I was only able to do so much damage because there was so much healing from the other side, there aren't great masses of people wondering around in huttball to aoe like there are on coast/voidstar/alderaan. We won that game against a far better geared team (they did more damage and healing, we got more objective points) through good ball movement and player control. Surely you'd agree that having a 30 yard range snare as a melee class is very useful in huttball.
Hi, dirty fighting does better single target sustained damage than scrapper right now, was actually talking to a scoundrel from the guild who isn't playing at the moment last night, he had the same complaints, asked how I got around the slow from running back after dying. I said the trick is not to die. I know, I know it's not fair that the spec is bugged, but this game has more bugs than Paris Hilton's crotch and BW does not seem to be in any hurry to fix them. If you've got smuggled defenses, defense screen is up every 30 seconds, seeing that it lasts for 15, you can activate it early when you know damage is coming, and by the time it goes down, the ability is ready again. We also get 30 seconds off escape, the speed boost from imp dirty kick and 15% less damage from periodic effects.
I only tried dirty fighting a few patches back because I was sick of not being able to get out of combat as a scrapper, and that problem is still around. Perhaps it's a difference of opinion on playstyle, if getting out of combat in swtor made more sense I might still be scrapper, but because it can take such a long time to get out of combat, I figure I'm better off as a build that is built around being in combat, instead of a build built around coming out of stealth into combat.