Jump to content

Eshalant

Members
  • Posts

    21
  • Joined

Everything posted by Eshalant

  1. I know they adjusted some of the prices with 1.3, but in the last week I have noticed the yields on grade 8 crafting boxes drop from an average of 3 per to 1 per. Anybody else notice this?
  2. Ok, side question, how many people who have replied PvP on imperial mains?
  3. Let's face it, Huttball requires a level of coordination that is beyond most PUG groups. Communication/Passing/ and team play tactics are essential. I personally am sick and tired of loosing Huttball matches 0/6 with PUG groups for the most utterly stupid reasons. Not to mention that Huttball itself has a major inherent class unbalances. Also, side question, how many here PvP on imperial mains. Edit: A listing of regular PUG mistakes I see in Huttball on a regular basis. I'll add more as I think of them. 1. People allowing a ball carrier to make positive progress by force leaping to them. 2. People using knock backs which push the ball carrier towards the objective. 3. People using stuns too early thus building resolve on the ball carrier allowing them to pass fire traps unscathed. 4. People fixating on a single target as opposed to paying attention to the objectives. 5. People NOT passing the ball; especially bad when they are going to die (For the love of GOD people, learn to key-bind 'throw the ball' to an easily bound key) 6. People passing the ball to an opponent 7. People not saving their resolve breaks for when their resolve bar is full (especially bad if you plan to carry the ball) 8. People not attacking/managing support healers to the ball carrier and focusing DPS only on the ball carrier. 9. Everyone else running straight up the center ramp into the middle at the start of a game, and on deaths there after. 10. As above, not looking for opponents and clearing out the side ramps when you resurrect. 11. Stealthers not de-stealthing when the ball carrier is trying to pass the ball away. 12. People throwing the ball away while the opposing team controls mid and there are enough people to support or you have already made positive progress. ... More to come (That was all I could think of and type in the 2 minute limit I set for myself. Let me know if you think I am wrong on this, but NO OTHER WZ has that many possible ways a bad PUG player can screw things up. A fer common comments I've noticed and my responses. 1. I love Huttball I win all the time with PUGs. I think you're missing the point here... The point is that the combination of skill/class curve on this WZ makes it especially bad for general PUG randomness and skill. 2. 1-2 people can carry an entire team of bad players... I don't think this is true unless one is a guardian, and the other is a sage. Or 2 of the same might also work. Get back to me when you've tried this with 2 BH Merc's being the only really skilled players. 3. All it takes is for people to understand the basic objectives; i.e. directing or calling out in chat solves all problems IF people would listen, this might be correct. Also, coming from a PvE background, when you lose a player during an Ops and you have to explain the boss fight to a new player and run it 2-3 times before everyone in the group is back on the same page. Usually my pain tolerance for this is 1 hour or 2 swaps. I don't want to explain how to play a game every time I PUG as a solo queue-r. With other WZs the objectives are much more apparent. Kill people/keep people from capturing the objectives/DONE... that's all their really is to worry about. 4. I LOVE Huttball, my 4-man pre-made totally rocks against PUGs; i.e. the I'm not skilled enough to play against another well coordinated team argument. Really? Just, like... REALLY? Lastly, setting aside the class imbalance that is orders of magnitude higher than any other WZ... Would you ever want to play on a soccer team with 4-5 goalies? That's kind of how almost all PUG groups I've played with feels like. I can't wait for 8-man pre-made. I think the overall quality of huttball enjoyment will go up 1000x when you're on a properly balanced team with enough of the classes that truly excel at moving the ball vs. a PUG
  4. There are 127 US servers (I might be off by one or two) and 93 EU (again same counting errors). Which means there are only 35-37% more US servers than EU. So technically they have been FAVORING EU SERVERS OVER US servers.
  5. You realize there are still 60% more US servers waiting for transfer than EU right?
  6. I've been following the community news "Class changes and balance in Game Update 1.3" and I would appreciate it if someone could explain the reasoning for the following... Right now Cell Charger generates 1 ammo on critical hits with rounds and full ammo every 3 seconds. My critical chance is currently ~30% without the smuggler buff (35% with). Applying a little basic probability... I have a 57.75% chance of generating an ammo in 3 seconds and a 82.15% chance in 6 seconds OR LESS. (This is only on single hit 1.5sec cast rounds only; the probability goes up if you consider the use of full auto) In short, some 80% of the time I would expect to be worse off with the new Cell Charger change. This means I will be using hammer shot MORE OFTEN and "Curtain of Fire" will proc full auto LESS OFTEN. I'll admit that some of the other changes appear to be slight buffs to damage, but my worry here can be summed up in one short thought... Isn't this exactly the opposite of improving resource management and making damage less streaky?
  7. I've been following the community news "Class changes and balance in Game Update 1.3" and I would appreciate it if someone could explain the reasoning for the following... Right now Cell Charger generates 1 ammo on critical hits with rounds and full ammo every 3 seconds. My critical chance is currently ~30% without the smuggler buff (35% with). Applying a little basic probability... I have a 57.75% chance of generating an ammo in 3 seconds and a 82.15% chance in 6 seconds OR LESS. (This is only on single hit 1.5sec cast rounds only; the probability goes up if you consider the use of full ammo) In short, some 80% of the time I would expect to be worse off with the new Cell Charger change. This means I will be using hammer shot MORE OFTEN and "Curtain of Fire" will proc full auto LESS OFTEN. I'll admit that some of the other changes appear to be slight buffs to damage, but my worry here can be summed up in one short thought... Isn't this exactly the opposite of improving resource management and making damage less streaky?
  8. Dear Republic Command, As a senior member of the GOSH (Galactic Occupational Safety and Health) committee I can tell you our organization is diligent about creating guidelines which guarantee the safety of the workplace environment. While compliance with these guidelines is voluntary we believe it is in the best interest of all organizations to comply with our rules in order to avoid potential liability. Through a recent periodic inspection, it has come to our attention that the recent redesign of the republic fleet vessel designated "Gav Daragon" is not in compliance with regulation 1910.23 section a, paragraph 1a. http://www.osha.gov/pls/oshaweb/owadisp.show_document?p_table=standards&p_id=9715 We request that you take action in correcting this matter with most haste. Thank you, Eshalant Senior Member of the Rules committee for GOSH
  9. When do you plan to fix the Codex? Currently some entries (on the republic side at least) are unobtainable. For that matter, a broader scope question would be, when do you plan to fix *insert bug that's been know about since release here*?
  10. You do realize it is WAY off peak hours right? Most people are at work...
  11. No, the damage increase is a flat 10%. I believe you may have been confused with the other part which is the grav vortexes from multiple troopers stacking (which they no longer will). Basically as it is now, if you had 4 troopers with a full set of stacks, demo round damage would be increased 100%. After the fix it will only be 25% + the 10% flat buff they are adding.
  12. Be warned, this is a book... As an experienced Gunnery Commando (at least I think so), I wanted to give my honest thoughts on the "nerfs" coming in 1.2. First a recap... Full Auto - Animation Rebalance Tiggers More Often with "Curtain of Fire" (Currently 30%) Mortar Volley - Animation Rebalance Effect Radius 5-Meter (Down From 8) Charged Bolts/Grav Round - 2 Ammo (Used to be 3) 2-sec Activation (Used to be 1.5) Muzzle Fluting Reduces Cooldown back to 1.5 sec 10% Less Damage Charged Barrier 1% Damage Reduction/Stack (Used to be 2%) Demolition Round 10% More Damage Bonus Damage Only Counts Your Stacks Concussion Charge - Tenacious Defence Reduces Cooldown by 2.5 sec (Down from 5) Field Training - Increases Critical Chance by 1%/Point (Down from 2%) I'm going to start with the obvious (Grav/Auto/Demo/Charged). For the most part I would have to agree with these changes. With the correct rotation ammo management will be simplified and I don't think DPS is going to be affected greatly as long as "Curtain of Fire" chance goes up to 50%. At some point every Commando is guilty of stacking Gravs with other Commandos and we love the effect (7.7K critical tonight with 4). But we all know that's not the way it was intended to work. I'm OK with it. Mortar Volley, the go-to ability for AoE. I wouldn't mind the nerf to effect radius if it weren't for the terrible selection of AoE abilities the trooper has. Having it affect 5 people in a 5 meter radius is completely worthless; it really only needs to be 3. BUT, I want to see flavor... Sticky/Plasma - Targeted Mortar Volley/Cover fire - Placed (5M) Pulse Cannon - Short range (10M) wide area cone First, how stupid is having cover fire placed? My bullets pass right through people and only hit you if your standing inside a small easily avoidable circle for not a great amount of damage. This needs to be redone. A better mechanic for this would be to make this a long range (30M) narrow area cone that doesn't need to be placed and is still channeled. This change would make Cover Fire more practical and add flavor. Next, Plasma grenade should be placed with 1 second channeling time. Who in the world would throw a grenade at a single target when they could easily hit 2-3 other people standing 10 feet away by throwing it between them? The effect radius should also be expanded to 8 meters and increased to 5 targets. The burn effect should be made active only a long as the target is within the effect radius; PvE mobs wouldn't avoid. This would give troopers a practical wide area ability. Let's put it this way... ( 5 targets * 5.5K damage ) / 3 seconds (est, 1 placement )= >9000 DPS (6875 DPS) ( 3 targets * 2.5K damage ) / 2 seconds (+6) = 3750DPS (~930DPS) Against a PvE mob which do you think is more useful? I can tell you from experience that with a 5 meter radius Mortar Volley is almost useless in PvP unless you KNOW you opponent has to stand there (stunned, disarming a bomb, capping a turret, etc..). Plasma grenade is currently only slightly more useful in WZs as long as you can drop it on grouped target; which doesn't seem to happen a lot as people are moving around. Now with the changes I'm suggesting... ( 3 targets * 5.5K damage ) / 3 seconds = 5500 DPS ( 5 targets * 2.5K damage ) / 1 (+1 placement) (+6) = 6250DPS (~1550DPS) Against PvE mobs the balance is much better, both AoEs are useful. In PvP both should also be better balanced with a significantly reduced maximum effect for Mortar Volley (25K->15K). Put all these changes together and commandos will have an AoE for all situations; hopefully the design intent given out lack of interrupts. Next up... Concussive Charge... Why in the H E double hockey sticks was the increased cool down needed? Seriously? Half of the time the darn thing doesn't work anyway; everyone stays put (they need to fix this, resolve shouldn't affect this). It really doesn't do much damage; 200-300. So why? I would rather they remove the damage effect, make the darn thing work (period), and keep the cool down the same. It's a utility, I get that, and not a particularly great one; unless your trying to get away or break caps in a WZ or knock someone out of cover. Field Training/Charged Barrier BOTH got Nerfed. I can't argue that both aren't nessecary, but both at the same time? I'd rather they whittle away at the problem one piece at a time. A drop in damage reduction limits DPS limits survivability limits damage output. This is a 1.2 punch in the gut for a DPS class (pun intended). Especially since no one really knows how this is going to be affected by changes to other classes. Best case, we're ok; worst case, they kill the usefulness of the class, people loss interest. Even if they later reversed every single Nerf and added buffs they still couldn't reverse the bad will that would happen as the result of Nerfing a class into dust. I think it's a bit much is all... I read the Q&A and I can understand putting limits on the classes; not having an interrupt is ours. Ok, so how about an anti-interrupt? As a DPS I've been completely shut down by interrupts and stuns and it's not fun. Interrupt Grav round, Demo round and Full Auto are on cool down with no way to refresh, High Impact Bolt won't work without a stun or Grav. All that's left is our basic attack, AoE (ammo intense and long cool down), Concussive Charge (if it works), Cyro grenade (assuming they don't break it), and Charged Bolts (assuming you don't need to move); and of course your stun break needs to be up and pray to what ever deity you worship that they don't have a follow up stun. Consider yourself lucky if you survive more than 5 seconds. I do believe there are real balance issues in PvP, but with this latest patch I have little faith that they are doing the right thing in correcting them. I don't want this thread to get off topic with other classes, but perhaps someone can point me to posts discussing why internal damage or the assassin opener isn't unbalanced. I haven't read the patch notes for other classes so perhaps some of those things are being addressed. To be honest I don't know, I only know my class and where I struggle. Most of the times in 1v1 PvP either I feel like I'm kicking some serious backside (sometimes 1v2) or I feel as helpless as a baby; rarely do I think, "WOW, that was a close one!" I'm interested in hearing what other commandos think about the 1.2 patch changes. I don't expect anyone is happy, but perhaps a dialog will open up with alternative suggestions for balances; or perhaps you think these changes are great step for balance.
  13. If that's the case your no better of a person than they are. Why should it matter to you what other people do? If your enjoying the game less because of how other people are playing I'm sorry, but "your doing it wrong".
  14. I'm would like to make a case for Bioware NOT implementing a deserter debuff. Usually if I leave a WZ I'm doing it for one reason... I am not enjoying myself and having a 'fun' time. At first it may not seem like a very good reason, but let me assure you it makes a lot of sense. This is a game after all, and enjoying it is why we all play. Adding debuff to leaving WZs is a bad idea. Its a hack fix at best and accomplishes nothing. At best deserters will just AFK; and I'm sure for every counter measure you can come up with people will find a way around it. Lets consider the reasons most people are in WZs to begin with... 1. Complete dailies 2. Gain Valor Instead of punishing lets think about rewarding instead; it will be 10x as effective. 1. Add a valor/credit/exp boost for finishing out WZs, the buff would grow as you stuck around through more WZs and reset back to zero if you abandoned them. 2. Group players who don't drop WZs in the same instances. 3. Add an option for people who don't drop WZs to not queue for WZs in progress. 4. Change the way the daily works, instead of requiring 3 wins require 30 medals to complete. These things are simple and don't make the game any less enjoyable for anybody. IMHO the better fix here is to solve the problem of why people are dropping WZs to begin with.
×
×
  • Create New...