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Frogstomp

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  1. Like this idea too - could maybe see some problems with ranged DPS who focus on the door being a little OP, but depending on door HP I could see it working.
  2. I've been in a lot of stalemate Voidstar matches lately. IMO it gets pretty boring to sit on a door for 15 minutes not killing anyone - so here is an idea for a change that might "fix" that issue. A couple things to note: 1. Voidstar matches are 7m30s long per side. 2. There are 3 sets of doors and 3 sets of panel objectives (including data core). Suggestion: Change the door mechanics so they can "automatically" blow up after a set amount of time. Keep the panel objectives the same. This will force movement and mistakes by both teams and turn it into more of a race rather than a turtle. An example of timing could be something like this; After 3ms of play (4m30s remaining) the front doors will automatically blow up. The Defenders then have to focus on regrouping and staying alive for the bridge panel objective because of their respawn location across the gap. As soon as the Attackers have secured the panel, a new timer starts for 2m minutes until the next door blows up. The same concept applies after this door blows up and the next set of panel objectives is reached. I don't think making it all the way to the data core automatically is necessary since it defeats the purpose of player objectives, however I think a little assistance on the doors can create scenarios where teams have to use their brains a little bit more instead of just facerolling on a door until a team decides to switch. Technically speaking you could still get turtled at any of the panel objectives, but if anyone from the Defenders dies it makes the fight that much easier and if you are really in that much of a stalemate where nobody is dying then any change isn't going to make a difference at that point. 2 pennies.
  3. Oddly enough I did the opposite and bought everything I could while hiding under a heavily modded orange chest. I find people tend to back off from a fight much faster if they think I have gear. In my experience I had less focus on me when people thought I was a wuss.
  4. lol @ the people who don't see obvious troll. 9/10.
  5. I'm just not a fan of Force Push... it's useful in some spots but with the way lag is now it's kinda unreliable (although still fun )
  6. @Dirtysolutions As a Marauder you get Force Camouflage... if you spec into it, you're immune to damage while you're stealthed. Almost any 1v1 or 2v2 situation you can get away if needed. You're basically un-killable if you want to be that guy who resets the fight when it looks like things wont go your way. For group situations your taunts as a Juggernaut will help more because they benefit your team more in the long run. Marauder cooldowns for Predation sprint or tiny heals from Berserk are useful, but won't save someone the same way a well placed guard or taunt will. Not that they aren't useful, just more situational. With the ability to get 30 rage automatically with the level 50 Marauder skill, you can do back to back Berserks. In a small group situation this can, and has, saved my butt so many times it's not even funny. People get pretty pissed off when you pop your guarded by the force and then suddenly are healing yourself up to 25-50% while they are hitting you for nothing. The saber throw difference is more of a mechanic thing - Marauder saber throw applies a healing debuff - which is great for taking down certain classes or focusing targets. Dispatch (which you get in late 40's) is basically execute. Range isn't as good, but helps a ton and hits like a truck. The reason I feel Marauders are weaker in group utility is because the more people that are involved in the fight, the less powerful you become. Yes you have the healing debuff, but your aoe totally blows unless you're specced Rage (and why would you be when you could roll a Juggernaut and do the same thing). Your survivability is also far worse in those situations, and you can't guard or taunt, both of which drastically help your team survive. As far as Marauder having a "bloodlust" like ability... I would only agree if Berserk affected more people than just you (not counting heals).
  7. Marauder with lack of utility? Hahahaha. Don't listen to this guy. OP, it's really situational and depends on personal playstyle preference. It SOUNDS like you would prefer Jug though. Jugs are arguably better in group situations since you tend to have more control, but in 2v2/3v3 groups or 1v1 Marauder is the better choice IMO. I find it pretty easy to fight most 2v1's on my Marauder depending on the classes. The annoying part is group fights where you're pretty squishy and stuck out in the open where you can get AOE'd a bunch just trying to get some damage in. Jug fairs better in those situations by far. TLDR: 1v1 or small groups for DPS or self-utility - Marauder group pvp or sustainability/team utility - Jug IMO.
  8. My sentinel is 50 and has been Watchmen specced for quite a while. I feel that in most 1v1 situations it's very hard to lose if you play it right. However in group situations you're really relegated to being that fly buzzing around the healers head. For every game where I've destroyed people all game long in small combat situations, I've had just as many where it's a 6v6 marathon battle with 2-3 healers on each team where nobody ever dies and there's nothing I can do about it. Not to mention the longer the fight is and the more people that are involved the easier it is for me to die with lack of cooldowns or AOE survivability. I really doubt you'll see any Watchmen nerf until Sorcs/Sages get hit first. I've had my share of fights vs healers where the guy is bubbling, dpsing me, healing himself, and running around faster than I can DPS him down - even when I'm on his *** the whole time.
  9. http://img11.imageshack.us/img11/2102/healersz.jpg Sentinel DPS vs healer stacked sorc team. I beat their highest by 100k and we still lost due to us defending first. Le Sigh.
  10. I leveled Watchmen 10-50 and still play it. I would probably use something similar to this: http://www.torhead.com/skill-calc#501bIbRroM.1 In my opinion, Biochem is more useful than Artifice. If you reverse engineer yourself health packs and stims you'll find yourself stopping to rest a lot less. If you can hold out until you get your next companion (healer), and then keep him upgraded - you'll be fine. I was able to solo 4 man quests with him when I was only 3-4 levels above the req and the quests were still green. Cooldown management + heal companion = win. Good luck ps. Tatooine is just rough for Sentinel. I remember it being far easier on my trooper.
  11. lolllllll @ using a flexible feature as measurement for quality.
  12. I just wish it was more reliable. It seems pretty random sometimes.
  13. Bump for great justice. The speeder animation takes far too long and at the very least needs to be skip-able like a conversation. I've also lost games (or at least been put at serious disadvantage with not being able to get to a bomb before it goes off) because of this. While we're at it - how about a way to tell how long is left until the forcefield drops to get out? Despite how much I enjoy running into it hoping...
  14. This just in, Guard and Taunt = ftw. Dumb thread is dumb.
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