would be a good test run of paid transfers for later. This wouldn't even really affect current populations because the characters that we're talking about for the most part aren't even being used. They're just rotting until players can move them to whatever destination server they need to be moved to. Hell, make the initial restrictions even stronger - something needs to be done so that the people that got screwed trying to reroll on a server that wasn't totally dead before transfers happened can get their characters pooled onto the right server.
  14. A lot of us are sitting around with characters stuck on servers they shouldn't be stuck on. Any updated ETA on when we'll be able to at least make transfers between "destination" servers, paid or otherwise?
  15. Novare is basically a version of Alderaan that doesn't suck design-wise. They need to add an additional rule to Alderaan to change how it works; it's often just as boring to win as it is to lose. When both sides of a match can bored before the game is over, something doesn't work.
  16. Sometimes I catch people trying to drive down prices on some commodity with value walls, so I just buy out the entire wall and stabilize the price myself. They make money, I make money, I suspect they don't care. So I certainly don't.
  17. Probably because deleting characters makes no sense for any party involved.
  18. They're Rage spec, yeah. It's becoming a common RWZ comp; grab 1-2 Maras and 1-2 Juggs that are all Smash spec. It sounds like it wouldn't be that hard to counter but it's actually a problem; if they're coordinated it's unhealable and forces you to burn through cooldowns much faster than you want to. If you don't you are constantly giving up positioning (which you can't afford to do against a team with so many offensive leaps). The reason they don't have a high Protection score is they're pretty much only running taunts and not Guard. Like you mentioned, it's especially difficult to deal with if your RWZ comp is heavy with melee. Snipers and/or stealth-capable DPS are your best bets if you have a bench to draw from and you know a comp like this is queueing against you.
  19. Currently there is no way to change the hotkeys associated wtih moving your ship during space missions. The ship will always move with the mouse cursor, and additional fine controls are enabled via the following hotkeys: Move Forward - moves ship upward Move Backward - moves ship downward Turn Left - moves ship left Turn Right - moves ship right I really like using these movement keys during space missions just to make doing them more fun, but unfortunately I don't actually bind Turn Left or Turn Right during my normal gameplay. This means every time I do a space mission, I either need to re-bind my Turn Left and Turn Right functions to what are normally Strafe Left/Right, or simply only use the up/down controls, which isn't very satisfying. Please either allow us to specifically bind ship movement to keys, or if that causes too much code work for a minor feature, simply also bind Strafe Left and Strafe Right to left/right ship movement so that players who do not bind Turn Left/Right for normal gameplay aren't hamstrung during space missions. Thanks for reading.
  20. I honestly can't even recall hearing any grunting noises when playing my SW.
  21. I don't even know how you guys get mixed up regardless of what terminology gets used. There's only three damn points on the map. After one or two matches this shouldn't be a problem for anyone with any sense.
  22. The longer gear remains in the game, the easier it becomes to acquire. This, also, is MMO 101. BH gear is far enough from the top shelf gear that it is acceptable to become the baseline over the next few weeks. The following content patch introduces a new tier of raid gear, so this is the most convenient timing to change the player base's perception of "baseline" gear moving forward. Nothing disastrous about it at all.
  23. There is a known exploit that is specific to the Smuggler ACs that will force flag any player. They've not bothered to fix it for a while.
  24. I'm pretty sure one of the other changes in 1.3 was that all mod removal costs were lowered. Edit - Never mind I see you already took that into account.
  25. It's funny how wound up people get about unbinding S (or binding it to something else). It's a far more convenient way to change your movement speed on a dime than toggling walk, and in the few situations where it is useful you want to be facing the opposite direction you are moving anyway. I certainly wouldn't unbind it nor is that really good advice for anyone looking to really be playing at a high skill level. Keep it bound and learn when to not use it.
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