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Shirvington

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Everything posted by Shirvington

  1. Please add a new set of grenade schematics that use the upcoming new crafting materials in 6.0 (presumably the rank 11 mats). The current highest tier of grenades uses rank 9 materials but the newest mats are rank 10, so we have to farm older content to obtain the materials. It would be a QOL improvement to be able to gather materials for grenades while doing "current" content, e.g. level 75 content, rank 11 mats.
  2. Guild Perks? They expired after they are purchased and placed on your ship at their predetermined rate. It should like something like "14days" on the perk itself, and there is a decreasing white bar on the icon of perk after it is placed to show how long it has left.
  3. When you click the sort bar over guild rank, it sorts the names of the ranks alphabetically, not by rank elevation. So you can't sort the guild master at the top and the recruits at the bottom.
  4. Guild rank needs to be sorted by level hierarchy, not alphabetical for sure.
  5. Until it's fixed, leap at 15 or 20 meters instead of 30, and you shouldn't have an issue.
  6. Please record this happening. Easiest way to record the game is to stream it to Twitch with OBS or something similar. Then when you actually have proof of these things occuring, you can show us directly.
  7. As people have said, solo ranked is a tough beast because you can't control your teammates. So you could end up losing match after match, and therefore a significant amount of rating, if there are bad players/throwers in the queue. Right now, you have two options if there are bad players/throwers in the queue: play anyway and risk getting them on your team and losing, or just stop queuing. NOT playing the game shouldn't be a valid option to choose, right? Solo ranked rating system needs to change to something like ZERO points deducted for a loss, and a small amount of points for a win, e.g. if the enemy team has a high average elo, you gain 4, if the enemy team has a low average elo, you gain 2 upon winning. You can then track total rating (people who play a lot and win will have high ratings) and win/loss ratio separately (people who don't play a lot but win every game will have a high ratio. Or have ratio weighted against total rating, so a 1500 rating and 80% win ratio = 1200 weighted rating). To curb abuse like dropping matches for your friends, if someone drops before the match starts or in the first 30 secs, you gain 1 point for the win. A system like this dovetails with the Monumental and Weekly Ranked quests as you still need to win matches to complete the quests quickly. A loss is still just 1 point out of 50, whereas a win is 5.
  8. No offense, but the answer has been posted 2 or 3 times. Actually read the thread.
  9. Ranged comps aren't moving in combat. So if they are too far away from either you or the enemy, they will simply stand there and do nothing.
  10. Yes, it does show for me all the times it applies. It looks like a syringe with a whitish background. Only thing I can think of is if you have debuffs showing correctly on your target frame.
  11. Thanks for your input, but I didn't *forget* anything. Scoundrels DO have both dots by 40, but DON'T get Sanguinary Shot until 42, so it's not going to be on his bar yet. That rotation you laid out doesn't even work like that. No offense, but you didn't even understand what the actual issue the player was facing before throwing all this extra knowledge at him. This player is more or less starting from scratch in terms of spec knowledge, so starting with the spec's *essence* is the way to go. Fewer buttons means an easier time getting accustomed to the spec. Vasheir--try this on mobs throughout your quests: Shrap Bomb Vital Shot Blaster Whip Brutal Shots
  12. OK I see what the issue may be. You aren't using Blaster Whip. Use Blaster Whip to generate Upper Hand. Put both of your Damage Over Time abilites (DOT) on the target (Vital Shot and Shrap Bomb) and then spend Upper Hand to use Brutal Shots (does more damage the more of your own DOTs are on the target). Easiest way to spell this out: (You are out of stealth in this example) Shrap Bomb (DOT) ---> Vital Shot (DOT) ---> Blaster Whip (generates Upper Hand) ---> Brutal Shots (consumes Upper Hand). Alternate Blaster Whip and Brutal Shots as long as you have dots up. When dots fall off, reapply. This is the essence of the spec.
  13. This "switching sides" sub-plot might be a build up to actually allowing us to switch factions in 6.0.
  14. Yes. Same thing happened to me on Nar Shadda. My K3-Z3N would attack the mobs I was close to, but if I moved to another group of mobs while he was fighting the first group, he would NOT follow to the second group. He would literally just stand there no matter how far I moved away.
  15. It's a stupid bug. Low slash is, in practice, a 4 sec mezz OR a 2 sec stun due to the recovery time animation. Flash bang and seismic nades don't do this. You go right from the mezz to active the instant you take damage. It's stupid and needs to be fixed.
  16. Since you can't pick your teammates in Solo, BW needs to adjust the rating system. No points lost on a loss. You can only gain points. But much smaller increments, like 3-5 points depending on the ELOs of your opponents. In the current system, you might as well not queue if there is a thrower/terribad in the queue as 50% of the time, you'll get him on your team, and if you get a string of him on your team, you'll lose a load of points. It's stupid.
  17. Why does a Fleet update have to be either/or with new content? We are getting a guild progression system that pretty much came out of nowhere and a new prelude and a new expac. I'm sure BW could do minor upgrades to the fleets. Also, I agree that the mirrored nature of the fleets is annoying.
  18. Armorings, yes. Not mods nor enhancements. It would be good to get some clarification from the OP about to which slots he's referring.
  19. Roll bug normally occurs when you roll at the same time as a push with a root attached, like Sorc Overload. However, it happened to me with no triggering event. I simply rolled, rolled, holotraversed and I was stuck. Video proof here: https://clips.twitch.tv/SolidAverageCobraFailFish
  20. Most of the matches I've gotten have been quite balanced. 1 or 2 healers each side. The problem is when people don't accept the queue pop. The game doesn't seem to try to fill with the role that never accepted pop. I was queued into an arena yesterday and it was 3 dps 1 healer each side. Our healer left and the replacement was a dps. ??? We still won, but the system doesn't seem to plan out replacements if people drop. I think that's why you are still seeing groups with 3 healers v 1.
  21. Delays seem bigger in strongholds. So it seems something server end couldn't handle the volume of players trying stuff out. We shouldn't be surprised as players since every time a lot of people congregate in one instance, it gets really laggy (e.g. Odessen when it was first released. I member.) These issues seem to fix themselves when the novelty wears off and people resume their normal gaming routines. That being said, the deco list sounds bugged.
  22. I think it's exploitable. The enemy player desynced in the same way for multiple people. I've heard people can do something similar on maras as well. Also, I've seen people come out of stealth while capping doors and their cap bar is already 2/3s full.
  23. I posted this in bug forum as well, but it's not the first instance I've witnessed this occurring. https://clips.twitch.tv/SillyAdventurousReindeerSoonerLater Someone caps while "invisible." I've seen it on Voidstar before as well. The player capping doesn't appear until well into the cap, or in this case, until the cap finishes. Whatever is causing this bug gives the person around 4 seconds of invisibility when they should be clearly visible. I don't think it's a client desync issue as my teammate experienced the same thing as I did, that the Op with the speed up vanished, then the node was suddenly capped.
  24. This is not the first time I've seen this bug. It seems someone enters a stealth state, and when they start capping, they are afforded a few seconds of being invisible to other players. This isn't likely a desync issue as I was not the only person on my team to witness this live. My teammate in the clip experienced the same thing. An Operative approached the turret with the speed up buff in a Yavin Civil War. She rolled twice, then seemed to sink into the floor. She only reappeared a split second before the node finished capping. This can't be intended behavior. https://clips.twitch.tv/SillyAdventurousReindeerSoonerLater
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