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HarvardAce

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  1. Not in the Outlaw's den. There are two separate terminals for each faction, but you cannot access the opposing faction's terminals.
  2. This was going to be my suggestion, and there is (or at least was, a couple patches ago which is the last time I was in there) cargo hold access as well on the back wall. On most servers, the area is a ghost town, but I imagine it could be a bit dangerous from time to time.
  3. Really, the reason for turning the protection off is only if the restriction also applies to friendly buffs/heals. If I'm a healer, I may want the protection from flagging off, knowing that if my groupmate flags himself via some method, it is also going to flag me, but at least I won't be pounding on my heal button wondering why he's not getting heals all of a sudden while his health is rapidly dropping. For offensive purposes, it probably doesn't make sense to turn that protection off -- if you do want to PVP you'll likely start out with either a direct damage spell or you can just flag yourself and then cast an AOE.
  4. A few things: 1) What about beneficial AOE spells, such as buffs, AOE group heals, or AOE area spells (e.g. sorc purple goo)? Will those not affect flagged allies if you are not first flagged yourself? 2) Is there a way to turn this flagging "protection" off if we don't want it? 3) Conversely, is there a way to also have a setting that prevents you from flagging yourself even if you try to cast a direct damage (or heal) on a flagged target? The issue with #3 is that tab targeting in the middle of a bunch of mobs can accidentally tab you onto an enemy flagged player if you aren't careful.
  5. The issue is that initial gear-up is much slower. When you had no champion gear at the start, you didn't have to worry about dupes with the old system, so getting an unassembled item every 5 or so bags was better than it is now, where you need about 10 bags worth to purchase the main armor pieces (or 20 for the main hand). It does, however, speed up the completion of your set, because once you get a few pieces, the chances of a dupe with the old system increased quite a bit, which you now don't have to worry about. In the end it speeds up the time to complete your set, but getting the first half of your champion set is now considerably slower.
  6. I disagree with anyone saying that the healing medals are easier to attain. Unless I'm running the ball constantly in huttball or defending a turret that never gets attacked in Alderaan, I get the 2k, 5k, and 10k medals every match, without fail, and normally within 1 minute of the start of the match. The 50k medal is probably 90% of the time in Voidstar (only when both defenses fail early and often do I not get that one), 75% of the time in Alderaan (and I don't get it only when I'm spending most of my time defending a turret that doesn't get much action), and maybe 10% of the time in Huttball (because I'm usually running the ball and therefore have guard on me instead of the other way around). If anyone in the match hits the 300k mark in healing or damage, it is safe to say that I hit my 50k protection mark about halfway through the match. The only times I don't is when there are 3 or more tanks in the match with me and we fight over who gets to put guard on the juicy targets.
  7. If you're a software engineer, then you should know that taking the modulo of a pseudo-random number is a very bad way to generate a random number. Depending on the method used to generate the "random" number, it may be that the number returned by the system always alternates between an odd and an even number. If you then did roll(2), you would always alternate between 1 and 2. The "proper" way to do it would be: int roll(int max) { return (int) (rand() / (RAND_MAX) * max + 1); } Additionally, many random functions in modern languages return a float between 0 and 1, so the act of multiplying by RAND_MAX is not needed, and many of those languages also provide built-in random functions that return integers between two specified numbers.
  8. First off, I am a Juggernaut, so this would directly affect me in a negative way. That said, I feel that the current state of the protection medals are not nearly in balance with the damage and healing medals. Each of the three types have two "one-shot" medals and two "overall" medals. For damage and healing, the one-shot are the 2.5k/5k single hit/heal, and the overall medals are the 75k and 300k damage/healing. For protection, these are: 1) 2k/10k protection in a single life ("one-shot") 2) 5k/50k protection overall 2k protection in a single life is an afterthought. I can taunt one enemy or toss a guard up and have the guarded player get hit twice and I have my 2k medal. The 2.5k damage/healing medals are fairly easily obtainable but require a little bit of set up to achieve. This needs to at least go up to 5k protection in a single life to put it on the same difficulty level as the 2.5k damage/healing ones. The ease of getting 10k protection in one life is also fairly easy, as long as you have a juicy target guarded (i.e. a healer or the ball carrier in huttball). Compare this to the ease in getting the 5k damage or healing medals, and you see that it's woefully out of balance with those two medals (I see the damage and healing ones that aren't shock-frozen water related maybe once every third WZ, while the protection ones are a dime a dozen). I think 20-30k in one life will put this on an even keel with the 5k damage/healing ones. 5k overall protection is also ridiculously easy. 4-5 hits on a guarded target or one AOE taunt that hits more than 2 enemies will probably get that in half a second. While 75k damage/healing is easy in anything but a quick match for a DPS or healer, it's also not something you can get in 5 seconds. Moving this out to at least 15k would balance it a bit more. Lastly, 50k overall protection can take a bit of work, but it's still much easier than 300k damage or healing. In matches where the top-end healers and dps are around 300k, I often find myself having between 80 and 100k protection, so somewhere in that range for the medal would balance the final medal appropriately. P.S. There absolutely need to be objective-based medals as well. As the frequent ball carrier in huttball, I often don't get more than 2-3 medals in a winning effort because I'm spending most of my time running the ball rather than doing damage/protecting anyone.
  9. The other advantage to Jaesa over Vette is that you can get an end-game (columi, champion, etc.) weapon for Jaesa, but you can't for Quinn or Vette. Quinn and Vette both use blaster pistols, but on the empire side, only Mercs (BH base) use blaster pistols so they all have aim instead of cunning. That said, for harder boss-type mobs that do AOE, Vette is the only DPS option you have, because Jaesa will quickly melt in the AOE. Usually with those fights, however, you're better off with Quinn's heals. Overall I use Jaesa 95% of the time at level 50, only swapping in Quinn when I'm soloing the heroic 4 dailies on Belsavis.
  10. This actually is the best suggestion I've seen, and I like it better than the one I just posted. It satisfies all needs, is very easy at a peripheral glance to see what is castable, provides much more useful information with a quick direct glance (how long is left on the CD rather than guestimating based on the height of the CD effect), and is not visually jarring for frequent effects (i.e. GCD).
  11. There are 2 different factors into making something castable, as I see it: CD and "everything else", which includes target type, range, and resource constraints. I don't think separating "everything else" would add much value. The goal should be that you can immediately deduce the status of both of those factors (CD and "everything else") with a peripheral look at your ability bar. The first version only distinguished between "castable" and "not castable" and didn't distinguish whether it was due to CD or due to anything else. This was sub-ideal because it wasn't clear when an ability came off cooldown if you would be able to cast it due to other constraints. The second version made it clear on the "everything else" category -- lit if there were no "everything else" constraints, unlit otherwise. The issue with the second version was that it was hard to see the CD on abilities with long cooldowns. For abilities that only had a GCD, this wasn't a huge issue because if you couldn't tell you would likely be in the "queue" window, but for longer CD's (especially >1 m) the sliver of a bar left could still mean 3+ seconds left before you could cast the ability, and that sliver was really hard to see unless you were staring right at the ability. The newest version once again makes it similar to the first iteration, where it is hard to tell if you have an "everything else" restriction on an ability if it is on CD, because the CD graphic also dims the icon (just not as much as the "everything else" restriction does). Additionally, the new graphic is a bit obnoxious with the flashing. My suggestion on how to fix it would be the following: 1) If the ability is castable immediately, lit up, with a thin non-obnoxious white border around the icon (such that it doesn't appear to "flash"). 2) If the ability is not castable due to range, target, or resource constraints, give it a clear red color shift. 3) If the ability is not castable due to cooldown, dim it 50% and do the normal CD overlay that "empties" over time. 4) If the ability is on CD *and* is restricted for any other reason, do both filters (red filter, dim, and the CD overlay). For an added bonus, if the ability is otherwise castable except for the CD, and the time remaining on the CD is less than the "ability queue" setting, give it a yellow border, so we know if we click on it, it will cast when the ability is off CD. Another option would be to do the CD graphic for GCDs but anything effected by only a GCD would not lose the white border. Best option would be to give us the choice to customize the overlays for CD/"everything else" as I would imagine one size will not fit all here.
  12. Unless you're looking for increased damage/armor (and aren't going from T1 purple to T2 purple), a T1 item with an augment slot can be very close to a T2 item without an augment slot, and it's a lot easier to get the exact extra stat you want that way. That said, a T2 item with an augment slot is even better, but those can be very expensive!
  13. I don't see any way you can reduce the CD of any ability that causes a stun as that will affect the balance of PVP by quite a bit (and suggesting that making a single stun have a different diminishing return method than the current resolve bar as "easy" is incredibly shortsighted). I also don't think you can decrease the cooldown of crushing blow, because that is a very high damage ability. I also don't think single-target threat is a big issue. Yes, I lose aggro sometimes on boss fights to a DPS, but a quick taunt immediately takes care of that issue and I can hold it for 15 seconds until it's off cooldown again. I do have trouble with holding multi-target aggro, but I have yet to be in a fight where that was an issue. Either it's an op and I have an offtank to hoover up adds, or I hold aggro on one or two of the bigger mobs in a group and let the DPS take a hit or two from the weaker mobs. If I see a mob make a beeline for a healer I just taunt them back to me, no big deal. For those of you requesting that saber throw hits more than one mob -- how do you make sure it doesn't hit a mezzed mob then? That seems like more trouble than it's worth. The biggest thing this game needs to improve the quality of life of tanks is two things: 1) Target of target display, so I can know what my target is targeting (on ranged mobs and big op bosses where melee is crowded around me, it can be very difficult to tell that I've lost aggro until I notice my rage generation is way down. 2) Casting-through-target (i.e. if I cast a beneficial ability on an enemy or a beneficial ability on a friendly, it casts it on the target's target). That would solve the intercede issue and would also make focus firing and healing a bit less chaotic.
  14. I've now crafted well over 1,000 armorings and mods, and never once received anything other than one item of the item I was crafting. My crit percentage on earpieces is something around 10-20%. Even if you said the chance was 1%, the probability of not getting a crit in 1,000 tries is 0.0043%. If you change it to even a 5% chance, the probability goes to 0.0000000000000000000053%. That is about 1 in 19 sextillion. I'd be 600,000 times more likely to win Powerball twice in a row than have this actually happen.
  15. I can't imagine there are 48 other things you absolutely need on your hotbar that would be better than a reusable grenade. Also, they are very useful in PVP, especially the one that does an AOE immobilize, because it's not subject to resolve. The 5 minute timer is a bit of a drag (only good for 2-3 uses per warzone), but there's been many times especially in Huttball where dropping an AOE immobilize has stopped the other team from scoring or let our ball carrier get away from the enemy team. Note that the purple grenades require a biometric crystal alloy which drop from the end boss in hard mode flashpoints or 2 from each boss in operations (including normal for ops).
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