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rainbow

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Everything posted by rainbow

  1. Well since the event is there kinda only two weeks, you might be about right.
  2. Maybe trolling the own team? Commandos are good healers if left alone... if not well... meh... sometimes it seems they are less useful as DPS than even my operative.
  3. Best at what? Best DPS, best heal, best node guard, best ninja capper, best ball carrier, best...? There are so many aspects that none class can fill all, so where should it be best or worst at?
  4. The problem is, any quest in these FFA PvP areas revolves at how to best avoid PvP so that you can complete the (rather PvEish) objectives there. Any objective that requires to actually engage in PvP in any FFA area would be exploited like hell.
  5. It really depends on your playstyle. However the common hybrid spec focuses heavily on the tank tree... and yes. Anything else than DPS gear in PvP is just not as effective. You sacrifice too much of your own damage for a little amout of survivability.
  6. rainbow

    "Gear Check"

    Because players in PvP gear get 3-4 shotted as well. Look at a 20-22k PvE geared player like you look at a 15k PvP (aka recruit gear) player. Not much difference.
  7. Errr what!? Did Commandos/Mercenaries become top of the game when I wasn't looking?
  8. Okay, talk to yourself then. Calling me a liar without even having proof makes any further discussion pointless. Thanks troll.
  9. As I said, it doesn't really matter why someone quit a WZ. It would be a one time only bonus for the losing team anyways, so it is in no way big anyways. 10-20% bonus on the 50 base commendations is 5 or 10 commendations. That is 1 or 2 medals that can be missing in the end due to the one player leaving the WZ for whatever reason (intentionally or not). However you can quite easily lose a WZ by one player missing. Guess what happens when that one is the one missing to guard a node that you barely held when he was there. Just an example of what one player difference might cause in a close match. For the replacement issue: More often than not I see a WZ end with 7 players once one player quit the match.
  10. Then please tell me why it should matter. From the remaining teams point of view, it's the same. They are short one player for a time. Why the player is no longer in the match is of no consequence for the remaining players.
  11. I'm not at all focused on what others are doing. I'm focused on the effect one quitter has on a team. If it is intentional or not doesn't matter really. The 7 remaining in the game have one problem more. If these 7 lose the game, I think it is just fair that they recieve a compensation for being handicapped.
  12. Okay, then why is someone compensated for let's say getting put in a wheel chair by someone elses mistake. He clearly didn't do anything himself to earn a compensation, didn't he? If someone quits a game in progress, he hurts the team. Even if he was just one more distraction in the match for the enemy players, he hurts the team. The only thing that hurts the team even more is an afk stealther at the corner of the map. Now give me one good reason why the team shouldn't be compensated for that handicap. See... you don't care about 7 other people... so why should they care about you? They just want compensation for one less player in their match. A match that you obviously gave up on. So why shouldn't they be compensated for your leaving?
  13. No it's just common sense. Experience ruined for one player or for 7 (even 8 if another person gets draft into this mess). Easiest way, compensate those 7+ for the ignorance of the one.
  14. The ultimate goal is giving players an incentive to stay with the team despite losing - or giving the team a compensation for someone who makes a bad team even worse.
  15. Obviously if you quit you forfeit any bonus for this day... alternatively, add 1% bonus per consecutive match you did not quit (cap at 20%, reset at quit) and there you go.
  16. How about the team with quitters recieves a 10 + number of quiiters% bonus to Commendations and Valor for that match?
  17. Or you want the PvE Set Bonus for the PvP set, then you pretty much have to use the Campaign / Dread Guard armorings. In case of a dps operative for example you most certainly want that extra 15% critical chance from PvE Set and the prolonged duration from PvP Set, so you will go for 3 PvP Set-Armorings and 2 PvE Set-Armorings. - And maybe you even want to switch for healing so you need another Set of Healing armorings... pain in the *** to grind.
  18. It's not stuns alone... it's the problem that you die too fast and get too few resolve for the duration of the stun mostly.
  19. Err... jump out, heal something just once for > 2500 = one medal. Jump out, hit something once for > 2500 = one medal. Jump out, taunt someone for 2500 protection = one medal. I'm not arguing with you that sometimes teams shouldn't be filled up in the last two minutes due to the fact, that you can't change the outcome, but not being able to get any medals is not entirely true. Agreed it just seems stupid that you have more or less jump right into the enemy to get anything out of it, but it is nontheless possible... maybe just not for the last 10 seconds.
  20. Oh there is plenty of opportunity to run out of energy in a warzone. Burst in PvP is just insane compared to PvE... however when your healing target drops to 30% you can usually sustain him for quite a while with the instant heal as long as you've got TA up - looks rather hillarious sometimes... drops to 20, gets up to 40, drops to 20, gets up to 40... and you can do it indefinitely unless someone bursts down your target 30% in one hit. However when you see incoming damage is dropping, replenish some energy by using scan if possible. Well yours at least kill something... usually when I play heal I see 3-5 enemies all at about 20% health and all of my team dead. "THIS ONE'S MINE AND MINE ALONE" seems to be the thought of their mind in that case.
  21. Yes. at 1200 you gain roughly 0.6% damage per 50 points Expertise. So a 1396 does about 2.4% more damage than a 1214 expertise - BUT - and this is a rather big but: But he gives up a lot of damage from power/main stat for these 2.4%.
  22. Great. Then as soon as the Sorc clicks away his own bubble, he gets stunned for 3 seconds?
  23. Smuggle in some PvE Armorings/Mods where feasible and don't drop below 1200 expertise. Also consider using stims for PvP too... especially when you're biochem.
  24. Willpower is attributed with a 0.2-factor for damage and a diminishing returns factor for critical chance. Power is attributed with a 0.23-factor for damage and that's it. So as soon as the 0.23-factor from power outweighs the 0.2-factor + critical increase from willpower. However, power and willpower mostly exclude each other on the armorings/mods/enhancements... So basically if you can't factor in power, because none of the armorings has power on it, use willpower, while still achieving about 35% critical chance (total) and 75-77% critical damage (and 5% accuracy bonus). You should end with about 1800+ willpower and 1000+ power.
  25. Effects tend to be multiplicative. Longer survivability also means you cause more damage (you can deal damage for a longer time). Causing more damage also means longer survivability (dead/busy enemy can deal less damage to you). That actually has the staggering effect that whatever you do, it becomes a lot more effective when you see it in a team vs team fight although the overall difference isn't that much. Let's just make an example: Let's take a 20k life dps and a 17k life dps. The 17 life dps deals 850 dps the 20k deals 1000 dps. That both is a difference of about 15%. Now the 20k life player will deal 17k damage in 17 seconds (17k dead then). That means the 17k life player will deal 17s * 850dps = 14.450 damage (or 85% of the damage the 20k player dealt). That means the 20k life player will remain with 27.75% of his life that he can spend dealing more damage - and that is a pure 1on1 dps race. If you do that with multiple characters, it will be even worse. Go 2 on 2 dps vs dps. 2 20k vs 2 17k. You have 2000dps now vs 1700dps. The first 17k player will die in 8.5 seconds. The 20k player will have lost again 8.5s * 1700 dps = 14.450 hp. Now for another 5550 hp / 850 dps = 6.5 seconds he will deal damage until the second 17k player has killed the first 20k player. The 2 20k players will have dealt another 2000dps * 6.5s = 13000 hp damage so the second 17k player is at 4k hp left when the first 20k dies. The second 20k now needs 4 seconds to deal another 4k damage in which the 17k will deal 3400. Damage done by the 20k players = 34000, damage done by the 17k players = 23400 - or 32% less than the 20k players. Now sum that up to an 8vs8 match with heals and you will see the difference there. The overall gear difference is still 15% if you sum it up for both players (85% dps and 85% life). Btw you can double the dps values for both parties, it doesn't make a difference... And that is only a numbers game. If you factor in experience and stress etc. the difference will be much more noticeable.
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