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Renamesk

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  1. No one's ever posted this build before. This is a HUGE secret. Oh yeah. I posted this build before. Well, similar. No different damage perks but I change the heat vent for the gyroscopic vent alignments. as well as taking some of the defense and stealth detection for some endurance. But seriously dude. Not a secret.
  2. Some people do, however, which is why when they implement the ability to chose which warzone to queue for this will be a good idea overall. People like you who don't like 1v1ing won't have to, but people who do like it will be able to.
  3. Class not suited for 1v1? Sorcs can kite, Snipers do damage fast, maras have survivability, juggs are freakin immortal, assassins have dark charge and stealth, ops are ops, mercs can tracer spam, and pts are pts thats all. If played right then this warzone works for any class. If you can't 1v1 then u need to l2p
  4. Adaptability bro. All about adaptability
  5. THE ARENA Lore: An ancient holocron has been located among the ruins of Belsalvis (Can require a quest prerequisite from Belsalvis from the bonus series) emitting power reminiscent of the Infinite empire. This holocron may hold the key to unlocking some of the power of the Infinite empire and thus is being looked into by both the Republic and the Empire. However, some power hungry Jedi and Sith have also sent their forces to unlock the secret of the ancient holocron instead of working to better their respective governments. (Thus allowing for Empire v Empire or Republic v Republic pvp). However, upon further inspection the holocron is actually a Rakata mind trap used in the days of the infinite empire to determine the greatest of the warriors to defend the Infinite Empire. Normally the trapped players would be able to escape, however an old Rakata (name him however you want) is still trapped inside, and was not present in the actual world at the time of the disease that caused the empire to fall by losing technological and force prowess. This can be explained in the opening cut scene. Set-up: (Note, this warzone cannot work until afk booting has been implemented) The entirety of the zone is white, as the Rakata Mind traps often are, with invisible barriers unseen by the players. The barriers form squares of 35 meters in distance, all transparent and next to each other. Within each square are 2 players of any variety. They fight to the death and the loser respawns in a box next to the Rakata. At the end of the round (when each box has a winner and a loser) all characters are healed and 1 of the walls drops out (again, they are invisible so this offers an additional challenge to the players). The players duel again. Losers in giant box, Winners continue. Repeat this until the winner is all alone, at which point the Rakata announces him the champion and he receives valor/coms/xp/money equivalent to that as if everyone had voted for him for MVP. Everyone else receives the base amount of rewards. Optional: An optional implementation to this warzone would be an interesting PvE aspect, where the troops band together afterward in a one-shot attempt to take down the Rakata general. This would give chances at good schematics and PvE loot as well as adding a need for adaptability. Clicking respawn after dying to the Rakata general would end the warzone instances for that character. If the general was taken down, all characters would be revived instantly and PvP flags would have been force-ably turned off for the entirety of the PvE fight. Goals: -Additional Empire vs Empire/ Republic vs Republic warzone -Explain more of the Rakata lore to players interested in lore -DEVELOP A WARZONE IN WHICH 1V1 PVP IS EMPHASIZED. -Optional: Implement a PvP and PvE mechanic in the same instance. Thoughts?
  6. And thats why I said remove the BoP items from other crafters as well. Try to read my argument before getting enraged and spewing flawed and worthless retorts. Kthx
  7. Or Cybertech Reusables. My idea? Remove the BOP or skill requirement of the items. That way, these items maintain being must haves, craftings aren't dropped just to get these sought after items, and the economy changes, as biochem gets more things to sell. It works for everyone, and I'm not just talking biochem. Make reusable grenades not have a skill requirement and make the BoP armor recipes BoE. That way crafting is more useful for making money and we don't have to switch craftings just to get sought after items. Counter Arguments begin.
  8. You, sir, are a master of hyperbole, and for that I commend you. The key difference between your obscene claims that were made to make a point and the point that most non-biochemists are trying to make is that EVERYONE who wants to play well either needs an insane amount of biochem medpacs or can just go biochem themselves. The cost to play this way and not be biochem but sitll get the benefits of stims/adrenals/medpacs is extreme and much larger than the repair costs of the armor that can be made. My idea? Remove the BOP or skill requirement of the items. That way, these items maintain being must haves, craftings aren't dropped just to get these sought after items, and the economy changes, as biochem gets more things to sell. It works for everyone, and I'm not just talking biochem. Make reusable grenades not have a skill requirement and make the BoP armor recipes BoE. That way crafting is more useful for making money and we don't have to switch craftings just to get sought after items.
  9. Ehehehehem. The POINT of not having reusables is to have the best medpacks in the game that also increase your health by 15% that can't be made or gotten anywhere else. At that point, the crew skill will be equivalent with other crew skills. Armstech can make augument slotted weapons that are sought after, but doesnt have a reusable, biochem can make medpacs that are BiG and boost health by 15% and thus are sought after. Tomato to-freakin-mato (btw, if they took away reusables they'd probably add another tier of good medpacs to replace it, just sayin) Also, don't nerf the implants.
  10. Wrong. Sorcs also get 35m, and it grinds my gears that a sniper specifically designed for distance only has the range of a sorc. Also, in a 1v1 most MM snipers lose in an evenly geared fight. I really don't care if someone posts L2P on here, because honestly, I use MM and I own. However, on my Mara and PT I never lose to a MM sniper. I mean, if the goal of a marksman is precision shots, why should they not be able to hit the target from farther away? The point is that it would help even out 1v1 sniper fights as well as help to overall job of MM sniper which is to sit tucked away and dish out damage.
  11. Imo snipers should be a class that has the perk of the longest range in the game, that's why I made one only to find out that was not the case. It would fix a lot of whining about imbalance too... Also, fix the root cover bug
  12. A geared mara vs a geared sin with both players good the mara will win unless all their skills are on cd at the start of a fight. My problem with my mara is that he's undisputably the best 1v1 class in the game and there isnt any clear 1v1 component to this game... I meam, if ur gunna make a class so clearly single target nukey, have it have some point...
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