Jump to content

Culltacular

Members
  • Posts

    31
  • Joined

Everything posted by Culltacular

  1. I've not heard of this refresh UI bug. It might be the case, I'll have to check. All I can say is that I'll be sitting on the blank loading screen while my team is in vent complaining that they're a man short and its stupid to keep playing.
  2. I regularly get stuck on a blank loading screen when entering a WZ. It's got all the outlines for text and the moving objects but nothing ever shows up. Always need to force shut down the program and restart when this happens. This was always an issue with me since the start of rated WZ's; happens in both rated and non-rated. Is there a fix I have missed while I've been away? It's not my comp, had it checked over thoroughly since the SC Dep. of Rev debacle. Thanks all
  3. Sorry if this has been posted before. Yes it's another OMG bioware likes imps better post. The imp base in the Black hole area is protected by orbital bombardments; if you go past a certain point you're dead. The pub base is protected by turrets and heroic NPC's. If imps attack in enough force they can take the pub base. Please Bioware, if you're not going to balance populations, at least make the NPC defenses even
  4. I agree, Its not a fix to the premade queue system by making every requeue after every match
  5. Now that Biochem adrenals are not allowed in PVP I personally think that the cybertech grenades with 2 effects need to be adjusted or removed as well. Why should cybertech be able to stun and AoE damage at the same time? The simple solution is to make only the warzone medpack and the warzone adrenal the only consumable usable in Warzones. Since biochem can already craft the WZ adrenal, lets let cybertech craft the medpack.
  6. Pre 1.2 I had no issues with head gear clipping or being invisible. Screenshot of my BM weaponmaster headgear visible pre 1.2: http://imageshack.us/photo/my-images/521/shortcutjump.jpg/ If they refuse to fix this at least let us submit a ticket and change races
  7. Since 1.2 about half of the headgear available does not show up on Miraluka characters. I've tried them with auto-hide head slot checked and unchecked, both from the character screen and the settings menu. Can we please get a fix for this in one of the upcoming patches? They did it for sith purebloods a few patches back, so I know it's possible.
  8. This is with everything on the lowest settings, it removes 90% of the lighting effects, including the darkness in Kaon. It used to also remove the cone of light, but it doesn't anymore
  9. After the 1.3 update the headlights in Kaon are way too bright. I started on medium graphics settings, dropped to low, then finally to very low. In the past dropping to very low removes most of the lighting effects, but it doesn't anymore. Here is a screenshot from Very Low settings: http://imageshack.us/photo/my-images/593/brightlight.jpg/ Has anyone else noticed this issue? I'm also curious if the Black Hole area with the headlights is affected. Thanks
  10. Culltacular

    PVP Bugs

    I've noticed from the latest patch that I have some trouble loading into WZ's. I'll get a PVP pop, click enter WZ, then get stuck at the loading screen. Also, I have yet to see a Huttball match where the scoreboard is correct without resetting the UI. It either displays the wrong information when my team has the ball (when I'm on the Frogdog team, It will display the Frogdog's as teh enemy team on the scoreboard display.) Or it displays the enemy score in WingDings font. Resetting the UI usually fixes this Huttball issue, but that takes at least 10-20 seconds for the game to reset itself to the useful (IE: no tremendous lag.) I'm looking forward to ranked WZ's, but I hope these issues have been resolved. As always, I apologize for taking up useful forum space if these issues have been addressed in other posts. -Culltacular
  11. Thanks, wish they would organize it like this on the transfer section of the account page
  12. As far as room 1 goes, they've added a longer barrier between the 2 doors so spawns need to decide carefully where to go. The changes are on the test realm, if you have the time for the download I suggest you create a character and try it out.
  13. Any chance we could get a list of the low pop servers and their avg population so we can try to estimate where our servers are in line?
  14. Here is my sent, wasting away on my dead server PVP gear Chest is BM enforcer, rest is the WH stuff with colors matched PVE gear
  15. I've been combat since day 1 and I do fine in pvp. Watchman will always do more total damage, but combat has more team utility (better speed boost, 2 extra roots). In this build they're both viable, just depends what you're more comfortable with.
  16. Sents/Mara's had all these cooldowns pre 1.2, where were the nerf posts then??? The major changes for this class involved balancing the left and middle skill trees, left tree remains the stronger dps tree but lacks the upgrades to force camo and speed boost which are now part of the middle tree. People are noticing sents/maras more because master strike/ravage can no longer be interrupted and it received a damage increase.
  17. I would like to start this, as a full combat sent since day 1, by saying that tanks do have a place in PVP. I think this game should be 2v2 balance rather than 1v1 like everyone seems to think. 1 tank and 1 heals or 1 dps and 1 heals or 2 tanks or 2 heals should draw with any other combo of 2. That being said I think a lot of the animosity is towards heavy armor classes that are dps spec'd but can still use guard. It bothers me that a Jugg/Guard can have guard on a healer and still be critting for 5+K on their smash/force sweep. Just to clarify, I have never had a problem with the combat sent role, occupy healers and kill the squishies. 1.2 finally gave us more mobility to offset the dps done by the watchman spec and I think it has worked well.
  18. I'm looking for a new east coast PVP server. My current server is extremely low population. If you have any suggestions for a new server please let me know. Fatman is not an option, I'm respecting their wishes that no one else re-rolls there. Thanks everyone
  19. Speaking for the PVPer's on my server, when the respawns see someone with the ability to charge/leap holding the ball in the pit, they don't advance into charge/leap range unless they can stealth. So this ledge-leap thing allows us to get around that provided we are trying to score on the frogdog side.
  20. Thank you to all who understand and are helping me explain this. I'm in the process of getting video examples of each side
  21. Kind of, but not really. When you jump-force leap from the ledge on the wall, it looks like you jump through the goal platform. Trying to get a video for everyone.
  22. TBH, it doesn't really matter to me. It gives Rotworms a better chance at offense but it leaves Frogdogs with a zerg defense ability
  23. That's exactly what I'm trying to say Rujs. but not only guardian leap, also the offensive leaps. On the Frogdog side you are able to do that, but not on the Rotworm side
  24. I'm trying to say that, as the other posters have mentioned, there is a "bump" that you can stand on on each of the pit walls, one for Frogdogs, one for Rotworms. From this "bump" you are able to jump up and leap/charge characters on the goaline from Frogdog side (amber/yellow stripe), and unable to do so from the Rotworm side (purple stripe).
×
×
  • Create New...