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ODST-Parker

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Everything posted by ODST-Parker

  1. I'm currently using the Gunnery spec for my Commando, and using Elara for healing support in PvE means that I'm pretty much golden in most engagements. Plenty of health all the time, plenty of damage. As a lvl 55, I can usually take on lvl 50 bosses with little trouble at all... So... Why is PvP so difficult? Even 1 vs 1, I fail against any other class. The problems that I see are the following: STUNS AND STUN BREAKING! The Commando has two main stuns. Concussion Round, which is a CC that breaks on damage, so it's only useful for quickly stopping an enemy or holding one down for capturing points, which is useless if they have their stun break ready. Cryo Grenade, which doesn't last very long at all, also useless if they have stun break ready. I am always getting constantly stunned or pushed back by other classes, making it very hard to get any decent amounts of damage off. We only have one stun break to use, and there is no cooldown to be stunned after one stun, meaning you can get caught in a stun lock very easily. ACTIVATION TIMES! Both of our main abilities on the gunnery spec, Full Auto and Gravity Round, require you to be stood completely still as the ability activates, making you a defenseless target that can't move. Any string of abilities, which usually ends up being a combination of Gravity Round and Full Auto, requires you to stay in one place or use the default attack or Explosive round to deal damage while moving. STEALTH DETECTION! We have one way of exposing stealth, which has a very limited area, is completely random, and has a cooldown is long enough for them to move around the first one, come out of stealth stabbing, stun you into submission, and promptly kill you. I've encountered this with both Operatives and especially Assassins. Opponents which can stealth have been my biggest problem in PvP. Basically, with everything combined, along with my team never working with me on anything, and the Imps always acting like a well-oiled machine of tanks and healers with crazy damage dealers, I can never put out any decent bit of damage. I've run through every tactic I can find, but nothing works well enough to make a difference.
  2. I feel the same way about Assault Cannons. I created a Commando hoping that someday, they will include one that is either small enough to look like it wasn't ripped off of a tank or is a revolving cannon that doesn't look like it doubles as a vacuum. I geared Jorgan with a long rifle available from the PVP weapons vendor, looks great, and it's been working really well since I did. I really wish he could equip sniper rifles, as he always mentions his old squad of snipers, and how they were some of the best.
  3. Somehow, I don't think that Bioware will give us another helmet, or another suit to match the TSF variant. Another problem is that the dye slot on this armor changes the black under armor and leaves the yellow areas the same, meaning that you could, in theory, make the TSF armor. However, this results in a yellow square on the chestpiece no matter what dye you use and a HUGE yellow area on the already ugly helmet, which also never changes. I do hope that they listen to this feedback and give us a new helmet, at least adding one if not completely replacing the current one.
  4. I love the fact that Bioware is giving us the outfits from KOTOR 1 and 2, but I really hope they don't give us the ones based on the concept art. Atton's was, and I don't like it nearly as much as the in-game model from KOTOR. And now we have the worst one, the Vintage Republic Trooper armor, which ruined the helmet design that I've been waiting for ever since they introduced the first classic outfits.
  5. I think it would be great if they could update the color matching system to match the areas of the armor that are colored, but since I'm not a programmer, I have absolutely no idea how one would go about doing that. I can only give suggestions and hope that someone at Bioware sees it and knows what to do. For example, I'm playing a Trooper, a Commando, and all of my gear has a black suit under the armor plates. That part of the armor does not get changed by dye modules, and I like it that way. I use a white and blue module because I've always been a big fan of the 501st Clone Troopers, so the armor plating on my armor is white with blue areas, just how I want it. However, if I equip a helmet like the Vintage Republic Trooper helmet, the yellow area, which I would like to be blue, remains yellow. The black area on the default helmet turns white, and I want it to stay black. The red area, which I would like to be white, turns blue. If it could detect that my main armor, the chest piece, was mainly black, with white armor and blue markings, then it would change the helmet's colors to match that. I know we're probably a long ways away from something like that, but I believe it would be a good thing to look into. I've always loved the types of character customization in games like this, and SWTOR does a great job with it. But some parts, like this, could use some improvement.
  6. To each their own, I suppose. I just liked the look of the helmet specifically, and it would go perfectly with my current armor set, or it would if the dye module areas were changed and the design was the in-game version.
  7. I tried on the Republic Trooper armor from the Cartel Market to see if the stupid new helmet would be any good on my current Trooper armor look, which it isn't, but I noticed something that I think is really strange. The dye module that I have equipped, White / Blue, only changes the black and red portions of the armor, leaving the yellow unchanged. I think it would look much better if the armor's dye module slot changed the color of the red and yellow portions of the armor, and leave the black unchanged. Black is the standard outfit worn under the armor seen on every Republic Soldier in KOTOR. If people want to have the unique TSF colors, with blue and white replacing the Republic Military's black and red, or any other color combination involving the clothing underneath the armor, give people the option to change between the different color areas when selecting a dye module. If the armor stays yellow, which is extremely prominent on the helmet, there is little to no reason in using the armor in combination with anything else, which limits the use of it considerably.
  8. Once again, Bioware, you give us an outfit from the KOTOR games, which is a great thought. I would love to have my entire legacy kitted out with armor and outfits from KOTOR and KOTOR2. There's only one problem. It seems that almost every time you give us one of these gears sets, either in the market itself or as part of one of those gosh darned packs, you have to change it just enough to where it looks different from what we saw in the old games. I know it has to look different, obviously, simply because SWTOR's graphics are vastly changed, but you don't have to change the design completely. For one, ENOUGH with the skin tight outfits! I'm so tired of having legs, boots, and gloves that look like I painted the design onto myself. Atton's outfit is the perfect example, the only bit that isn't skin tight is the jacket. Secondly, if people are asking for the classic sets of armor and other outfits worn by the player and companions of Knights of the Old Republic, I think they are looking for the armor and outfits FROM THE GAME, NOT CONCEPT ART! For example, we just got the KOTOR Republic Trooper armor in the Cartel Market. I thought I could finally get the helmet that I've always wanted for my Commando, the helmet from KOTOR, the one that is very similar in style the the Rebel Alliance soldiers at the start of A New Hope, on the Cartel Market, without having to sift through dozens of stupid packs of next to useless items or grind enough credits to buy it off the in-game market for a ridiculous price. But no... they had to use the old concept art that almost no one liked or even saw in the first place. Why pull that one out again? It makes no sense. In-game model of the Republic Trooper, with the helmet that I would like: http://static1.wikia.nocookie.net/__cb20090101132959/starwars/images/8/87/Kotor_manaan_rep_soldier.jpg Here's a 3D model of it too, just for good measure: http://sketchup.google.com/3dwarehouse/details?mid=cf68cd6e5a400ca03f217b945a063dd2 Here is the concept are model used for the armor that we have in SWTOR now, the one that makes no sense practically and looks absolutely horrible: http://static4.wikia.nocookie.net/__cb20110312152221/starwars/images/3/32/RepublicMiliaryKotORCG.jpg If you're going to make the classic gear from KOTOR that everyone loved, please make the ones from KOTOR, and not concept art, and please don't change it, we obviously liked it as it was.
  9. Where can we see those characters in the environment seen in those shots? It looks like a new hanger, I saw a Republic Strike Fighter that we haven't seen in game yet behind one of them. I would love if we eventually got a physical location as a hanger bay so we could see all of our customized ships in one place.
  10. I probably won't even buy that armor at all now. I really hoped that this armor would be added to the game, but if it's going to remain like this, with the skin tight design, with no attention to how the armored pieces of the armor should be more bulky, not to mention the hideous concept art version of the helmet, then I will never buy it. If it was actually true to its finished design, I would have bought it instantly.
  11. I do hate how they seem to make sure every time they add something to the game to add it along with something about it that practically no one likes, most of the KOTOR outfits are a good example. Making them from fan art or concept art makes no sense at all, as most people wanted these looks because they saw them in the game itself. Side note: Yeah, I REALLY want some traditional Jedi robes as well. Armor plating and other weird attachments aside. I do like the armored look for my Guardian, but my Sage really needs some real Jedi robes.
  12. I don't mean to ask too much, but I think this needs to be addressed. I have been reading so many good suggestions in this section of the forums, and I have never once seen any kind of response from anyone who might be able to make them happen. These forums aren't meant as a catchall for the ignored, they're meant to provide player feedback, suggestions containing what we want to see in the game! So many are going to waste. If you are actually paying attention to these threads, devs, please tell us that you are. I'm asking anyone, ANYONE who works with Bioware on this game, to respond to this thread and give us some kind of statement on whether or not any of these suggestions that people are making are simply going to waste or if they are actually being considered to eventually be implemented.
  13. I have recently seen screenshots of some new Cartel Market items (not Cartel Pack items) thanks to Dulfy, who makes a great SWTOR guide and news network at Dulfy.net. I kept scrolling down and the first thing that stood out to me was the apparent design and color scheme of the good old red, yellow, and black Republic Soldier armor from Knights of the Old Republic. I thought, FINALLY! But then I noticed that there is a major problem. The helmet... Instead of taking the great design from the actual games, the helmet that is remarkably similar to the ones worn by the Rebel Alliance soldiers in A New Hope and onwards, they choose to take the design from the old concept art... So now we get a weird looking helmet that looks like this... (The one on the far left) http://static4.wikia.nocookie.net/__cb20110312152221/starwars/images/3/32/RepublicMiliaryKotORCG.jpg The guy is literally looking at the inside of his helmet... How is that practical at all? It looks terrible! This is how it SHOULD look, this is the actual model from the KOTOR games. http://static1.wikia.nocookie.net/__cb20090101132959/starwars/images/8/87/Kotor_manaan_rep_soldier.jpg Obviously, it needs to be changed to match the look of SWTOR from the old graphics of KOTOR, but it shouldn't be changed from that design. Don't make it skin tight like so many things in SWTOR, bulk up the armored pieces, and make the helmet correct! Why couldn't it be the normal helmet? There is absolutely no reason to use the concept art one when you obviously have the rights to use the EXACT helmet design from the games themselves, the ones that everyone wanted! I think I speak for most Trooper players that played KOTOR when I say we've always wanted that armor. I personally think the helmet was the best part of it, and now you've gone and screwed it up. I love the fact that Bioware is remaking almost every set of iconic armor and other outfits from the Knights of the Republic games, but at least be accurate to the games, the FINISHED PRODUCT of the games, not some crappy concept art that most people haven't even seen before looking it up. If you really want to keep this new design, please just consider adding another one with the design from the actual game. We know that you can do it, you obviously have the rights to it, so why not make it? If you're finally going to give us Troopers the opportunity to use the long awaited Republic Military uniform as our armor, at least give us the one that we all know and love.
  14. That's awesome! So we're simply in a sort of beta test right now. Not all the content, just enough to get subscribers ahead by the time everyone else comes in. Once again, making this a pay to win game, but I still can't wait until the entire lineup comes out.
  15. I saw so many images before the release of GS of three types of each ship. Both Imperial and Republic versions of the Scout and Strike Fighter. So far, there are two of each in the game. I remember the Republic scout had a small engine on top of the rear of the ship with two small fins on it, also some attachments underneath the wings. The Republic strike fighter looked extremely similar to the ROTS ARC-170 heavy fighter. The Imperial scout is the default Imperial starfighter that you see all the time in the normal game. The Imperial strike fighter has the upward wings of the 1st model fighter, with another pair facing down, connected with the midsection of the 2nd model fighter. Finally, there is a concept art of a third Imperial gunship model, which has four pods in the midsection with sideways V shaped wings. I haven't seen a 3rd model of the Republic gunship. Has anyone seen a release schedule for these ships? Were they scraped to make the deadline, or are they just waiting until after the early release to put them out. So far, they are the best designs of each ship, at least in my opinion, so I really want to see them implemented.
  16. I'll certainly look into that. Thanks for the information.
  17. To each his own is exactly right, which is why I'm only suggesting that this option be ADDED, not that it should replace the current setup. I know that a lot of people like the new controls, but old time flight simulator players like me have a hard time with anything other than using the keyboard or a joystick.
  18. It's more sensible because that is how a real fighter would operate. You wouldn't be able to choose the direction that your guns are firing, you would be firing at a fixed point directly in front of you. Even the most advanced fighter in the Rebel fleet at the time of the war against the empire, the A-wing, was barely able to move its guns up and down to fire at different angles, and this is significantly before that technology was developed. More importantly, having to split my attention between turning and firing accurately is simply infuriating, especially when I'm trying to hit an enemy and since my reticle is not in the center of the screen, I'm also turning, which throws off my aim completely.
  19. The guns on the A-wing physically turned up and down, and could even turn backwards completely. The guns on these fighters are fixed, and the bolts are literally firing sideways out of the barrels in many cases.
  20. It's a game type about starfighters flying around in space... It's a flight simulator, it's a game genre...
  21. I'm glad I'm not the only one. It seems that everyone is fine with the current setup, and then I actually play the game and people are stumbling around like an idiot running into walls like me...
  22. I am sick and tired of these controls used in Galactic Starfighter. The use of the mouse for steering the direction of the ship makes no sense at all. It might work if the mouse wasn't able to go beyond the outside of the firing ring. The simple fact that a gun (even a Star Wars blaster) cannot possibly fire sideways, up, or down. They are fixed attachments, and making them anything else is just complicating things. I really wish they would allow us to keep the targeting reticule in the center of the screen and use the arrow keys or WASD keys to control direction. Like Rogue Squadron, or X-wing Alliance, or any other flight simulator with any sensible controls! I personally can move much faster on the WASD keys than I ever could using a mouse. Without that, I'm slamming into so many walls because I'm trying to focus on changing direction AND creating a stable firing position on enemies, constantly trying to put my mouse back in the center of the screen to avoid turning way beyond where I meant to go. It's infuriating when I'm right on someone's tail, lining up a shot, targeting with missiles, and then they do a hard turn to catch up with me, which leads to a infinite cycle of turning around each other until we both end up flying head on at each other, firing only a few shots (you're lucky if a couple of them hit) because you only barely managed to get the mouse back in the firing arc, and then repeating the cycle until one of you ends up finally killing the other or gets killed by someone else who is watching the whole mess. All I'm asking for is the consideration of a second set of controls for people like me, who have been playing flight sims since they started playing video games, who only want the standard WASD or arrow key direction control, with a fixed firing point. Thank you... I should mention that I absolutely love the idea that this game had a starflighter flight simulator added to it. Everything about it, except the controls, is great! I can't wait to try out the other ships, like the gunship.
  23. I have played a lot of fighter flight simulators in my days, including many Star Wars ones (Rogue Squadron, X-Wing, etc.) and I have never seen worse controls in this type of game. I don't use a joystick, I use the WASD keys to control direction, and Q and E for roll. I never in my life would have used the mouse to control direction, and it makes no sense, especially if the mouse can move outside the field of fire. I constantly find myself trying very hard to keep the mouse in the center reticule, trying to avoid the mouse being way off to the side of the screen because I'm trying to turn as fast as possible to keep up with the cycle of circling around an enemy, hoping to obtain a stable firing position within the next century, while the enemy is doing the exact same thing. Flight sim game mechanics aside, I really want a setting to control ship direction with WASD or the arrow keys, like a traditional flight sim game. Maybe it's just me, but I am having a really hard time getting along with these controls while at the same time fighting with the lag that my computer forces me to suffer through even at the lowest graphics settings.
  24. More valuable feedback may come from subscribers, but that doesn't mean that the rest of us should simply be ignored. Maybe create a subscriber only forum in addition to a normal one.
  25. Please excuse any possible ranting... it's been a long time coming. I subscribed via the two months for the price of one deal that came with the GS early access. I can now finally use the forums, which have been locked (which idiot had this idea, I don't know) to subscribers only. I can finally provide feedback on the game that I've been playing for so long, putting up with good suggestions being lost from memory, bugs and glitches not being reported, and general separation from any form of communicating with the devs at Bioware. I really with that they would open up the forums to all players of the game, and not just the ones who support their paychecks. We all have feedback on this great game that we believe could be better. Let us share it with others without having to go to some secondary site. Forum access is something that should never be restricted to any section of a game's population, it's a hub of helpful information, bug reports, suggestions, general feedback, and social interaction. Free players can add to this, and I see no reason to keep them from doing so.
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