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WBTronix

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Everything posted by WBTronix

  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.
  15. I haven't unsubscribed yet but I most likely will with the game in it's current low populated state. I'm a huge Kotor fan which is why I wanted to try this game. So with that in mind these are some of the reasons Tor dissapointed. 1: Story The stories were one of the aspects of Tor that I was looking forward to the most. And after playing a Jedi Knight, Bounty Hunter, Sorcerer and Imperial Agent I can safely say none of them come close to the epic story telling of other Bioware games. None of these characters have any real motive to take part in these adventures. There are practically no consequences for doing one thing over another. And at the end of the day they become so linear and predictable that if there was a twist to found, the only impact it made was my palm to my face. As a Jedi Knight I hoped the story would be more about the presence of the Dark Side and the trials and tribulations to turn away from it and endure to become a hero. That's what made Kotor so special. In Tor you never struggle with the Force as choices are completely meaningless which in turn loses credibility to the story as a whole. As a Sorcerer I figured the story might involve more of the political aspect of the world. Instead it had me blindly chase a Dark Council member around the galaxy. Although supposedly he was set to hunt me down? Again, where is that true Bioware motive that I can relate to. I'm clearly a slave, and it's the perfect opportunity to base a story around vengance. With motive being that they killed my family. Anything other that "Chase this guy because he wants you dead." And what's the twist? I failed to kill Thanaton. Luckily he didn't check to make sure I was dead, because you start to assume things when you're a Dark Council member and strong in the force. Lets try killing him again! So we're stuck on a tangent that lasts far too long. And by the time everything is said and done why do I care about the Dark Council because I didn't learn anything about it. 2. Timing This relates to the Story. I feel the timeline of each story is way to quick and too unknown. Who knows really how long each story takes in game time. It would've made more sense to me if we played more into the development stages of each character rather than wild goose chases. 3. Choices There was so much effort spent on dialogue options but they dumbed down the system and story surrounding it so all there needed to be was a Dark Side points button and a Light Side points button. Would've saved tons of time and the end result would've been similar. Bioware choices were great because of consequence. When a choice only determines what type of letter you get in the mail from an NPC the dialogue system as a whole loses its integrity. 4. Living Planets I suppose I was hoping this game would have a lot more to do than just fighting. Being a shop owner or Docking Station owner. Things that when we aren't fighting still contribute to the realism of the planet. No such luck. Not even Pod Racing. Staying Idle on the fleet waiting for a PvP pop is not my ideal of a society. 5. The Future of Tor So we got the product and it is what it is. Where is Bioware's priority at this point? If there is any sense of urgancy I certainly don't feel it. Maybe they really are satisfied with the amount of players right now. But it's hard not to think this game is sinking as I look at a near empty server. Sure there may be fixes on the way such as x-server queues and server transfers. But at what cost? Once we finally get everyone together on a server we'll still run out of things to do. While I think the game will be here for a while I can't see the light at this point. There's tons of work to do yet and it'll take a long time to get things back up and running properly. Hopefully they don't lose more people than they can afford until that time comes.
  16. I think as soon as more teams figure out where to set up shop as sorcerers or marauders the issue will be more apparent. A well placed team can cover too much ground. As long as the marauders are holding middle enough to grab the ball thats all that really matters. The rest is just team pulls and team leaps.
  17. I believe the game was doomed from the beginning. All because they started with a poor decision by trying to build a game simliar to wrong type of game. While I agree that borrowing successful ideas can be a good thing, it has to make sense with the license. In this case the Star Wars universe seemed to be an after thought from the direction of gameplay. So instead of asking, "We have an extremely developed universe at our finger tips, and the flexability to expand it into an MMO. How do we make a game around it?" It's more like, "We have our game plan and the direction in which we'd like to make a game. How do we add Star Wars to it?" And ultimately we get a game that feels disconnected to anything Star Wars. Neither Jedi nor Sith have the same impact of power we grew up with. There really is no reason to be afraid of force users because of the way the game was made. "You've got the force? Big deal, I've got a gun!" and there goes lore out the window. And that's just a small example off the top of my head. The game is covered with all sorts of different aspects that don't go well with the license. In the end Star Wars was nothing more than a mask to hide a different game. Even the stories are disappointing. They don't really grasp Star Wars and run with it. They were created to fit into a WOW game. A cookie crumble experience that has the choices you make boil down to a letter in the mail. And for me at least, it didn't work. It's not even close to the same as KotOR. In any case the foundations are set and I don't believe there's anything that can be done to make it feel more like a Star Wars game. They might make strides towards bettering the game in general but because of the approach to making this game I think it's only going to get further disconnected from it's license. "Oh hey did I just saw zombies!? Oh no wait that's just the Rakgoul disease. What amazing fun!"
  18. For me the frustration is at the timed doors. It's a major element to Voidstar that requires mostly luck. If you're on offense you hope to get as many people behind the door near the beginning of the timer yet there's no easy way of knowing when the timer starts. And there's no point in caring when the timer starts since it doesn't help you defeat anyone. So basically all you can do is hack'n slash and hope that if your team manages to get 3 or 4 kills in a row when the timer on the door just started so they can't just run back into the fray. And it's the opposite on defense. I've played defensive rounds where the timing of my deaths were spot on. And therefore it was actually better for me to die and respawn with full health and run right back into the fray. Other times I'm near the beginning of the timer and therefore affect the match less. It's based too much on luck for me.
  19. I just don't feel anyone should have the power to keep someone in there at full health until death. It's one thing to use it at lvl 50 to bring an opponents health down or a way to help finish a wounded opponent off. It's another to keep someone in there at full health without a chance of surviving it. I'm actually surprised because I thought this was more of an issue than it seems to be. The people I play against sure let me know their displeasure with it so I thought it would be a more common issue on the forums. It appears I was wrong. Anyway thanks for your responses. You've at least answered my original question.
  20. I'm trying to explain this without actually displaying the combo. I can keep resolve down, counter your cc break and kill you without actually using an attack. I'm not trolling and I understand teamplay in huttball. I'm just saying it's not hard to find a lone target and do this. And all I was wondering was if it was going to be addressed.
  21. I totally get that the pit is meant to be a trap. But at lvl 50 should you not at least have the chance to escape it if you were full health before you went in?
  22. Thank you for trying to end the thread. You're ok with being stuck in the pit without a chance to escape it? And you don't think, if unchanged, this will become a common thing?
  23. Don't get me wrong this is a cheap tactic but nonetheless works in the current build of the game. With my Powertech's utilities I can keep someone 1 v 1 in an acid pit in Huttball from 100 health to 0. I'm just curious if the 1.2 update resolves this issue?
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