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Ojaix

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Posts posted by Ojaix

  1. Well considering what I have read about RWZ and the lack of teams queuing you might as well just include solo queues into the RWZ mix because from the sounds of it RWZ's are dead and will be for quite some time.

     

    Biggest complaints:

     

    1. Always the same 2 teams

    2. Long queue times

    3. Have to coordinate with another team to get matches

     

    All I can say is those of you that didn't want solo's to queue for RWZ's got your wish.

  2. I like how they are implementing 8 person queues and totally ignoring solo queues for ranked WZ's, I think 8 person should be step 2 and solo queues step 1.

     

    Let's just give pre-mades an advantage from the start.

  3. I think it's funny that anyone would think that respawning is an effective way of defending the goal in huttball considering the only way for it to be effective is to respawn every time the gate was going to open. It just don't happen like that so it's not even effective consistently
  4. IDK if it is still like this, but I know that, used to be, if you were still in the spawn zone and you grappled someone up there, boom. Insta-kill, no points scored.

    Was that changed? I'm leveling my Sorc as fast as I care to, just to try that.:rak_03:

     

    This was changed, I believe if the person jumps to you they die but you can no longer pull them to you and they die. Haven't tried it in quite a while but did have a marauder jump to me and instant death no score.

  5. The easiest fix would be to only start the WZ with equal numbers on each side that have accepted the queue then add 1 person from each side as they accept. So that way it would start 3 on 3 until a 4th on each side accepted.
  6. If nobody makes it past the first door and neither team plants a bomb it's a coin flip, if one team plants a bomb they win, if both plant a bomb it goes by the team that did it faster. Same with all other ties, team that gets to the objectives the fastest wins.
  7. I'm not too far behind the op. Queue times have gotten quite long in the 50 bracket and it has just lost it's appeal. Used to be 5 minutes tops now it's 45+ at which point I just log out.
  8. Yup reduce the rewards and spend 45 minutes in queue just to have your team start bailing as soon as the first team scores or caps. It's bad enough people start bailing with increased rewards but lets go back to right after 1.2

    NO THANKS

  9. Just wait until the 50 bracket where against equally geared opponents they actually have to work to take down classes they used to have dead before they could even get up. They hit like wet noodles now and actually have to work at taking people down. Can they still win? Yup! And if they aren't they will just invis and run away until you are almost dead and blindside you.
  10. Sometimes pugs look like pre-mades just because everyone has been grouped together before and things seem to work. As far as a matching system I don't believe there is one especially one that matches teams with x number of AC on each team.
  11. Here is an unfair advantage: Mercs have no interrupt on a short CD like every AC in the game. Stealth is what it is and at least now ops can't come out of stealth knock you down and kill you before you can at least move away from them.
  12. Try unequiping the BM item you want to replace before you go to the WH vendor. When i did that with the boots it turned green and im only rank 65 as well. I didn't buy them though because im saving up for the chest, so im not 100% sure it works.

     

    Hmm, tried that before but will give it a second try to confirm again.

  13. Strategy in huttball is always better than gear as long as you pass and pass quick before you are dead plus people a are more spread out, although at times you are clumped together. The other zones are different because it is a zerg fest and the team with the better gear can win quite easily due to extra amounts of damage.
  14. The requiring valour 70 part; there's no such requirement, just the crafted War Hero, not for the gear you buy from the PVP vendor.

     

    You better double check that piece of info because I have a rank 65 with plenty enough comms to start buying WH gear and it is greyed out for purchase and i'm not talking about ranked gear.

  15. Must just be on your server, OP. On the 2 servers I play on, both 10-49 and 50 brackets fight it out and try to retake the node up until the end.

     

    Must be, who knows it's just what i'm seeing.

  16. Am I crazy or did the regular, non-rated, WH gear, have no valor requirement? I would have swore that I only saw it on the orange, ranked, pieces.

     

    The rank 70 is on all WH gear. I have a rank 65 with the crafted pieces with augment slots (non-ranked) and can't equip them. The ranked pieces require valor 70 and the ranked rating.

  17. I agree with you. I've found that the comms from the grind from 40 to 50 can be used to buy a WH mainhand at 50.

     

    My plan is to ding 50 with 320k credits, 2k WZ comms, and ~3500 ranked comms. This will get me a WH mainhand, a start on some BM gear, and full recruit.

     

    It's how I rationalize the grind. Hopefully I can make the 3500 mark, but it's gonna be close. I'm level 45 with ~ 1700 ranked so it's definitely possible. Just can't get xp from anything besides WZ rewards and class quests.

     

    You do realize you have to have valor rank 70 before you can purchase any WH gear even the weapon? And to boot you can't earn ranks past your current level so once you hit 50 if you level pvp ranks at the same pace as your level you still have 20 ranks left to earn. I'm not positive but you might also have to trade the BM weapon as part of the cost as well. Nice try though

  18. Gave up on my tank gear for my BH a long time ago. The extra survivability only comes from the extra endurance and in total that seems to equal 1 extra hit. I live just as long with the dps gear with tank spec and do more dps. The biggest problem is the trade between survivability with a huge lack of dps with the tank gear and almost the same survivability with much more dps with dps gear.

     

    The way it should work is if my best attack can hit the lowest mitigation class in game for 500 then the lowest mitigation class with their best attack (which should be much higher) should be able to be mitigated down to the same 500 to the highest mitigation class, unfortunately it don't work that way with all attacks.

  19. It's funny that people insist it's bad players on imp pug teams when that isn't always the case. Pubs on the server i'm on are usually made up of no less than 2 healers usually 3, 2 commandos and a mix of this and that. Imp pugs you are lucky if you have 1 healer that is good, forget having 2 or 3.

     

    It also helps the pubs that it is the same 8 people just on different characters with the same basic setup all the time.

  20. I hate to say this but its probably because most of the real pvpers are long gone :/ or youre having a run of bad luck.

     

    It isn't all the time, less frequent in the 50 bracket and more common in 10- 49.

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