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Hackthplanet

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  1. I have yet to receive an e-mail with my Cartel Coin Code. Haven't received anything of that nature in any folder ever since the promotion started.
  2. I have reported this problem three times now since the launch of Knights of the Fallen Empire as tickets in-game. The first response I got from the Support Team was basically "This is a known bug", the second response was basically "There is nothing we can do to help you with this problem" and the third response was again "This is a known bug". I attempted to recruit Xalek as a companion through his Alliance Alert Mission on the first night of Early Access for Knights of the Fallen Empire on my Bounty Hunter (Hacktheplanet-Harbinger), but when I finished his Alert Mission, I did not receive him. As of right now since that quest, he is part of the Alliance Recruits Tab in the Companions & Contacts Window. The Interactions Description within his recruit window say: After defeating Xalek in a duel, you rejected him as a companion, and had him imprisoned for his crimes. You tracked Xalek down on Ilum, where he was systematically killing members of a mining expedition that desecrated his father's grave. You convinced the miners to build a shrine to venerate Xalek's father, fulfilling Xalek's obligation to his father's honor, and sparing the miner's lives. Given this information, I can tell you without a shadow of a doubt, I tried to recruit him that night. I have intentionally recruited every single companion possible, and Xalek was no exception in the attempt to recruit. I know there was a bug with Xalek right after launch, where people were not receiving him. And that was apparently fixed in a patch afterwards, but I never received him even after that patch. The last in-game ticket I put in forwarded me to create a post on this forum in an attempt to find a resolution to this "bug". I am greatly hoping this issue can be resolved finally, either by isolating the actual bug and fixing it in an upcoming patch that hopefully, can be in the very near future or at the very least allow Xalek to be recruited after the fact through the Companion Locator Terminal within the Alliance Base on Odessen.
  3. I have seen some justifiably negative sentiment toward Commando's Bolt Storm. (Of which I agree) But I am similarly here to ask for some kind of change to Blazing Bolts, respectively to Arsenal Mercenaries. Ever since its implementation, I have never like Blazing Bolts' animation. It makes absolutely no sense, and looks ridiculous. The same can be said for the Commando's Bolt Storm. Unload was the main reason I decided to play a Mercenary back at the game's release, and Mercenaries have been my favorite class ever since, albeit with a black mark from Blazing Bolts now. I would definitely petition the removal of Blazing Bolts altogether, and then also Bolt Storm respectively. Or at least bring back Unload and Full Auto to Arsenal and Gunnery specializations with the same damage output as Blazing Bolts and Bolt Storm, as an alternative. It seems a lot of people would welcome the change, including me and it would require very little development to create this change.
  4. Ever since Blazing Bolts was introduced into the game, there has been an annoying bug when the ability is used after a Concussion Missile. If you strafe left or right after using a Concussion Missile and then use Blazing Bolts, the actual animation always fires from you previous location where you fired Concussion Missile instead of your current location where you used Blazing Bolts. This has been tested on other people's characters also, to the same detrimental effect. Personally, I have never been a fan of Blazing Bolts period, and I really miss Unload as an Arsenal Mercenary. So even if a change/fix included just a reversion back to using Unload, that would be amazing in my opinion.
  5. For context, I am describing this from a Powertech point of view. Of course having new weapons would be a much needed change for all classes, such as the ability for Powertechs and Mercenaries to use Blaster Rifles (It really seems that would take minimal effort technically, since itemization is already there). But my proposal is to give Powertechs and Vanguards a "midrange" role. Considering most of their rotational abilities already have varying ranges aside from one (Rocket Punch and Flaming Fist), it would be a very welcome change to simply allow all their rotational abilities to have a max range of 10-meters. This would smooth out the Advanced Class itself, and add a new dimension to the all of the classes as a whole, with minimal effort compared to other proposed class changes. It simply doesn't make sense to have a Blaster Pistol or Blaster Rifle as your weapon and be forced into a Melee Role. Since when do you ever see someone in anything, fiction or non-fiction, always running directly up to someone in order to shoot them... Rocket Punch could turn into a pressurized missile. Flaming Fist can become a "flaming missile blast". And Retractable Blade can morph into a wrist blade launcher. If you increase and also decrease the range of all their rotational abilities to a 10-meter range (Thermal Detonator included), this would greatly improve the Advanced Classes as a whole and make it a lot more enjoyable to play. As a side note corresponding to these same Advanced Classes, in my opinion Retractable Blade should be able to spread to other targets from the use of Explosive Dart. Advanced Prototype needs a boost to its' AOE capabilities. And one last opinion. It would be very nice if all Advanced Class DPS Specializations had a Discipline Passive or Utility Passive that gave them a resource regeneration ability. Some specializations for DPS still have some serious resource management issues. Thanks, and I really hope some implementation of these changes can see the light of day in the near future!
  6. I am still surprised this hasn't yet been addressed in 3 years of this games' existence, but there seems to be a real disconnect between camera distance of your character, and the camera distance of your character while mounted. The distance while mounted zooms out much further compared to the distance of just your character unmounted. This has been a very jarring experience visually that never seemed to have any actual logic behind it. The problem really hits hard when you decide to mount a vehicle with more verticality such as Walkers and Rancors. The camera zooms incredibly far out, to the point where is actually if visually jarring and deters the player from actually using those mounts, regardless of how cool they look. I am partial to the Rancor mounts; I really like them. But I rarely use them because the camera zooms way to far out, that it always looks like you are looking at the game through a spyglass. You still see it to a lesser, but very noticeable extent on shorter, average height mounts. This has been in since the game's launch and I really think removing this disparity, or at least adding a toggle to keep the same camera distance when mounted as your character in the Preferences menu would definitely remedy this awkward problem. I never quite understood any concrete reasoning behind this, intended or not. Nowhere have I seen this "feature" in any other MMO, and probably for good reason, as it is visually jarring to some people. I really hope the development team can fix this in a recent upcoming patch, as it would be a great quality of life improvement for this game.
  7. The 3.0 update made some changes to Mercenaries, but also created some problems that I personally found need to be addressed, so I made a short list for the developers to please look over and and hopefully implement in a similar or exact same implementations created within this list. Bioware said openly for players within the community to voice ideas for changes in the game if they had any, so here are mine.For a point of reference, I am pretty much just a PVE player and a veteran of MMOs for close to 10 years now. So my ideas and opinions are mostly based upon my own experience and desires for this game. 1. Innovative Ordinance- Simply put, the specialization has too many required abilities compared to any other class/advanced class. My solution has two parts. The ability to spread certain damage over time affects with Fusion Missile is a welcome change, but the fact that you also need Explosive Dart to spread your Serrated Shot's DoT when all other classes only need to use one ability to spread all their DoTs doesn't make sense in an already bloated rotation. Just let Fusion Missile spread all your DoTs. That will cut down your buildup time for AoE just like all other classes with a similar style of AoE and remove one ability from your action bar that is needed. The other change I would make would be removing the Heat cost on Incendiary Missile. Coming from a PVE standpoint, this change would help make it a little more viable to all Operation players. Since most people in general seem to play Arsenal not just because of the easy heat management, but partly, this change would also make Innovative Ordinance more desirable. The two DPS Specializations are already diverse as it is, one excels at damage over time and the other excels more at burst damage. 2. Arsenal- My biggest and only real problem with the new Arsenal may seem slight, but is a large part of many players decision for playing a class or specialization. The new ability Blazing Bolts has a very awkward animation that simply looks downright undesirable and doesn't make any sense at all. I have talked to others players and a lot of people feel the same way. I have seen the Commando version of this ability and it looks cool, whereas our Blazing Bolts doesn't make any sense and the overall consensus seems to be if they could, they would wish for a different animation, or simply just go back to using Unload. And that is where my idea for a change comes in. Considering the damage values between Blazing Bolts and Unload for an Arsenal Mercenary are already close (roughly an 800 damage difference), if the developers just increased the damage of Unload through one of the already existing passives in the Arsenal specialization to match Blazing Bolts, it would at least give us a choice instead of using the development time to create an entirely new animation. 3. Supercharge- This new Mercenary-wide mechanic is just excessively not needed. I have yet to meet another player who actually likes this. And weaving a personal DPS cool down and the raid-wide cool down into the same mechanic is a broken system. I understand the developers wanted to give DPS mercenaries more to do, but this whole mechanic should just be reverted into non-existence, or at least give it back to Bodyguard only at the very least. First off, forcing DPS to take a certain utility (Supercharged Reserves) so that we can actually control when to use our Raid-Wide DPS cool down or one of our personal cool downs over more useful utilities just isn't working. I realize Marauders have a similar system, but they already had it since release and it fit much better into that class, but it is very awkward and limiting to Mercenaries. it feels like the last part of large class changes that just went a little too far. In my opinion just remove the whole Supercharge mechanic and Supercharged Gas, or at least relegate it back to the Bodyguard Advanced Class. For one, Mercenaries should be able to use their Raid-Wide cool down whenever it is needed, instead of having to wait until your stacks buildup or are forced to choose an inferior passive just to be able to use it at the beginning of a fight. In the end, I like some of the changes to Mercenaries (ability to spread DoTs in Innovative Ordinance, more mobility in Arsenal) but It really feels like the developers went a little too far with some changes and didn't address certain problems that existed before 3.0. So I very much hope the developers look at this thread and create some changes from this, in the exact or in very similar incarnations listed in this post within the next patch/update.
  8. The 3.0 update made some changes to Mercenaries, but also created some problems that I personally found need to be addressed, so I made a short list for the developers to please look over and and hopefully implement in a similar or exact same implementations created within this list. Bioware said openly for players within the community to voice ideas for changes in the game if they had any, so here are mine. For a point of reference, I am pretty much just a PVE player and a veteran of MMOs for close to 10 years now. So my ideas and opinions are mostly based upon my own experience and desires for this game. 1. Innovative Ordinance- Simply put, the specialization has too many required abilities compared to any other class/advanced class. My solution has two parts. The ability to spread certain damage over time affects with Fusion Missile is a welcome change, but the fact that you also need Explosive Dart to spread your Serrated Shot's DoT when all other classes only need to use one ability to spread all their DoTs doesn't make sense in an already bloated rotation. Just let Fusion Missile spread all your DoTs. That will cut down your buildup time for AoE just like all other classes with a similar style of AoE and remove one ability from your action bar that is needed. The other change I would make would be removing the Heat cost on Incendiary Missile. Coming from a PVE standpoint, this change would help make it a little more viable to all Operation players. Since most people in general seem to play Arsenal not just because of the easy heat management, but partly, this change would also make Innovative Ordinance more desirable. The two DPS Specializations are already diverse as it is, one excels at damage over time and the other excels more at burst damage. 2. Arsenal- My biggest and only real problem with the new Arsenal may seem slight, but is a large part of many players decision for playing a class or specialization. The new ability Blazing Bolts has a very awkward animation that simply looks downright undesirableand doesn't make any sense at all. I have talked to others players and a lot of people feel the same way. I have seen the Commando version of this ability and it looks cool, whereas our Blazing Bolts doesn't make any sense and the overall consensus seems to be if they could, they would wish for a different animation, or simply just go back to using Unload. And that is where my idea for a change comes in. Considering the damage values between Blazing Bolts and Unload for an Arsenal Mercenary are already close (roughly an 800 damage difference), if the developers just increased the damage of Unload through one of the already existing passives in the Arsenal specialization to match Blazing Bolts, it would at least give us a choice instead of using the development time to create an entirely new animation. 3. Supercharge- This new Mercenary-wide mechanic is just excessively not needed. I have yet to meet another player who actually likes this. And weaving a personal DPS cool down and the raid-wide cool down into the same mechanic is a broken system. I understand the developers wanted to give DPS mercenaries more to do, but this whole mechanic should just be reverted into non-existence, or at least give it back to Bodyguard only at the very least. First off, forcing DPS to take a certain utility (Supercharged Reserves) so that we can actually control when to use our Raid-Wide DPS cool down or one of our personal cool downs over more useful utilities just isn't working. I realize Marauders have a similar system, but they already had it since release and it fit much better into that class, but it is very awkward and limiting to Mercenaries. it feels like the last part of large class changes that just went a little too far. In my opinion just remove the whole Supercharge mechanic and Supercharged Gas, or at least relegate it back to the Bodyguard Advanced Class. For one, Mercenaries should be able to use their Raid-Wide cool down whenever it is needed, instead of having to wait until your stacks buildup or are forced to choose an inferior passive just to be able to use it at the beginning of a fight. In the end, I like some of the changes to Mercenaries (ability to spread DoTs in Innovative Ordinance, more mobility in Arsenal) but It really feels like the developers went a little too far with some changes and didn't address certain problems that existed before 3.0. So I very much hope the developers look at this thread and create some changes from this, in the exact or in very similar incarnations listed in this post within the next patch/update.
  9. The addition of a Nar Shaddaa Apartment would be a great option to add to the game. It would be a lower cost/smaller addition for players who are fans of the Nar Shaddaa aesthetic, and the development time to create it would be minimal as opposed to creating a brand new stronghold on a different planet altogether. I know Nar Shaddaa is a fan favorite planet of a lot of players, but some (including me) prefer the layout of the apartment structure already established on Coruscant and Dromund Kaas. It also allows a neutral faction option at a lower price than the Sky Palace. Theoretically all you would have to do to develop a Nar Shaddaa Apartment (or "Penthouse") would be to apply the Nar Shaddaa texture skins seen in the Sky Palace to the already existing layout of the Droumund Kaas and Coruscant Apartments, which just so happen to already share the exact same layout aside from 1 or 2 minor design modifications on the balcony. Then just add a slightly modified Nar Shaddaa exterior environment, similar to the one seen in the Sky Palace. This could also be applied to Tatooine, although that might take a little more development time than Nar Shaddaa. But Nar Shaddaa is a popular planet and an Apartment option addition would be a smart move, with a lot less development time.
  10. This is an incredibly useful option to have in MMOs. The ability to only see the debuffs you apply to your target, is a must at this point. When in 4-man groups and especially in Operations or PVP, there are so many debuffs on your target, that it is hard to differentiate your own from everybody else's most of the time. Classes that have to manage 1 or several damage over time effects have a very hard time with this. Other MMOs have this feature and it would be a huge quality of lige change to add this preference to the User Interface.
  11. Since constructive feedback is very welcome and direly needed to this game and its' developers, I wanted to help. So I have been playing many different MMOs for 10+ years now. I have also played a Mercenary since launch and I am also leveling a Commando. Based upon my personal experience over the years I have a few quality of life and performance suggestions that would greatly enhance the play experience of this class, and I would love to see these changes, or a variation of these changes in the very near future. 1) Heat is a variable issue, but having played both the Arsenal and Pyrotech specializations, I still notice that the latter has glaring Heat management issues. Single target DPS is mostly fine as far as Heat goes, but it has tremendous trouble compared to Arsenal during AOE phases. The talent that gives you 8 Heat every 6 seconds in the Arsenal tree is perfect. Maybe if that talent could simply be transferred to a baseline passive ability for all Mercenaries, that would definitely fix the problem. I know some sort of Heat management is ideal from a game play design point of view, but if that is relegated only to periods of mass button spam or unorthodox ability use, it would still be relevant. 2) Fusion Missile is such a problematic ability in its' current state. If you are to use it in your rotation (which is recommended), it should ideally only be used in conjunction with Thermal Sensor Override due to the ability's heavy Heat cost. The removal of Thermal Sensor Override as an ability, or simply the reduction in Heat cost of Fusion Missile to a manageable level would easily fix this. An additional side effect of this problem is unnecessarily complicating a rotation with one more ability than should be necessary. It also artificially increases the cooldown of Fusion Missile, which doesn't make any sense. 3) It feels that comparing the two DPS skill trees of Mercenaries, that Pyrotech has one too many abilities in its' rotation when you factor in talents and baseline abilities. If I were to remove an active ability from the Pyrotech skill tree, it would definitely be Incendiary Missile. Or, you could simply just turn it into a passive talent that has a 100% proc chance off of an already existing ability such as Power Shot. I have noticed a trend in some other MMOs that most definitely applies to SWTOR, in the fact that they simply have too many abilities. (I am sure many Marauders also agree.) Ability pruning is something to seriously consider for almost all classes at this point, with an awareness of not introducing new abilities to further complicate what already exists. Introducing new passive abilities is a good way to go in order to move forward. 4) One final thing. Commandos have multiple Weapon Specializations and Mercenaries have Single Wield and Dual Wield Specializations of the same weapon.(Blasters) Yet Commandos aren't able to use Blaster Rifles even though they have the required Specialization because only a few of their abilities require an Assault Cannon. If you could just remove the weapon requirement from these few abilities, it would give us the freedom to use both types of weapons completely. Since Mercenaries technically can only use one type of weapon, giving them the Blaster Rifle Specialization would be a perfect fit for the class itself, and create a nice balance between Imperial and Republic versions of the same Advanced Class. After all, the most iconic Bounty Hunter in all of Star Wars used a Blaster Rifle.(Boba Fett) The itemization between the two classes and corresponding loot drops would be a perfect fit as Commandos and Vanguards use the exact same stats as Mercenaries and Powertechs.
  12. A minor change that would create major convenience for Mercenaries and Commandos in PVE would be to reduce the heat cost of Fusion Missle to a manageable level so that you wouldn't always have to use it in conjunction with Thermal Sensor Override. This current forced method artificially gives Fusion Missile a 120 second cooldown (2 minutes), since using it without that ability makes not viable in a PVE setting when its' dps boost is necessary. Basically you are adding an extra button to the rotation/priority that is unnecessarily needed, and removing that hurdle would be a large quality of life improvement. There still seems to be some button bloat to certain classes that needs to be addressed, and this is a great start in my opinion. P.S. What happened to the physical security keys? I have been waiting to pick one up as I much prefer the physical copies, but it has been a long time since they were available and I hope that can be addressed and fixed in the near future.
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