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CoreDumpError

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Everything posted by CoreDumpError

  1. No! No, no, no, no, no! Do not add cross-server warzone queuing! It will utterly destroy the sense of community felt by individual servers. When your WZs are populated by a relatively small group of people (one server), you get to know your teammates and opponents over a period of time. You keep seeing the same names on a regular basis, and develop a relationship with those players. Once the game strips that away by introducing a huge influx of people who aren't on your server, that relationship is completely destroyed. No one cares about how they treat some random guy on another server, because you'll likely never work with/against that person again. It fosters that same sense of anonymity that creates internet trolls. Do you really want internet trolls infesting TOR's warzones? Please, please never implement cross-server warzone queues. It will destroy the TOR community.
  2. OK, let's set the record straight here. In the early weeks of the game most players appear to have had no idea how Proton Torpedoes worked, and thus assumed they were bugged. They (probbaly) weren't, but they were somewhat confusing none-the-less. So, to help dispell the misinformation and confusion that is still plaguing our community, here's the definitive guide on how to use Proton Torpedoes, and how they interact with missiles: Proton Torpedoes automatically replace missiles as the weapon fired with the Right Mouse Button when aiming at heavily shielded targets (the bridge and shield generators of battlecruisers, and the communications array below space stations). However, unlike normal missiles, they take 3 (not 5) seconds to lock on. Hold your right mouse button down while continuing to aim at the target for 3 seconds, and the lockon animation will complete, transforming into a circle with 4 "arrows" pointing inward. That's your queue to fire the proton torpedo, which will one-shot the target when it hits. At the start of a mission, your torpedo HUD will display a purple icon and "3" next to the familiar missile HUD. The purple icon indicates that you have a torpedo in the tube (just like the orange missile icons which indicate 4 missiles are loaded), while the "3" means you have 3 addditional torpedos, for a total of 4. Once you've fired 3 torpedos, your HUD will show a red "0", but the icon will still be purple. This indicates that you still have 1 torpedo left. Once you've used all four of your torpedoes, your Right Mouse Button will revert to it's original operation of firing missiles at heavily shielded targets. There's no need to add a toggle or alternate keybind for torpedoes. They are strictly better than missiles against the targets they're used for, so you'll always want to use one when you can. Once you understand the lockon mechanic, and realize that you have 4 torpedoes, everything works exactly as expected.
  3. No, it's not possible to enter the final door into the datacron's room unless you have the blue crystal, which you cannot get without being high level (I've read lvl 48+, though I don't know the exact level). I know this because I spent several hours with my guildies getting these datacrons, but I joined the group late and never got my blue crystal. After I managed to get up to the bugged platform, and stayed there until all of them got their datacrons, I jumped down and grappled to the door, only to discover an "ACCESS DENIED" error message when I tried to open the door. That was... less than pleasant.
  4. Just got this on Republic side a few hours ago. The most annoying part was that bugged grapple point to the left of the post-bridge area. I eventually managed to get up there pretty much entirely on luck, and pressed the button when needed to make the grapple points activate and help my party get their datacrons. And to add something constructive to this thread, once you've gotten someone up there, they can in fact get the datacron from where they're at, rather than having to get someone else up there to press the button for that person. Have them press their button at the right time, then /stuck to get to the end of the bridge, then jump down and cross the beams to reach the grapple point on the pillar. Then grapple to the door, and you're done.
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