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muhidin

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Everything posted by muhidin

  1. Sorry about the sound issues during the stream btw, i have my sound muted because there's a lot of background noise. Hope to get it sorted out maybe later tonight. Some good matches though.
  2. Lol I know right? Having issues streaming atm, getting A LOT of dropped frames and my ms is insane. I've tried lowering my bitrate to the lowest point and i'm streaming from the most optimal server so i dunno what it could be. Edit: Nvm fixed the issue.
  3. Hey guys, set up a twitch account if anyone actually wants to see a sniper pvp. I know we're not sorcs and juggs and are a pretty rare sight in warzones, but if anyone wants to observe the elusive sniper in his natural habitat. http://www.twitch.tv/momimpvping Streaming live.
  4. I see assassins/shadows consistently pop force shroud when i'm lining up for an ambush instead of vanishing or using deflection or even losing me. It's the best thing ever.
  5. Leaping to enemy players is different though, you're not coordinating with them, you're basically taking advantage of their carelessness.
  6. Yeah but the sage pull mechanic in huttball is incredibly easy to counter just by knocking them off the ledges. You can't really do that in this instance because the sages position themselves against the computer terminals so they can't be knocked off.
  7. Last night during a voidstar run we were up against a pub premade who i'm fairly certain were communicating on vent/ts. They had about 3 sage healers as well and a bunch of tanks. We actually managed to cap the first door in spite of this disadvantage but when we got to the bridge it turned into a complete faceroll. I didn't notice at first but when we started picking off their players one by one i noticed that i was fighting players i had previously killed again and again, and that their entire team somehow managed to stay on our side of the bridge the entire time. This went on for 2 minutes before I noticed a sage extricating respawned players to our side of the bridge. Granted, this is a class spell that is, if anything underutilized by most sages and sorcs, but they were essentially rotating sages to pull their own players across the bridge every time they died. I generally don't have a problem with sentinels and guardians and tank vanguards leaping across the bridge because they need an enemy player to be able to do that, and anyone who foolishly exposes themselves in such a manner deserves to be leapt to. Of course, the friendly jugg/guardian leap is another matter entirely. Suffice to say we actually did not end up capping the bridge. I feel like in this instance extricate is far too strong and the whole match just felt really cheap. Am i overreacting? Should it be ok for one class to have a significant advantage over the rest in a particular warzone? At this point I'm sure bioware means this to be intentional and not an oversight or else they would have restricted its use in this particular instance, but it really does feel like a cheap mechanic. You can liken it to sages/sorcs doing the same thing in huttball but you can just knock them off the ledges and nullify any advantage they have.
  8. Lethality is underrated, between the insta-heal proc on roll and dots you can mess up an entire team's day and can prevent node capping for a very long time if played defensively. If you're smart you pretty much never die 1v1. wizbasky's vids on youtube do a very good job of highlighting just how a well-played lethality operative can rek in warzones. In some of his matches he doesn't even die once.
  9. I think it's also because snipers aren't an in your face class, half the time when you're getting sniped you don't even know where it's coming from, literally blink and a chunk of your health will vanish and you're dead before you know it. Marauders and sins do their damage up close and when they wreck you 1v1 you'll remember them, they leave a much more lasting impression. Sniper attacks aren't even all that noticeable and flashy like missiles from a merc or lightning from a sorc.
  10. With aoes not stopping caps this indirectly nerfs orbital strike and plasma probe pretty much well into the ground as it's pretty much the only reason they're used: to stop caps. I was expecting them to buff orbital strike's damage to compensate but i should've known better. Snipers are "fine" and according to the devs won't be getting anything in the future.
  11. Why should it have to be us in the first place? Just give all classes a certain immunity oh **** button. Then people will be focused for different reasons, depending on gear, role, or skill level. To put it frankly, I'm not feeling particularly compassionate to other classes right now, so I'm going to be a hypocrite and say that I could care less if anyone else gets focused.
  12. Most people will never notice this because a good portion of operatives and scoundrels are pretty terrible at their class. It actually has a high skill curve and takes time to master. Most of the operatives and scoundrels i fight are completely unaware of how to use roll and evasion defensively. Operatives are supposed to be hit and run guerillas who open on a target, kite them, roll and los, heal up, vanish and re-open on them, the problem is that too many people play them as if they're guardians/juggs, jumping into a middle of a group and just trying to facetank everyone's damage.
  13. I really don't see how this is enjoyable for anyone, including you and your friends. So you stomp pug group after pug group in lowbies, but I imagine the novelty of 6 or 7 shadows globaling one player at a time wears off pretty quickly and you're left itching for an actual challenge that will probably never present itself short of you going up against rank geared 60s running a premade. You're playing a fotm class in a premade with other fotms while coordinating on vent/ts. In addition to this you're also a clicker. Not to sound harsh but you probably won't find a whole lot of encouragement on here. Now, if you were doing this with an underrepresented class that is struggling like a merc/mando or a marauder/sent you would in all likelihood receive a far more positive reception and a lot more encouragement. But you won't here, because it's just kind of cheap. I wouldn't be surprised if stuff like this leads to lowbie pvp on your server dying out altogether. How would you feel if the other team ran a premade of 8 healers or tanks? or their own stealth brigade of assassins and operatives? I can already predict you'd say you'd welcome the challenge, but I doubt you would if you were solo queing. Did you see how quickly the imps in that match left? They're obviously not having fun and will probably just stop queing lowbie pvp altogether. Do you actually enjoy 2 minute matches? One time on my 60 i did a hypergates and the other team had 4 scoundrels who camped people at the spawn zone globaling everyone. They didn't actually contribute to their team's progress in that match and ended up losing badly . They taunted players they actually killed in a 4v1 as if they actually thought they were good players. I hope you guys don't ever stoop that low. For me, the fun in pvp is about a challenge, the best games i've played were with 2 evenly matched pug groups or premades and the matches are always pretty close.
  14. Honestly for snipers I would just settle for an ability that makes the other team in a 4v4 against the sniper, a sorc, an assassin and an operative say, "Hey, let's NOT focus the sniper. It'll just take too long to kill him."
  15. You too, i watched your stream, doing 4v4 with your sniper on ranked, that's pretty brave lol. But just to quickly recap, i do get leaped to sometimes while entering cover in place, i'm not sure if this is intended or a bug but it happens frequently enough to be noticeable and annoying.
  16. I said I was specifically taking cover in place, not using natural cover. I'm aware of the distinction between the two.
  17. If you had read what I said I specifically stated that i was using the bind to take cover in place, and even with that there is in fact a delay that allows you to get leaped to. And I'm not talking about the 10m focus leap, but rather the 30m one. I don't bother with natural cover considering it doesn't even work with entrench.
  18. I wouldn't really complain but there's a delay in the animation that causes a sniper/gs to enter cover in place and in that precious few seconds you are leapable. I've seen this plenty of times and I've been leaped to despite being in cover. And it isn't the 10m focus zealous leap either, but the 30m charge. Chalk it up to a buggy ui or lag, but it's very odd that snipers should have to get in and out of cover to make use of one of their most useful defensive abilities. A sniper out of cover is even easier to shut down than a merc. Causing ballistic dampeners to refresh in cover is a pretty reasonable request considering the ability vanishes once you leave cover.
  19. Operatives easily shut down snipers considering more often than not the operative is the one who ends up kiting and losing the sniper so he can heal himself, vanish, re-open on him and make liberal use of shield probe, evasion and roll to mitigate all of his/her damage, which is mostly white damage. Lethality operatives take the kitefest to a whole new level and a really good one is impossible for a sniper to shut down. Engineering and virulence lack the burst and mm lacks the mobility, losing almost 100% of his burst and damage when he gets out of cover. Snipers have high burst because we have ****** defensive cooldowns, that at least somehow offsets it. Seriously, say a sniper pops entrench and ballistic shield, the opponent can merely los him or move out of range to nullify his damage reduction and cc immunity completely. Evasion is useless because the tech/force dmg reduction is bugged and is only really useful against melee/ranged damage, and most classes excluding mm snipers have a diverse enough array of white and yellow damage spells to circumvent it. Anything else we have isn't really worth mentioning considering that even shield probe being buffed with a utility point used up is still pretty useless and it doesn't make sense given its 30 second cooldown.
  20. Except I wasn't being snarky so I really don't see your point. I believe focus spec sents have a talen that gives them cc immuntiy for 6 seconds after they charge or use one of their abilities, it's also possible they have full resolve. Not sure how marauders/sents are resisting your knockbacks otherwise. Only class that can even do that are assassins with force shroud up.
  21. Lol, try being a sniper against an op. For mm all of our damage is white damage and can be rolled or dodged against. 100% of our damage is mitigated and they can cleanse our dots and roots leaving us no way to catch up with him. A mm sniper, barring some lucky crits and the operative/scoundrel in question being an abject moron, can beat one, but the odds are stacked against us. Imo force them to break your stun then pop electro-net on them. You can also use grenades to force them out of stealth. IMO as crazy as this sounds i would favor a merc against a sniper to beat an op simply because they are more mobile, and can counteract the op losing and healing himself by simply doing the same.
  22. Electro-net? Ikr the irony is just delicious.
  23. While i don't do ranked I imagine in most 4s teams at least communicate and plan who to focus and mezz, and may even do so over ts/vent if they're friends or guildies. You won't see that happening in regs, and ccs i drop have been broken routinely in unranked 4s as well. What i'm saying here doesn't necessarily apply to ranked. People hardly talk in regs and most 4s i do 90% of the time the other three players are completely silent.
  24. No, that was obviously a joke. I've never done anything more than standard pvp trash talk which is mostly good natured.
  25. You have to admit though. Outside of a 1v1(which are irrelevant in warzones) mezzes really do not have much use. You try to peel for a healer getting attacked by mezzing a target? Almost immediately another teammate will break it. You mezz a guy running in to stop a cap? There's someone there to break it. Isn't that practically same-team trolling anyway? I've even announced when i'm going to mezz targets in warzones at strategic locations like node-capping or running the huttball and teammates just ignore me and break it because they want to do mad deeps. The flag suggestion isn't bad. What about a short 1-2 second window in which a mezz can't be broken just so players have some warning?
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