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WBTronix

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  1. I think I was hoping for a different game all together when I first heard this would be an MMO. I had an expectation that we would be fighting for cities and planets. Allowing guilds to control some of the economics and politics. A part of me was hoping the game managed to keep most of the Star Wars lore when it comes to combat. Where Jedi are powerful, a lightsaber is a big deal, and you dont mess with a wookie. The way Bioware built the game made it something else with a star wars shell.
  2. I dont have anything currently made so I'll have to make one once Im done work. Any particular way you'd like the video? Such as unedited or 1v1 battles etc?
  3. I see a lot of people suggesting this but its simply not true. I have my cast bars set up so I waste no time from move to move. I play ops dps and have no problems competing. No one can tell im clicking.
  4. I click playing an Ops with a basic two button mouse and faceroll opponents. All you need to do is fine tune your quick bar. This game isnt complex enough to justify buying a mouse with more than two buttons.
  5. The pack running the gauntlet strategy is not a great strategy in most cases and only makes it harder for your team to score. If you try and run it from when you pick up the ball it gives the opposing team to many options to kill the ball handler. It makes it a simple case of focus on the ball carrier, and if you die trying you respawn in a position to do it again. From my experience a quick ball moving team, who stays ahead of the ball carrier and constantly tries to get through the next trap for a pass, will win over the other strategy. Keep the ball carrier alive long enough to make a pass and move on. Stun opponents as soon as the ball is in front of you and you have no opportunity to advance it. No need to give them an advantage by trying to kill them off. Keep them alive and out of the play. Every pass being made spreads the D a little thinner to the point where by the last leg of the arena the ball carrier can fend of the remaining opponents on his own. Which in turn allows more players to control middle. Obviously not always as cut and dry as that but it's a much more dynamic offense that leaves some flexability for errors rather than having a group of people in the wrong spot at the same time. Edit: Forgot to mention that you made a well thought out post and I'm not trolling. I just felt that this specific strategy occurs lots online and there's a misconception that it's the best one.
  6. While it's by far one of the best strategies if you're solo defending, it's still easy enough to break LoS and break target. Not saying it works every time but breaking target by using vanish can buy the time I used up running to the other side of the node. At least on Civil War. In Voidstar your strategy makes it impossible to yoink.
  7. In lots of cases you just need to let one person cap and the rest stun. If youre in a Pug, be the guy that stuns because you'll probably have 3 people trying to cap the same node.
  8. the idea is that you sleep dart and begin capping so he has to break. theres really no way around it if youre soloing a node.
  9. My vote is rarely based on the ending stats. In most occasions I'll vote for whoever i found the most helpful. Somtimes the best heals didnt have a very good game. Just looks good on paper.
  10. ...the person who joined near the end of the match. Healers just heal themselves anyway right?
  11. One thing I would like to note is how destructive solo killing can be to your team. Not only does it take you out of the play, if you win the fight they are now set up for defense after respawn. There are exceptions such as trying to kill a cherry picker, but most exceptions are during defense.
  12. Another twist on why breaking weak stuns without full resolve is not a good idea. I like to test out a lone defender on Alderaan or Voidstar and see if he's breaker happy or not. If he uses the cc-breaker early its an easy capture. Even if there's another opponent helping. In most cases the other guy will have used his breaker in a skirmish prior. If I believe he's on a cool down and your breaker happy I can usually get it. If both opponents are patient with breakers the only way this could work is if somehow they were both on cool downs. It has happened but its low percentage. It's pretty rewarding to make a capture without first laying a finger an opponent. Though the one thing that could make it better is if the Halo announcer said "Yoink".
  13. The other issue is PvP groups will not be queued. Although I can't imagine for too long. For Huttball I'd like to a playbook. The Ops Leader can quickly select which areas of the map people should try and hold. I remember seeing someone on the forums that had a sketch of the huttball map and named different areas of it. I wish we had reference to something like that in the game. It could go with the Map we already have.
  14. I'm hoping that if we ever get Speeder or Pod racing it will be a live event and not stuck in an instance. The game needs more social things to do. It would just be another way to improve on that by cheering on a buddy that's racing on Tatooine. It's hard to imagine that would happen in this game though.
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