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Cooperal

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Everything posted by Cooperal

  1. I myself have seen all too many people with PvE-is-everything syndrome. Players that confuse their ability to fight routined enemies with skill. Some even confuse high-end PvE gear with something that's viable when they do try out PvP. If they're on the opposite team, they look adorably fragile. If they're on your team they just annoy their team by having the efficiency of half a real player. I was in a guild that focussed on PvE. I didn't join for raids because one officer (joint-second-in-command) was capable of arguing in a room of his own. Chiming in to show me up even when I was right about something. One PvEer says "we should try PvP". If it wasn't for 1.2 he wouldn't even have partial BM gear. He gets promoted instantly to "PvP Officer". Somewhere in the valor 70s myself. Yeah, no. Joined a PvP guild. It's heaven. I appreciate a guild that realises the movement, the reaction speeds, the psychology, the initiative and sometimes the patience it takes to survive in an arena. With no guarantee that your foes will be easier for the next match. PvP is where the real players are. It's where the real challenge is. And in ranked you'll never be too short of a heated battle. I had the slowest ever battle on Civil War yesterday. The game ended before any side could win middle. We lost by a hair but what a worthy match to have participated in. PvE enemies are designed for any average person to take on provided they've just repeated those runs time and time again. PvE is designed to be stacked in the players favor. You'd be patronising yourself and your party for celebrating a victory of 8 players versus that one static robot.
  2. Meh done those "epic leap" intercepts exactly like that plenty of times. Did one yesterday. No accident. It was nice but not slow-mo worthy. And meh to pre-50 warzones. A solid 5 out of 10.
  3. That quote still does not address 0-0 tiebreakers up to the standard people were hoping. All other ties and scores seem to be fixed but 0-0 stalemates are still very much a common occurence in Ranked. Nobody wants their rating altered on a 50-50 flip. Saying "Hey we put a fence in the way" is not good enough. They modelled (or perhaps recycled) a fence and put it in the way. Anywhere from 3 minutes to half an hours work. Firstly they need to make the winning conditions more clear ingame for the people who can make threads faster than they can think. Then they need to put their foot down on something concrete for 0-0 ties. Maybe weigh them based on objective points and medals. If not implement an actual DRAW system. One that decreases the highest and increases the lowest rating at a reduced amount.
  4. It's not a glitch. Your teams defense sucked too much. The second attackers scored the equalising point QUICKER, which earns them the win. If the original attackers didn't get to point 6 it means they used the entire time limit. Therefore the second attackers are also entitled to the entire time limit. If the second attackers don't equalise as quickly, they can still use the excess time the first attackers had as a chance to overtake. The only result that's still ruined in Voidstar is 0-0 ties. Instead of calculating a victor based on objective points or medals or whatever else they could've used, it's still a blind coinflip. BWs excuse, "we put a fence there to make stalemates harder". Ranked games are still proving them to be a very common occurence. Nobody wants their rating to rely on a coinflip. Their is nothing "secondary" about how well your teams are doing at objectives. First attackers set the standard. If the attackers are bested by the other attackers for speed to the same score they lose. If the second attackers get an equaliser slower, they still have the full round length to overtake or else they lose. It's the most fair way you could go about it. Also how are players that are "giving up" going to sit and grab defensive points on voidstar? Last I checked they're only for defenders, who are clearly doing their job if they're grabbing them. Attackers get attacker points. So that incentivises still cutting people down at the doors, even if it does turn out to be a lesson in futility.
  5. Cooperal

    Choke vs Lift

    Breaking News! It turns out the classes have different strengths and weaknesses and do not share identical abilities. You heard it here first folks! More on this shocking story as it unfolds!
  6. Because in a 1-life team deathmatch setting, self preservation is all that matters. Healers are gods, tanks are their gods champions and DPS are annoying little ankle-biters. I say it should weigh up which team has the most objective points or medals for 0-0 voidstars. The current huttball tiebreaker is fine though I think, means camping with the ball wouldn't be a viable tactic until the final minute or so.
  7. Consistently high power and crit rating are both important to any build of sentinel due to their diminishing returns. Only with SLIGHT leaning depending on the build. Their is no reason to neglect any to the point of going anywhere near as low as 250 points at endgame. Watchmen, in my experience, should lean slightly more toward power and surge rather than crit rating. While they dish out both some spikes along with DoTs, you'd be surprised how much the DoTs outweigh your direct hits in overall percentage. Since Zen temporarily guarantees critical DoTs, removing a large amount of purpose to your crit rating, I feel it's best to capitalise on every single recast by making those 100%-crit-ticks even bigger. I think it's very likely a better 100% crit deal than any other class of any other build could hope to have. Bar their mirror class of course.
  8. Cooperal

    voidsh%$te

    I slightly disagree but I understand the logic, especially if they don't change the game to understand ties (and they'd be stupid not to change it). In the case that they do implement tied games, I feel that rewards should remain equal across both teams but the higher ranking should be slightly reduced while the lower slightly raised in their ratings. At a reduced amount to an ouright win/loss of course. The higher rank didn't win with the odds in their favor. The lower ranking team didn't lose with the odds against them. Both ratings should be pulled slightly closer since despite the ratings trying to give an objective, numerical value to determine skill, the match outcome suggests they're equal. However they both worked to an equal standard in the match and should recieve an equal reward. On the brightside, this is why we have a pre-season (although how 0-0 ties haven't been fixed on the PTS is beyond me). At least every other score has been fixed. The team that attacks second can now win by either reaching the same score than the first attackers. If they don't reach the same score as quickly (but the score isn't 6) they can use the remainder of the time limit to attempt to overtake.
  9. I feel the amount of granted CC is adequate for most maps, But their application is blatantly too overpowered on The Pit alone. On most maps CC normally results in some temporary disorientation where the victim eventually comes out just a little distance away from where he wants to be. It can stop a heal or two. It can buy a few more seconds for a cap unless broken. Thta's all fair game. The Pit on the otherhand. Pushes/pulls have a largely different role. Combined with traps it flips the players with the most offensive capabilities upside down. And with the heavy use of catwalks, changes pushes from being a few seconds of recovery time to either causing a long walk around (with the exception of leap cooldowns). Most class builds don't have an in-built counter. Positioning yourself properly to counter pushes can be very hit and miss due to latency. Countering pulls on the otherhand requires most players to get some stuns/slows applied on them in advance. By no conventional means would that be a smart move in most games. I still don't have any problem with stuns/slows/immoblises. Their easy exploitation of traps can be prepared by playing good rather than hoping th enemy will slip up. Mainly by the use of passes. As foundations for rectifying this, I think that the pull range and push momentum should each be reduced to half. With pushes being combined with a short immobilise to counteract the reduced effectiveness it would have on the other maps. They would still be very much usable, except just not so instantly game changing. ------------------ Onto resolve itself, I feel it's too hard to proc but when it does, it procs for too long. Being destroyed at an initial stun-lock is commonplace. Sometimes careful management of your CC-break isn't enough. I feel it should in some way find a middleground. Easier to proc, shorter immunity duration.
  10. Simple answer: Whiners. -It's the reason that Battlemaster instantly went from requiring experience to begin earning to practically getting handed out in a few small matches. -It's the reason high valor players have little left to fight for other than getting some new pets and a meh-looking speeder (whoopee doo). -It's the reason cheapskates now a get quest that hands them recruit gear free and instantly. -At this rate medpacks are probably going to see a removal at some point. Extremely vocal idiots are the worst kind of idiots. Without respect to other players, they wish to reap all the benefits of the people that worked for them. Usually the excuse being that their unwillingness to play or that their busy lifestyle is a good excuse to punish everyone else. In other words, they want all incentive besides some vanity items to be over and done with in less than a month. They should really change the paint job on the Korrealis Sovereign. It should have words to say something like "I reached Valor 65 before patch 1.2 and all I got was this landspeeder. Edit: On the topic of PvPers not being able to sustain themselves... What? All PvP related expenses are paid for with PvP rewards. No credits for repairs, no credits for medpacks, no credits for gear (not even recruit as of 1.3), no need to craft. At most they need credits for augment slots or to swap mods into different gear for aesthetic sake (not important). A game types rewards will sustain you for that gametype. Thank god higher end PvE gear won't get people far in PVP.
  11. If you read, I said it's UNLIKELY (meaning each individual heal has the smallest chance) to make the difference between the winner and the loser. The more heals that are needed to make that change, the more they'll be draining out of their reward by replacing medpacks. Your WH vs BM comparison to my claim holds no water whatsoever. If anyone is stupid enough to use them anywhere near as often as the 90 second cooldown, they probably (if not certainly) spent more on the medpacks than they got from the match reward. As for fully geared players. How often do we see them? It takes a very long time to get to that point where you're stripped of any incentive to continue. Outside of ranked (at least every match you had before yesterday), there would've probably been less than 1 for every 100 unique players in your matches that had nothing left to get from commendations. Fully geared players would of course still do great in 1 to 1 situations regardless; such a situation is normally the result of two opponents getting tangled far from where they should be. However no single war hero can carry a team if it's terrible enough, which is common. And no throwing a medpack at it every 90 seconds won't be the sole factor to change that, not even close. P.S. I hope you don't mind me changing that godawful eye-strain into something readable. Edit: No more from me, I've looked back and realised how big of a whiner I've already wasted time on.
  12. Each heal costs equal to the reward of a single medal and are very unlikely to get more than one use before dying or reactivating sprint (whichever comes first). Each individual heal is also very unlikely to change the outcome of the match. In the event that medpacks do alter the victor, their reward is negated by how many medpacks they needed to achieve the goal. In the event that medpacks were used but the user still lost, he's likely to take a harder hit than others because the 8 medals reward limit is usually easy to hit. It's a small gamble and some lose more than they gain. How much medpacks matter to a player would depend on how much they care about winning personal fights rather than winning or losing the actual match. The former holding next to no meaning after the conclusion of the match, but more easily influenced by medpacks. When holding a point or carrying a ball, you're very lucky if your 10 wz comm investment gets an opportunity to leave a mark on the score.
  13. Cooperal

    voidsh%$te

    Hopefully they can come up with a better way to decide the 0-0 ties. The closest I can think to "fair" would be weighing up each teams total objective points as they're available for all classes (and promotes not wandering off from the doors). Perhaps team medal totals as back-up. Or even swap those around in priority. If it's too hard to implement a "draw" result at least for ranked games sake, I think it would be fitting to give the win to the lower rated team with a halved victory rating-gain and a halved rating-loss for the higher rated team. Let's face it, their rating SHOULDN'T stay exactly the same in a draw scenario. Both ratings will have to be pulled a little closer together to reflect their equality as neither side got the results that the odds favored.
  14. It costs the price of one medal reward to use these one-time use, long cooldown consumables. They've more than earned the right to one POTENTIALLY life saving, probably-not-game-winning heal. You can be the judge of who the winner is. The one with the bigger reward or the one who sacrifices 1/8 of the reward that's based off personal performance each time they want to up their game. Let's face it, most of the time people are going to reach the 8 medal reward limit with or without medpacks. If they're enough to change the match-victors, they've still took a chunk out of their own victory prize.
  15. You could've warned about the horrific opening tune. Firstly, the playable races per class has been opened to 9 with 5 of them requiring an unlcok, by either levelling the races to 50 on a different class or paying 1.5million credits per race (an easily achieveable goal with a few days of endgame dailies. To address the order of the races as they're spoken in the video: I'm not sure about when we'll see Kel-Dor as their variety in appearence is very limited so far. While they may be able to help the dialogue with a voice filter, they can't ship it out with all players sharing the same head for the same gender with the same body type. Nautolans on the otherhand are likely to be next in line. We can already see in-game that they've got head models for at least 2 different body types for each gender as well as more than one skin colour. They're likely the next easiest race to implement after the Cathar, but it may still boil down to popular demand. Devaronians currently share the "one head only" issue of the Kel-Dor right now. But it has another problem which could prevent it from being playable as a whole. The devaronians are established as a very rare race outside of their home planet in the old republic era, despite the fact the males are famed for traveling. Much too rare to be seen commonly playable. Mako is a companion to the bounty hunter. And despite her being raised on Nar Shadaa (a city moon with an extremely packed population with no shortage of outlaws) she has a line stating that she has only ever seen a Devaronian twice in her life. More to the point I think I've yet to see a single female devaronian which have far more differences from the males than a prettier face. Rodians are also possible. They've got heads for each gender at the very least. And much to my surprise I even witnessed a rodian NPC speaking galactic-basic, leaving open the possibility that no voice-alterations would be needed.
  16. In bullet points: - If you want pitiful enemies dead even quicker, take Kira. - If you want to greatly improve your chances of success against elites/champions, take T7 in tank stance until you have your healer. - As a rule, your personal health bar also belongs to your companion, so never die before them. Ideally you want to balance the damage recieved between you and your companion in percentages. If you both land at 10% health at the same time, you've nearly hit the optimal survival time of both of your lifespans, instead of just your own, and therefore your companion has had more time to let out hits/heals. This is far easier to manage with tanks or healers as they will attract all the enemies you choose not to hit right away, let alone they each take hits better. - Don't neglect the galactic trade network. It's very common to fetch something better than what commendations offer for a surprisingly low price. Also remember that it's just as useful for your companions gear. - Don't always accept companion gear for quest rewards. At best they'll be so barely better than current gear that it's not worth taking over a commendation. In the event that the gear is better, it's Bioware trying to tell you "psst, we're trying to keep lazy gamers up to a certain minimum standard", in which case there's likely something else you can find which will wipe the floor with its stats at the same level. - If you're playing as a sentinel, watchman tree has (debateably) some of the best skills for dealing with stationary/predicatble targets (in other words nearly all of PvE, or very bad PvP players). As well as gradual AoE heals for close-by allies to help on those elites you're having trouble with. - Some skills can be better put to used based on your reaction time. For example Resolute (CC break) and Force-Kick (interrupt). You're likely to benefit by putting these two skills and a few others on keybindings that don't take much thought or finger movement to apply. The keys surrounding WASD or additional buttons on your mouse are great for this. I could go on but I actually want to play before I go out today.
  17. Is T7 useful you ask!?! Let's talk in pre-Doc terms (as he is literally Mr. Perfect). Choosing to use Kira over T7 is like choosing to use a fork for a bowl of soup when you've got a perfectly good spoon. Lets put it this way. Kira is primarily a DPS, she attacks something and isn't really aiming to expend her health pool before yours. And if she does, she gets ripped apart like wet toilet paper. She's only good for cleaning up trivial enemies faster. Those 3 man groups with 2 trash mobs and a "strong". A tank-stance T7 in comparable-grade gear will still do respectable damage, easily doing 70-80% of what Kira would deal. But he soaks hits vastly greater and has the tools needed to draw the enemy hits his way. You'll be a little slower against trivial enemies but it's the only way you'll have a chance to standing up against a "champion" mob without heavily outlevelling it. Popping your defensive buffs and heroic moment with a DPS companion is much more likely to prolong an easy loss than increase your chances. In short, when you die, your companion will say "f**k this" and leave even if they had the health to carry on. So unless you have a healer, bring a tank. Besides Kira is the second most annoying character after Vette. The eye candy doesn't justify having them around.
  18. Not really. But note that some WH pieces provide you with power, while the same slot as BM will give you crit rating instead (as an example). As you get new WH gear, you'll be swapping one type of secondary stat for another, throwing your secondary stats off of an optimal balance. Rectify it by swapping what BM mods are in what BM gear. If you are working over your WH collection rather than around it, you're commiting a direct downgrade.
  19. You only need to have experienced a hint of common sense at some point fo your life to be a cut above the average pre-50 player. But people can try all they want to find other ways to take on the trivial enemies. It's surprising how few people seeming to be rolling an alt from their 50s. A good 99% of 10-49 randomers make me sick. I do like to get vocal about telling people how stupid they are for what they've done. It's my way of connecting with the playerbase.
  20. I don't know how this emotionally fuelled wall of text managed to make a thread that lasted this long. The points are riddled with opinions and incorrect statements told as facts. As a dedicated PvPer I can sum my disatisfaction into two short points: 1. A lack of variety in warzones. Even restructuring of the same maps for more gametypes would be nice. 2. Encouraging people to reach valor 60 pre-1.2 just to remove all but the novelty perks and giving their very hard-earned gear out like candy. All that's left is some titles, a pre-1.2 landspeeder and the ability to wear augmentable orange shells of PvP gear (which is another benefit removed in 1.3 with the ability to add the augment slot without crit-crafts). I wonder if I stopped playing for a year if I'll only be a month of progress behind upon return.
  21. A very very simple reason: Power, surge rating and crit rating along with plenty of other secondary stats have diminishing returns. The lower it is, the more each additional point added on gives. It's highly beneficial to find a balance of at least 250 points on all the important secondaries before it's better to stack strength again. Ripping out the "high str, low secondary" modifications will cause you to lose a lot of potential on statistics which would be easier to squeeze. That and the little extra portions of expertise per slot will add up.
  22. I like the idea of presenting the name. As long as it's not shown on the scoreboard in the matches aftermath it shouldn't be enough to make anyone play selfishly. But if one player scores enough times over the course of the match, people will realise who's getting results and might decide to chip in a few MVP votes. A form of reward that selfish players don't often expect to get.
  23. He hit force camo by accident.
  24. I see you made a thread with your sights already hellbent on your idea of "right". Forget it. PvP needs a seperate incentive from PvE. And it needs to beat down people who don't realise they're playing against actual people, and therefore are not entitled to instantly being on their level. Just like you can't expect to have endgame stats when you start your first hardmode. You play that mode to get gear that will make you better at that mode. And on the other point, recruit gear is not a huge deal below battlemaster. Haven't done much PvP? Buy recruit. Don't want to part the credits to get recruit? Well someone who doesn't invest shouldn't expect an investors return. Ranked is coming around very soon. Your punishment in the normal PvP queue (other than the constant urge to whine) will only extend as far less commendations. With the better portion of commendations going to someone that's probably saving for something far more expensive. Play more. You'll close the gap quicker than the high-end players can keep making one. Battlemaster gear is now being given out like candy for players like you since 1.2. How do you think the people who were valor 60+ felt about that change at the time? When that was the requirement to wear it.
  25. You can't expect idiots to move off of the queue they're used to. Fortunately the division between gamers and those sub-humans we see in pub will become greater very soon with the introduction of ranked matches. On the 26th as the very recent news update is to be believed. Get yourself in a PvP guild and prepare for good teammates versus good adversaries.
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