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cLicked

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  1. Passing should be the means of tactic of the game, NOT pulling/leaping..too many people are able to bypass the pass mechanic. We cannot all just stand around on ledges, players attack the ball carrier because he has the ball, the BOOM leaps to one ledge and then gets pulled to another, leaving the opposing team in the dust with absolutely no way to catch up, this is a broken mechanic.
  2. Passing should be the means of tactic of the game, NOT pulling/leaping..too many people are able to bypass the pass mechanic. We cannot all just stand around on ledges, players attack the ball carrier because he has the ball, the BOOM leaps to one ledge and then gets pulled to another, leaving the opposing team in the dust with absolutely no way to catch up, this is a broken mechanic.
  3. ::first off I'm not sure if this topic has been posted, I searched..couldn't find it:: I am still mostly confused as to how the 'Ball' in Huttball does not have some encumbering characteristic other than just slowing the carrier. Isn't the point of slowing the person with the ball to create a challenge for the team with the ball? If so, then please explain to me how it makes any sense at all that the ball carrier can Leap to enemy's/friendlies (who can be stealth, because that makes sense), be force pulled by friendlies or any other "teleport" mechanic. If players are matched against a force heavy team ie juggernauts/sorcerers or their counterparts, they almost have a zero percent chance of winning, especially at lvl 50 with experienced players. The real issue: There is no counter for the the leaping/pulling. Solution: "The weight of the huttball encumbers the carrier, preventing them from being pulled or leaping to any target" may need some tweaking but seriously come on.. #Flameon
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