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ilovethepink

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Everything posted by ilovethepink

  1. Most of the leveling BG's I've endured while getting my Assassin up. I honestly can't believe how some people think WZ's should be played. That is closely followed by the now 2x4m Premades in full Champ.BM I'm running up against every... single... WZ now. I'm really not sure which is actually worse.
  2. As others have pointed out, it pretty much goes like this: Top Healer, if not then Highest Heals, if not then Highest Medals (Yes people do still think that the higher your medals the better you are), if not then Highest damage. If everyone plays poorly, the worst player will often get mvp.
  3. I just kill you first because I despise Comm/Mercs If you're not annoying me with TM/GR spam you're rolling an overpowered healer spec that can't be interrupted. So I make it a habit to kill you, regardless of whether it benefits my team or not.
  4. I like Huttball, it's so fun Force Sprinting over the fire from the top catwalk and watching people jump into the fire after me. That said, I like it when my team isn't a kill-farming bunch of gimps. I hate it when they are. I also hate it when 6/8 of my enemies are Sages/Commandos or Sorcs/BH's, knockbacks... everywhere...
  5. I'd be content with 10-19 and 20-49. Most <20's are fairly bad, they weigh down a team and usually more than 2-3 on a team means you'll lose, unless both sides have as many. That's not to say that anyone <20 is terrible, I've seen a few useful ones (And no, getting top damage/kill is not always useful and especially so if you all you did was stay at the sides in Huttball killing people) who contribute meaningfully to a match but they're so few and far between it is not enough to justify having so many other lower levels queuing for "free exp" to get from 10-14 so they don't have to run slower while leveling in DK or Corusc. The reasons why most people below 20 are terrible are: Lack of CD's Lack of an Interrupt(18) Lack of Bonus stats(Little power, rarely any surge/alacrity, occasional crit) Lack of vital abilities(SF/HS for Sco/Ops, Different Heals on Healers and so on) Usually at 20 you get a class/spec defining ability, or you start getting key talents that help give a spec what it needs to be useful.
  6. ilovethepink

    Scoundrel

    I'm going to assume because no one else can use their "Only while Incapacitated" or "Only while stunned" abilities? You need a gap closer and more sustainable damage, not more damage while stunned.
  7. The only way to stop it is to have it similar to Dungeon Finder, where when you join you have to have everyone accept before it's started. If you join mid-way you're given a notification "This battle is underway". I genuinely can't think of another way to ensure that both teams start off with the same number of people, assuming people don't leave, at the start of the fight.
  8. Cool? It's still 2, or 3 if anyone can confirm or deny the IA/Smug crit damage one I heard, in terms of advantages. You also don't have stuttering on Force Scream, while on Bladestorm we do. What's the problem again?
  9. Are you sure it's not just a written error? If not, just remember that: Inq's Shock is instant, while Cons project is Delayed If you convert Heat to Ammo, you'll find that BH's have more resources than Troopers. I also remembered hearing something about crits on Ops compared to Scounds. Can't quite remember the details. OH GOOD LORD ONE REP ADVANTaGE?! OH GOD IT'S UNHEARD OF... NERF!
  10. Yeah, ofc. I'm not saying don't do it. But as the OP's either somewhat inexperienced or is lacking for gear, taking on people solo isn't likely to happen, no offence. So instead he should, until he gets better through experience and gear, focus on team support.
  11. If you're playing as Watchman, you can make up for less damage by pressuring a point, or prolonging defence at a node. A Sent/Mara we can always be useful provided we use buffs timely; it's also one of the ways to distinguish a good Sent/Mara from a terrible one. A terrible Sent/Mata will use Insp to beat someone in a 1v1 most likely, while a good Sentinel will get all of his group (As it doesn't extend to the whole Ops until next patch) and use it to greatly increase the chances of winning a team-battle. This is most evidently seen at turret fights and gate attacks, where the power of a stronger group is more important than a single strong character. However, I'm not above using it to go 2/3-1 to take a point, it's the same situation only you're alone. So my advice to you OP, stick with a group and support; it's what Sents/Mara are good at, and why we're unsung heroes in that respect.
  12. ilovethepink

    warzone

    I just had the most almighty of facepalm moments in this Huttball just past. Both I and an Op drop the BC meters before the line, Agent gets the ball and gets focus'ed by two grav round spamming heroes stood on the line, ready to catch the ball that will go to them eventually. Instead of reseting the ball as was asked in /ops and in /s repeatedly, the Op decided he was going to run into both of them and despite Guard, taunts and interrupts he dies and they score. I left because quite simply that was above and beyond the level of stupidity in Huttball. Sad really, as he was one of the "decent" players in that WZ, the rest were just hunting any red name tag, the Op at least was focusing the ones near the yellow beacon. Just gonna add my latest Alderaan. Said I'd go left, rest go mid/right, force a quick cap work from there. 4 came left with me. Right, okay I'll leave them there and get Right, I get that and OH LOOK all 4 came right and they just waltzed over and took left. Yeah, another WZ quit, it's quit simple really. If people are so blatantly clueless then it really is not worth it.
  13. ilovethepink

    warzone

    I've tried saying the basics to people, but most just don't listen. Whether they don't understand or whether they're just ignoring me I don't know. When I'm giving clear and precise calls in /ops such as: Right/Generator safe, focus Mid and Right/Generator Inc 'X', or Pass to the stealthed assassin on the catwalk and Pass, you are going to die, or Left gate 'X', need more and Right gate big inc, watch for a stealth cap on Left. And people either just don't give a damn and aren't there to win, in which case I'm just gonna leave because it's just not worth getting stressed over. I play to win, whether I queue alone or as a group, and if people around me aren't interested in winning then why should I stay? At the end of the day I play for my enjoyment, much like they do, I don't enjoy enduring dire performances from my team so I'll leave rather than getting frustrated at them. I have no problems helping someone, but when people outright ignore advice and helpful /ops calls they're just not worth the time. Call it elitist and horrible behaviour, but quite frankly some people are just that terrible when it comes to non-deathmatch conditions.
  14. I'm just throwing WZ comms on consumables, I figured it was worth the extra consumable not to bother with boxes (You get any combination of 6 Med/Exp consumables in a box, as well as a green). Currently sat on 300 of each at level 49, just gonna cap WZ Comms again and then level up and get started. Personal challenge to get full BM before 1.2.
  15. If there's people in the opposite team I would gank, I'll not try to persuade my team to stop. Otherwise it's over as soon as possible. That said I don't mind making the WZ last an extra minute or two, especially in the early hours of the morning.
  16. It's simply a measurement of how long you've PvP'ed.
  17. I personally dislike PvE, I don't know why anyone would want to do the same encounter time, after time, after time, after time with no discrepancy in the fight's mechanics from one kill to the next. Why would you ever want to balance the game around something so dull? Perhaps if you were fighting AI that changed what it does based on your Ops Comp, what moves you do and so on... maybe but then you'd be doing PvP... against a Computer. Forcing people into 1 spec is a bad idea, for example: Person A may hate Spec 1 Person B may love Spec 1 They're now both being forced into spec'ing Spec 1 Person A rerolls/quits -Rinse and repeat for all 8 ACs- In all fairness, what they need to do is make every ability hit different in PvP and PvE, and have the co-efficients only take affect against players, otherwise you'll hit for full against your mindless scripted encounters.
  18. Queuing with friends on a dead server or Queuing in a group when hundreds of others queue alone, fewer queue as a group. Just two examples of why this wouldn't work. Basically, you want to kill the queues for those of us who want to avoid as many clueless idiots as possible. Cheers.
  19. God forbid that I actually MMO with friends in this MMORPG. I queue with friends, when they're on, so that I don't have to put up with a full set of 7 useless gimps that I normally have to endure in a random solo queue. If I couldn't queue in a premade sometimes I think I would've quit a couple of months ago.
  20. View it how you want to. If my team decides that kill farming in our ball zone is the way to go I know I sure as hell would rather spend a few minutes waiting for another group. If you can motive a group of "If it's red it's dead" gimps you're amazing. And no, I don't quit because we're not winning, I quit because I know we won't win. If they score 3 goals in as many minutes in Huttball I know my team isn't going to win because: They're not stopping the BC, or They're not stopping passes, or They're kill farming well away from the BC, or Any of the above combined. At least if they were close they might just mob him down. Quite frankly, they're not worth the stress and the keystrokes to say "Stop f*cking around in Mid and try to win". Because I know damn sure that the likelihood of them actually reading that is spectacularly low. If I'm a quitter because I refuse to put up with very, very stupid players? Fine, I'm a quitter and I like it. Oh, and if it's Huttball I'll at least "try" to get them a win, if someone is smart enough to pass to the Assassin on the catwalk it's just such a wonderful occasion that someone in a pug Huttball actually passes that I just feel somewhat blessed that I have at least one not entirely brain dead colleague. Otherwise I know the chances are it'll be people running like a hero into 6-7 enemies and then ranting that no one passes. Generally speaking, I don't leave until about 3-0 in Huttball (I appreciate, as an Assassin, that I can score within half of a minute of getting the ball solo if I get a lucky Vent toss and that a good follow up pass to the same player can mean two within 45 at a push), 500(us)-600(them) in Alderaan or 2-3 minutes without getting a door down in VS(us attacking) or the first door down within 30s(us "defending").
  21. Why should I bother trying to win and end up getting stressed over it. I don't join a WZ to mindless kill I join to win, and when no one around me bothers to try I'll go. If you don't plan on winning, don't join. Others may disagree but hey... that's what opinions are for. As I've said in two threads now.
  22. This was the only issue with this, that only one class could jump over (Unless you count Charge but then there's no issue it was just one person being dumb) which made it look overpowered. There should've been an unlocked pathway to start with, available by making multiple platform jumps or just a much longer bridge with the unlockable bridges offering a more direct access to the doors, and the central pathway being a longer trip. Would need to be circular, but that's a different point.
  23. This, as I said in a previous thread regarding quitting. Why should I bother trying to win and end up getting stressed over it. I don't join a WZ to mindless kill I join to win, and when no one around me bothers to try I'll go. If you don't plan on winning, don't join. Others may disagree but hey... that's what opinions are for.
  24. I could feel the sarcasm just radiating from that. You Sir, have a gift.
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