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OctavianIV

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Everything posted by OctavianIV

  1. No reason why we can't just split our toons across both and transfer later once we have a better idea of what's going on.
  2. I'm there on the fleet pvp'ing my way to 50: Democrìtus - shadow
  3. Hi everyone, Just wondering if we will be able to transfer our existing Bastion toons to the Harbinger in the upcoming transfer opportunity?
  4. They decided that "keeping our play-styles" was more important than latency?? So we all have to transfer back again whence we came. This is completely ridiculous. I don't understand this "play styles" **** at all - if you don't want to be attacked by other players in open world, toggle your damn pvp flag. There are so many ways that an APAC server merge could have worked - instead we all suffer because 200+ ping just doesn't cut it for effective pvp (or effective anything for that matter). I'd happily change my "play-style" in exchange for lower ping, and I'm sure many others would as well. No one "role-plays" in a warzone anyway ffs.
  5. Surely RAW proves that there are more than 3 good teams. I'd say most of the teams that competed were pretty good, or at least a lot better than what you'll get on other servers. Also, given the low population on MDN, this number of good teams actually represents a not insignificant proportion of the total players. Therefore, I'd say it's pretty clear that pvp is better on MDN as a whole.
  6. ^^^ This. PvP on some of the other servers is just terrible. These double XP weekends have brought out some of the bads, but on the whole PvP on MDN is much better than anywhere else in my experience. Not perfect by any means, but better.
  7. Can't wait! Any bets on who's going to win? (Obviously I'm a bit biased in favour of legit...)
  8. "This is my "oh ****" move" - love it.
  9. I'm with Scorpio - free transfers would only be fair. Given that most of us re-rolled simply in order to experience the game with higher populations it makes sense to allow us to transfer those toons back to APAC at no extra cost. They're getting enough money as it is with people buying cartel coins - they don't need to charge us for transfers.
  10. Hopefully a merge. That said, there's a small part of me that's going to miss the close-knit community on MDN... Looking forward to our trolls competing with their trolls.
  11. I'd venture to say that the 13k HP requirement is probably too high.
  12. I tend to agree. Gear is obviously just something people have to grind to get, and I'm pretty sure everyone understands that you've got to start somewhere. The lack of communication in many warzones is a major issue however. I've had civil war matches where two (non-stealth) dps, or a dps and heals, have just sat on grass for the entire match and not done a thing even when it was clear the other team was never going to bother going over there. Even after repeated attempts to get them to come to mid or snow they just sat there typing crap in chat. It was essentially 6 v 8 and of course we lost. Not to mention all the huttball matches where people just go around trying to kill random members of the other team. I don't mind losing to a good team where your own team plays well and the match is enjoyable. Losing because of people not pulling their weight is just demoralising. Why on earth are these sorts of people pvping at all? There are some truly great players on this server and the experience of playing with them is always marred when (sometimes) half the team doesn't even bother to win the game. I'm not suggesting for one moment that I'm some fantastic player or anything like it, but at least I try to play as best I can.
  13. Thanks for the video Bobcowz - it was really informative (particularly the non-use-of-koltopack thing). I'm levelling a scoundrel healer atm so I'll be re-watching soon no doubt. Of course it (almost) goes without saying that it's always great to see you playing in normals - inspiring stuff. As a general point: It's really good to see the "good" players putting up PvP videos. They're very helpful for the more casual players (like myself) who would like to improve at least a little bit. Obviously playing wzs is the most effective way to improve (for most people) but these videos offer us an opportunity to re-play footage of particular circumstances and to that extent they're very helpful. Anyway, thanks again Bobcowz.
  14. Master strike is tricky because you have to stay still while you're doing it, leaving you open to all sorts of badness from other people. I generally use it only when the person I'm attacking is channelling something. Also, people just run away from it (unless you're combat specced, but that's irrelevant here).
  15. I take it you mean the total damage? Yes, I agree that focus/rage is not a one-trick spec, and you actually have to be a bit more clever with the way you use smash now because the better players are learning how to prevent you getting good damage out of it. As an aside, the Original Poster's wording did not suggest that he was against smashers being OP per se, but only that he didn't like smashers because other people confused him for one and were ganking him. That's an entirely different proposition to the one we are discussing.
  16. Characterising an class as OP can only be done when they possess an ability or similar that necessarily does more damage/heals/defence than anything possessed by any of the other classes. To put it another way, it would be like saying that in a 1v1 fight between two players of otherwise equal skill etc, one class is always going to win because of the abilities etc. they possess. This is clearly not the case for maras/sents, and so I don't think they're OP. @NoFishing: Re: Voidstar - how much time do you really spend in the hallways anyway? In fact, there are only two of them, one of which is usually bereft of players because everyone was on the other door. EDIT: I just realised that this was in fact your point. What I meant to say was that while you can't really spread sideways (so to speak), running ahead or staying a little behind will achieve the same result as far as the smash area is concerned. Re: Healers - this might just be a team composition problem again. The tank has to guard the healer and taunt while the rest of you burn down whoever is attacking the healer. However I'm sure you know all of this! As far as 3v3/4v4 is concerned, a good tank/healer combo can survive a lot of damage - I've seen it done, and mostly when people sacrifice their own agenda for the good of the team. I'm not saying you don't do this, but a lot of people don't and it makes it difficult to objectively assess the real strength of smashing. It should be assessed in the context of everyone in the wz doing their job properly - not just against unskilled/inexperienced players. @JustinxDuff Re: cc's: You're not supposed to be able to get away from every stun/snare. There would be no point in having cc if everyone could just get out of it all the time. If you use your cc breaker intelligently this shouldn't be too much of a problem. A major problem for a lot of players is when they instinctively use their cc breaker at the first possible opportunity. You just need to save it for more tricky situations. I honestly haven't found the stunning/snaring to be a problem.
  17. This probably sums it up. Thank you NuSeC for an intelligent post. The following comments are all connected, but I'll split them up for ease of reference. I'm not claiming to be a know-it-all-arrogant-sonofa***** - these are just my impressions. For background: I've been playing since pre-release and my toon is full augmented wh with a couple of augmented ewh pieces. Evasion/Healing: As a general rule it's not so difficult to get away from the smash area. Yes, you might be stunned, but if your healer is on the ball they'll see you're in trouble and heal you through it. A single 2.5k heal on even a 6.5k smash only equates to 4k damage - and presumably your healer isn't just going to heal you the one time anyway. A lot of the "whining" posts in this thread read like the poster has been all on their own in the middle of nowhere and 5 smashers have come and ganked them. If you're in that situation you're probably not playing that well. Yes, I understand that healers can't be everywhere all the time just waiting for you to be hit with a smash, but generally speaking (if they know what they're doing) they will be able to get you through a tough fight. If there are no healers in the team that's a problem with team composition, not OP smashers. Also - be nice to your healers: e.g. don't LoS them around the pillars in voidstar so their channelled heals don't work on you, (similar principle applies to jumping around everywhere in huttball) and be aware of where they are so you can protect them if they get focussed. LoS'ing is one of the main problem with pug wzs - they can't heal you if they can't see you. Teamwork/Soloing: Wzs are really not about 1v1. It's as simple as that. Getting the objectives is much more important than getting medals and solo kills. Trying to compare classes by 1v1 examples is not particularly relevant in respect to wz environments. 3v3 or 4v4 might be more appropriate. Even in a 3v3 situation (allowing for one player to be a rage/focus specced mara/sent) there are hundreds of different combinations of classes to choose from to fill the other 5 spots, and that's not taking into account different specs for those players. Are we really going to say that rage/focus is OP in all of those combinations? That seems overly simplistic to me. AoE: One common theme here seems to be in regard to players bunching up around objectives/[middle of hypergate]. Hypergate: The central area of Hypergate is actually quite roomy if you take the slanting side areas into account. There's no reason why you can't fight up there. It's great for kiting and you're also not in the LoS of enemies outside the middle area looking in (generally speaking). When the explosion is going off, the cubes are unavailable anyway, so there is again no reason to stick exclusively to the flat part. Thus the excessive bunching in the middle can be avoided (and hence the general damage from big aoe smashes can also be mitigated). Voidstar Defending: All you need to do is interrupt their capping of the doors. Technically you don't need to kill every single thing in sight the moment someone tries to cap the door. The attacker respawn is instant, so at the most you buy yourself about 15 secs without the player you just took 30+ secs to kill because their healer was good. So many door caps happen in voidstar because people aren't watching the door while killing players on the other team. Thus it's not strictly necessary to all stay exactly on the door. Melee classes just need to interrupt - they don't need to stay there once they've done that. In any case the best interrupts are from AoE stuff like Orbital Strike, which prevent the other team from trying to cap again once you've interrupted them the first time. In other words, there are so many ways to defend a door in voidstar - bunching up near the door is really not necessary. Thus smashes here can be mitigated. Voidstar Attacking: Only one person can cap the door. I'm sure everyone knows this, but there have been so many occasions where I've seen 2 or even 3 people try to cap one door. It's really silly: if they can interrupt one of you they can probably interrupt the others. You've also tied up 2+ players that could be blocking/stunning the defenders. The rest of the attacking team really doesn't need to stand within 1 meter of the person capping the door. It's sufficient to stand in the area of the pillars and run/leap in if you really need to. Again, the respawn is instant so you don't lose that much time even if you are killed. Thus smashes here can also be mitigated. Huttball: The only potential issue here is around the ball carrier. However, if they're on your team, they should be guarded, dot healed etc. to kingdom come. If the enemy has the ball, the melee classes should focus the healers and the ranged classes should push/pull/slow/stun etc. etc. Again - there are so many things you can do without all bunching up within 1 meter of the ball carrier just waiting to be smashed. General: If you see a sent/mara running towards you, you can make a reasonable guess as to what they're likely to do to you once they get in range. Know your enemy and what it can do. I'm not saying that people here don't know enough - I'm sure a lot of you are exceptional players (and much better than me) but there's also a tactical side to wzs that isn't always about how good you are on your own terms. Again - this relates to the teamwork aspect that several people have mentioned. Wz fights are seldom between two fully-geared/full health/all cd's refreshed toons with no one else around. If you find you're losing, try to put yourself in a superior tactical position - nearer the healer, or a tank that can taunt, or even just a couple of other players (but not too near!). If this is not possible then you're probably in the middle of nowhere and that's just bad play. Finally, I will (very tentatively) suggest that sometimes it's simply the case that the other guy is really just a better player on the day. I know we'd all like to think we're pretty good, but sometimes we don't fulfil our own expectations. PvP is very fast-paced, and sometimes we just miss things. I'm not saying this is the case for everyone here, but I do know people on my server who think very highly of themselves and frequently end up disappointing in wzs because they don't play intelligently on the day. Sorry about the length...
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