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Amenaza

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Everything posted by Amenaza

  1. I heard moving heal-sages are totally op with all their instant heals and stuff. Especially in 10-49 wz you are screwed as a sage if any competent scoundrel/op focuses on killing you. You might be able to kite him quite a bit, but even if you do, there wont be much healing output on your team.
  2. And without the elite + strong groups? how much fun would you have had? The described situation is not really an OW-PvP paradigm.
  3. Amenaza

    BG Leaven

    Bei einer Partie Fußball weißt du auch im Vorfeld, wer dein Team ist und wie sie spielen. Ebenso weißt du auch, dass immer nach den gleichen Regeln gespielt wird. Du kannst entscheiden, zu welchen Konditionen du antrittst. Und wenn dein Team nur aus Leuten besteht, die den Ball irgendwohin dreschen, niemals passen, aus der Abwehr rausgehen, um selbst mal Tore schießen zu können, barfuß spielen, damit sie den Rasen besser fühlen können oder grundsätzlich zu 5. den gegnerischen Ballbesitzer angreifen und niemanden decken - dann wirst du es dir wohl zweimal überlegen, nochmal mit diesen Personen anzutreten. Da man sich hier allerdings maximal 3 Mitspieler aussuchen kann, entfällt diese Option. Grundsätzlich finde ich leaven bei massiver Teaminkompetenz OK, das Problem dabei ist der Dunning-Kruger-Effekt. Das zu harte Sanktionieren von leaves führt letztenendes nur zu negativerer Atmosphäre in warzones. Jemand der absolut keinen Bock mehr hat, wird durch die Konsequenzen des leavens nicht wieder motiviert, sondern er resigniert bzw. arbeitet aktiv gegen sein Team, damit die Warzone schneller vorbei ist. Und es gibt gerade in Huttball einige Möglichkeiten, das zu bewerkstelligen - ohne dass man eine Handhabe gegen die Person hätte und sie melden könnte.
  4. Or maybe she was afraid of what happens in like 70% of the OW-PvP encounters when you are on republic side: As soon as you engage in the fight more imps than the total number of repub players on your planet will show up to roast you. There is no incentive for a single player on the outnumbered side to pick up a fight.
  5. Sure thing OP, but then i want a system that: - gives me 100k every time i get matched into a 0:5 huttball, 5vs8 voidstar, 220:560 alderaan or any other game scenario that is already lost the second i recieve my invite - bills the morons the same ammount, who don't pass the ball or get the cannon capped behind their *****es because they rather zerg away from the objectives or/and just camp at one civil war cannon for the rest of the game after that - does not match randoms vs 4-man-premades
  6. IMHO the only "op" thing about Arsenal Merc/Gunnery Com is, that spamming just one button is already very effective. Sure, there are way better rotations, but the grav round is so cost effective already - and in fact required for all your procs. There also is an easy solution for this. Nerfing the damage would hit the Gunnery Commando very hard, because there is no way around the grav round. Same for cooldown. So just add extra ammo/heat cost, if the skill is used too much within a specific time window. "Good" Commandos can still use their rotation without repercussions and spammers go out of ammo after the 4th round and may spam auto attacks after that.
  7. I bet it was a moddable belt or bracers and i bet you dont know the upsides of moddable belt or bracers
  8. 400k and if you stay without competition, go higher. If you don't need the money NAO, just have patience. I sold one pair for 450k after 5 days. The reason why they sell for such a high ammout is not just the rarity: An orange belt with daily-grade armoring (23) and mod is already as good as rakata. Orange belt/bracers with hard-operations armoring (25) are significantly better than rakata belt/bracers.
  9. OP has a point: I have played a commando and a guardian to lvl 50 and did quite a lot pvp with both (commando almost battlemaster) and in my experience it requires much less skill to be mediocre at least with a ranged in comparison to a melee class, where the entry point for that is way higher. Various reasons, one being the infamous grav round/tracer missile which still yields considerable damage if you dont use any other ability. So yes, at the beginning, if you are playing vs. equally low experienced ranged classes, you will be torn apart. But trust me. If played correctly, your melee dmg class will be very effective especially agains the "soft" targets.
  10. Amenaza

    Stop it. Please

    It wont. The only possible side effect for the reps would be in PVE and warzones. As it is right now, you sometimes have to search over 2h to find one DD for your operation and don't even try to get anything together after 0100 am or so (at weekends). There are not even enough 50s to fill one warzone so eventually you will get 1 invite per hour to play 5vs8 voidstar. yay. My buddy has a screenshot were he is the ONLY PERSON ON THE FLEET - granted, that was 0400 am. But still. I know, i know, as a student, my time management is a bit more flexible as long as i don't have to work the other day - but this is not MMO. This isn't even M. BF3 wipes the floor with that, hell, even World in Conflict does...
  11. Amenaza

    Stop it. Please

    Wrong. Just wrong. The difference between Project and the Imp mirror is documented by various ppl (one example: ). The Mortar Volley vs. Death from Above issue has been documented ( ). Just browse through youtube and you will find enough. But dont give me that $h!t about perception just because you disavow the fact that there are mechanical advantages for empire. And there is a lot to say (and has been said alot) about design advantages, but you dont even have to consider that.
  12. Amenaza

    Stop it. Please

    rebel alliance =/= old republic And tbh, that would be really, really stupid when it comes to pvp (thats where the skill mechanic differences matter).
  13. Amenaza

    Stop it. Please

    You don't have to split hair regarding design choices (however, imho the empire got a bit more of design love - just look at the trooper-trashcan-helmet...seriously). There are/were OBJECTIVE imbalances since beta, none of them favouring republic: Sage: Delayed Project, mirror skill instant Trooper: Mortar Volley damage delayed, Death from Above instant Trooper: Full Auto delayed and bugged, BH mirror not Smuggler: One ability (iirc the aoe mezz) had a 15sec longer cooldown than the mirrored one Smuggler: Was intended to get own cover system - in the end recieved the IA version, which lead to massive ability delay and a ****load of bugs. Civil War: Free shots for Imp You could also include: CE: Sith lord statue, no jedi version New same faction warzone catering to imps, so they all can stay in their beloved faction without suffering the negative consequences of massive pop imbalance such as playing huttball all day. I would not care that much, if it were not for the actual imbalances in gameplay mechanics. Actually the imbalance has created an outstanding republic community on my server - although small, very reliable (as long as there is one person in out daily ilum raid, who has not finished the daily yet, nobody leaves), friendly and very mature (most people i know are 25+, the youngest person i met in endgame content was 17). And I know of various sources that this is definately not the case on the imperial side.
  14. You miss the point. This is *one* move. It also is highly situational, passive (depends on others (your teammates) to take initiative) and on top of that not even unique to ops - shadows can do *the same* while offering way more utility and initiative (sprint (even in stealth), guard, taunt). In addition, it gets harder to pull off after the first time, if the enemy team is only halfway decent.
  15. I have both a commando and a guardian at lvl 50 with at least champion equip. Concerning Huttball, the difference is tremendous: As a guardian i can: Jump to friendlies Jump to enemies Jump to enemies, push them back and jump at them right again Slow the chasers behind me, jump to the interceptors in front of me Use my def cds - one of them making me literally invincible for a couple of seconds Those jumps include a 20% damage reduction and to enemies also immunity to knockback etc. It immobilizes the enemy target, so i can just walk past it and use my slow. Chained correctly, i sometimes score within 20-30 seconds of picking up the ball in the middle (granted, this does not happen alot and requires some serious luck). But as a trooper or smuggler (bh or ia) you might not even be able to cover the distance in that time, not to mention stop the tank (!). Combined with a healer sage, who can use sprint, is able to pull you, is a highly mobile jump target and also has a ton of cc, this is nearly unstoppable. If enemies attack you, you get healed. If they attack your healer, you aoe taunt them and just move on to cover more distance. Not to mention a 2 sage + 2 guardian premade. They might not kill anything, but they dont have to. The only counters are a) zerging them with the whole team in your half, which leaves your team without offensive options b) using your own unstoppable blob. Now compared to the op/scoundrel/sniper... As far as i could summerize in this thread there is proposal 1: Camp and dominate middle to secure the ball. One trick pony. You cant burst down a tank anymore and out of stealth you are as prone as any other class to cc and might even be killed in one cc due to squishiness. If the other team is halfway intelligent, they will recognize your plan after the first time. Once you failed in securing the ball (for whatever reason), you are useless, because unable to catch up with the ball carrier. A shadow/sin tank does way better in stealth-securing the ball and is able to pull back enemy ball carriers, sprint to the ball. proposal 2: Stick to ball carrier + healers and ruin their day. If not in the pit, one good knockback ruins YOUR day and you are useless, because unable to catch up with the ball carrier. proposal 3: Stealth camp near enemy goal line/enemy pit for good pass or friendly jump by tank (yeah, guess what). Yes, that is a good move. Although highly situational and also a one trick pony. The next time your teammates move through the pit in order to pass or jump to your stealthed position, the enemy wont wait and wonder, they will search you and knock you back into the pit. In addition, this can also be pulled off by a shadow/sin. The commando is worse. Mobility is about the same but you have no stealth, or immunity to jump-ats like a gunslinger/sniper in cover. Nothing helps you pass the obstacles. If not specced assault specialist, all your good damage skills need activation time/channeling (even the infamous grav round/tracer missile). Yes you can deal damage, but only for a short duration. After that, you are useless, because unable to catch up with the ball carrier.
  16. You can spec your 2min CD shield to do so...in the combat medic tree But if you do that, you wont hit hard with your gunnery/AS, i guarantee you...
  17. That is just a normal defensive 2 min cooldown...if you want to remove that, you also have to remove the saber ward from sentinels/marauders, the giant shield thingy from smugglers/IAs etc. Regarding OP, yes, it seems as if troopers had everything. And indeed we have everything. BUT We can only be good at one thing! If you roll commando there are 3 options: - Spec heal. Commando healers are pretty good, but their damage is laughable. They seem to have high survivability - which is true regarding armor type - but they won't get away with a sprint or vanish. There is no escape. - Spec gunnery. The infamous Grav Round (Tracer Missile). You have great armorpen and if you don't spam grav rounds, you are able to pull of some pretty good burst damage. Downside: If you have to move, you are completely screwed, since nearly all your damage skills need activation time/channeling. If you fight beneath a column or anything comparable, any halfway decent player will LoS you to your death. It is possible to heal in this spec, but this is very inefficient. Your heals are low, prone to pushback and eat your ammo in a matter of seconds. It is impossible to heal against any dps, the only utility is to patch yourself up a bit when out of combat. - Spec Assault Specialist. No Grav Rounds, same healing capabilities as above. Gunnery might deal a bit more damage assumed they can turret and deal this damage uncontested, but the damage on the move with Assault Specialist is significantly higher - which leads to overall equal damage output.
  18. Being inefficient at leveling does not implicate that the leveling system is too slow. My first character became 50 at 01/03/12. That being said, i had 5 days of early access, did not play over the Christmas holidays, nor new years eve. I have not skipped a single dialogue within a non repeatable quest (exception is alien gibberish, where i just read the subtitles and press space if the speaker is not fast enough). If you use all tools at your disposal, you will level extremely fast. I am not talking about powerleveling here: Do your daily space operation, your daily PvP, maybe a flashpoint and gather with some friends for all those Heroic 2-4 missions. When you get your healing companion, things will go even faster. My trooper had nearly no downtime between mob groups and the AoE made it easier on top. Although i hate grindfests i must agree with the OP. Sometimes when i arrived at a new planet, i had outleveled the suggested lvl-bracket already - which was very frustrating. I had to skip some quests because of that to get in line with my class quest - not to mention the bonus series which were all grey and worthless at the time i got them
  19. The obvious problem is, that the problem was already obvious before they even implemented the new patch. The PvP design was flawed from the start (although still enjoyable to a certain extend) and I am not talking about not being fully balanced/polished - I am talking about DESIGN flaws. You have to keep in mind that there is a paid developer team behind PvP with month of time - and all they came up with was this terrible patch. Seriously, everybody with half a brain and the numbers regarding faction balance (which i assume are available to aforementioned developer team) could have told you that Ilum 1.1 is a horrible idea. And this team will be in charge of the future development and "fix it"? Yeah right. But I don't have to pay them. As a rational adult, I can decide to not support this instead of having blind faith. And as a rational adult i also know, that BW/EA will most likely react to actual numbers (= cash) and this is the most efficient way to show my dissatisfaction (don't know if they recognize the unsub-forms) - instead of creating tons of whine threads no one from EA/BW will ever be concerned about.
  20. This. And this. I cancelled. Not saying that i will never ever consider to resubscribe, but I sure as hell won't as long as they keep that ****** PvP joke implemented and the PvP design masterminds employed.
  21. As you wrote correctly, this is a whole other thing. If he would actually play a repub twink to 50 i guess he would also pvp (especially when tired of hutball ), participate in open world events etc. No argument against that. But rolling a gimp for the sole purpose of farming Ilum quests should not be allowed...
  22. Amenaza

    To get 300k+ Dmg...

    Although being commando helps in the process, it is not the Grav round that causes the high damage count. Join voidstar, place yourself behind a colum. Wait for the inevitable mindless zerg, pop your relic and give those suckers a taste of your mortar volley/hail of bolts/pulse cannon/Plasma Grenade (dont know all BH equivalents). Prevents bomb-planting and might get you the 75k dmg medal within the first two minutes. Why? 70% of your enemies dont even bother to leave the killzone and get toasted by your sheer infinite arsenal of AoE 20% get knockbacked out of the AoE by your allies (sometimes because of lag, sometimes plain stupidity) 5% will actually evade the AoE and do something 5% will actually evade the AoE and come after you Won't work against good players - but as long as there is no lack of morons and you can keep yourself alive long enough, your damage chart will be over the top.
  23. Consequences are consequences, regardless of intention. You are pissed because of faction imbalance, so am I, but since I rolled repub, I cant do **** about that - you can. Applying and spreading cheap evasion tactics will make the problems even worse.
  24. The most riddiculous thing about it: The late purple medkits allow you to get both 2,5k and 5k heal medals by simply activating them. This works with all kinds of medkits of course, but biochem users are way more efficient at this especially at earlier lvls. A non-healing class should not get one or two healmedals by pressing one button for selfheal.
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