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kjng

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  1. Probably happened because BW received too many hacking reports by people who couldn't attack operatives who were behind them. If you cant score a goal, you move the goal-post.
  2. I play an operative, and I melt players 1v1 easily. But there still are players in every other classes that kill me easily too. I used to think those classes are overpowered or they are hacking, but the ugly truth is that I am not as good as I thought I was. Once people accept the fact that they are bad, there will be less nerf threads, and hopefully spur them to improve themselves rather than try to change the rules.
  3. kjng

    Wz choice

    Maybe not. Lets say both sides have 8 players each, total 16 players. It is not likely that 15 players will rank huttball as their top choice. For argument sake, lets say they did. So the total 'score' for huttball is say (15x6) +(3x1)=93. And since we are considering a hypothetical scenario, lets say the 15 players rank civil war as their number 2 choice (i.e. value of 5) and the 3 anti-huttball players rank civil war as number one (i.e. value of 6), therefore total score for civil war is (15x5)+(3x6)=93. Which carries the same score as huttball, and therefore have a 50% of getting either. As it is, there are already people quitting warzones. Just the other day, a player said he/she hated quesh huttball, and asked the rest of his/her premade to quit. Instantly, the number of players went from 8 to 4. There are no perfect systems, and I think this voting system will at least make things a bit better.
  4. kjng

    Wz choice

    Yes, this one comes to mind: http://www.swtor.com/community/showthread.php?t=721193 Best idea so far...
  5. Honestly, I think the current OPness of the sorcere/sage is the swtor community's fault. My memory is a bit fuzzy, but the devs knew what they were talking about when they gave the infamous "heal to full" remark when questioned on the survivability of the sorc/sage. Now they heal to full while running around and are almost unkillable. The devs are probably laughing at us now. And will probably keep sorc/sage OP for a long time just to make their point.
  6. Just roll... Or mini bubble... Honestly, sticky grenade is the worst attack ever. It flashes red, and makes loud beeping noises basically warning you a burst is coming. So many things you can do.
  7. Classes listed from easiest to most difficult in guarding nodes: 1. sin/shadow, ops/scoundrel (stay stealthed, move around and do not stay in one spot, mez to delay if not confident of kill) 2. pt/vg, sorc/sage (make sure shoulder cannon off cool down for pt/van, and breaker/bubble for sorc/sage) 3. sniper/slinger (if you have to cc break early, use entrenched for cc immunity/mez to delay) 4. mando/merc, knight/war, mara/sent (stay at distance, use mez to delay) For all cases, always call. If you already are in control of the node, your priority if to stay alive and interrupt cap until help arrives. You dont have to kill them, but they have to kill you. Pillar hugging is your friend. Leave your ego out of the warzone, do not give in to taunts. In an attempt to capture a node from a solitary stealther, it is always better to keep capping (everyone) to force the stealther to reveal himself as soon as possible. Trying to find a good stealther is difficult and time consuming. Strategically placed aoes and scans can help sometimes.
  8. Zhud. Vanguard. 12 solo kills http://i.imgur.com/fltiJtC.jpg Zhud. Vanguard. 9 solo kills http://i.imgur.com/uWeoQBN.jpg
  9. yup, little difference. still op. i would still rather attack a sorc and wait ten seconds for his barrier, than attacking a jugg. it is quite hilarious. there i was 1v1 a jugg, i was so happy i was winning, suddenly, poof! he was on 3/4 health, i was on zero. of course i learned my lesson well. the next time i saw the "10" on his buff bar, i stunned it and tried to run away and wait it out. no such luck, he broke cc and proceeded to slow and root me to death. at least i died with the jugg only on 1/4 health this time. the real mind bender now is trying to figure out how to beat a jugg with my pyro pt. still havent found a way to cancel my dots on juggs.
  10. One stealth can only effectively sap and cap in hypergates. For civil war and voidstar, an average player should be able to hold off any sap and cap from one stealther. The cast time for capturing a node in civil war and voidstar is 8s, which is exactly the same as the sap duration. In addition, unstealthing will take one gcd, leaving the person guarding the node at least 1.5s to interrupt the cap. The only thing the stealther can do after that is to use in-combat mez, for which the guard can break using cc breaker. By this time, your resolve should be full, therefore giving enough time for your team-mates to arrive. Best AC to guard nodes are: ops/scoundrel (stealth) sin/shadow (stealth) vanguard/powertech (shoulder cannon) sage/sorc (2 cc breakers) sniper/slinger (plasma probe, stealth detection, cc immunity) AC that are OK: sent/mara (stealth, survivability) guard/jugg (survivability) Need some smarts: merc/mando
  11. This is a clever ploy by BW to distract people from OP marauders. Too bad they didnt think of this when they nerfed operatives. But seriously, juggs are obviously overpowered. I do not understand why there are still people defending the class...
  12. When ED was buffed, on patch day, a few people were looking for the healers who were healing the jugg/guardians in warzones. Of course there were no healers in sight... Now everyone just target juggs last in arenas.
  13. ELO was initially designed for chess. i.e. for single players. In order to use it for a team of individuals with individual ratings, modifications will have to be made in the ELO system, and this is where I think that BW failed. Overall, in my opinion, exceptional players will still top the rankings. however, matchmaking and rating gain/loss is generating a lot of frustration as players do not know how they really work. And to be fair, players will probably be more frustrated if they actually do find out. How does the system group players? Does it group players with random ratings? or group players with similar ratings? If it tries to group players with similar ratings, how does it account the case where it pairs this group against another group with a lower rating? Is the rating gain/loss fair? When grouping players, do they use average or sum of rating? Using average may not be fair. For example, if it groups 4 players with 1500 rating each, and its opponents have 4 players of 1300 each, the difference in perceived "skill" is not 200, but 200x4=800. Does the rating gain/loss take into account this "multiplying effect"?
  14. I encountered a double premade in Quesh huttball yesterday, all from one guild. They probably queue synced. Regardless, I left the warzone immediately after I found out. If there was a deserter penalty, I would have stood in a corner and maybe watch some youtube until the match is over.
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