Jump to content

T-Nutz

Members
  • Posts

    124
  • Joined

Everything posted by T-Nutz

  1. I think he was calling out Kourage for using IRL references in a game, I mean who does that? Besides, I love seeing you guys defend EA. They can say with a straight face they will screw us over, and you guys would be right behind them trying to justify their decisions.... Rose colored glasses I tell ya
  2. True, but you previously stated that they "never said it would be going into 1.2", which they did state. Glad they are fixing it though, I do have to give them props for that. Do you know if it is because they would be pulling from regular wz's if the ranked were not full?
  3. http://www.swtor.com/blog/pvp-game-update-1.2 I think you are wrong on this part. This is from the blog post. They did say it would be going live with GU 1.2. Troll much? EDIT: They are only in until cross-server queuing is available and are the primary reason Ranked Warzones in Game Update 1.2 are Pre-Season, along with the opportunity to collect data and refine various systems in preparation for Season One.
  4. The group stealth also drops if you are a certain number of meters away from the Smuggler/Operative. It does reapply when you enter the range that is needed. I think it might be 10-15 meters surrounding the Smuggler/Operative.
  5. I don't understand why they wouldn't make the new pvp gear with like 25 Expertise on each piece. This way, people who have Cent and Champ gear will have more expertise, and the fresh 50's would have some expertise. It makes no sense, but then again, most of this company's actions have not made any sense.. I am mind boggled here...
  6. •PvP vendors now sell the Recruit set, a new entry-level PvP set (for level 50 players), for credits. •Battlemaster PvP vendors now sell Battlemaster gear pieces for Warzone Commendations. •The Valor Rank requirement has been removed from Battlemaster earpieces and implants. •New War Hero PvP vendors can be found on the Republic and Imperial Fleets. They sell the new War Hero and Rated
  7. I am not sure what you mean by here. Dyslexia means that you re-arrange the letters in words. So if someone did say "left" or "east", you would read those words differently. If someone said "Hey, go to the "red"door", you would still read those words differently. Your proposed solution will not help anyone that is dyslexic. You would still be reading words on a screen, which you can re-arrange the letters and not understand it. Link: Dyslexia
  8. I believe it is simple the way it is. The map never rotates, no problem at all, move along. What is the saying: "If it isn't broke, don't fix it".
  9. This right here, the directions always stay the same on the map, no matter which direction you face. The mini map/map never rotate like they did in SWG or several other MMO's.
  10. Resolve isn't broken, it works exactly as it is designed to. The problem is it isn't designed to work against all forms of CC. Snares, for example, don't affect resolve (by design as it currently stands) so even with a full bar you can be snared. It isn't how people want / expect it to work but it isn't broken, it works exactly as it has been designed. The amount if fills depends on the skill used in my experience. My Cryo Grenade, as a Vanguard, appears to almost fill the bar with the one skill! The part in red. I would call that a broken game design. Everyone here acknowledges that mez, stun, root, etc. are all forms of a cc, so why don't they affect the resolve bar. I would def. say it is not working as intended.
  11. Anyway to allow those classes without a friendly pull to use the MGG5 gun to pull their group members?
  12. That's what I thought. I did that one time and got yelled at, lol...
  13. I don't believe you can stealth and carry the ball. At least on my Smuggler I am not able to. If I should be able to, care to explain how?
  14. I'm going to have to call BS on that one. Fraps or it didn't *********** happen. cwatididthar?
  15. Just unsub man. They have less than 1 mil currently playing
  16. Go to the Dune Sea in Tatooine. When you get there, hug the wall to the right of the map. There should be an opening along the side wall, I believe below an arch. It is a den of some sorts where there is open world pvp.
  17. Great videos man, I believe I recorded some of those same ones from my POV. Damn good times, I gotta say!!
  18. And people actually thought it was fixed the "first" time. lol
  19. Yeah, I am just seeing that now. Thanks for the understanding and no flipping out. I am not trying to flame, just trying to figure out why they took this alternative road. I wish they would fix the actual source of the problem.
  20. Sorry to keep quoting you, I don't want to lose my place in this thread. From what you are saying, it seems like the game is coded with a trigger event of "Attacked" instead of "taking damage". This is not correct from what I see using my Scoundrel. My DoT on my Scoundrel does not upfront damage, the samage applies like 3-4 seconds later. If you were trying to cap the left turret in Civil War and I applied just my DoT, no one elses DoT, you will not be prevented from taking over the turret at first. You will be prevented when the DoT applies DAMAGE. I just tested this out in a WZ. All other DoTs except for my mirror class counterpart, cause damage up front. So therefore, the game does not seem it is coded to a trigger event of "attacked", but it is coded to see a trigger of "taking damage". Try it out for yourself. Can any other smuggler or the mirror class confirm this?
  21. Besides that, It is lazy coding that BioWare originally coded this interruption into the TakeDamage action on the player character. So you agree that it can be fixed, but isn't being fixed? I don't see any reason it can't be re-coded and fixed properly. or did I miss something?
  22. So you are requesting that the server handles all DoT interactions with players, and checks every time a DoT ticks, whether it has applied damage greater than 0. Currently, if the programmers have any sense, the DoT will be placed on a player, and the client of that player will tell the server when the DoT ticks for damage, and the server will then tell the player who applied the DoT that the damage was applied. But all of that is irrelevant, because in my opinion, a DoT tick is a passive action, and I believe an active action should be required to defend an objective. Don't see it as "whenever you take damage it interrupts" but as "whenever you are ATTACKED it interrupts". It is lazy coding that BioWare originally coded this interruption into the TakeDamage action on the player character. Opinions are like ******es, everyone has one?
  23. See, this is the actual problem. DoTs still applying when the applier is dead. That should be fixed, I would have to agree.
  24. See, that should be fixed. Instead of fixing the problem, they create a new problem.
×
×
  • Create New...