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Dogjutsu

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Everything posted by Dogjutsu

  1. The Illum 'PvP' norm on my (PvE) server: Rebs and Imps look around the PvP area until they find each other.. when they do they both call out in general for people to join and/or invite friends to the ops groups until there is a nice group of ~8 (or however many) on both sides. The capture points are switched up until roughly even, if one side has fewer guys, the other side gets more cap points so that the valor exchange is even-ish. The two sides group into tight balls 20 or so meters apart. The two sides negotiate how many rounds need to be done to get everybody their dailies. It is decided which side gets to kill first. A timekeeper notes the time, and one team kills the other group. At soon as the killed players die and respawn at the med center, they type '/stuck' and get instantly teleported back to where they died. Once everybody has respawned and /stuckaported back, the other team takes their turn getting their kills. The killed team /stuckaports back to the meeting place, and the two sides have a /dance party for 4 minutes until the timekeeper announces it is time to start again. If somebody hasn't been clued into how things work and are running around actually trying to get into fights, somebody generally tells them to chill and come join the kill trade.... they usually do. PvP chat on Illum is almost ALWAYS looking for Op groups to kill trade. Don't know that I've seen anybody try to form a group with the actual intent of PvP'ing. I once witnessed an Imp guild group break up a kill trade session between another Imp group and a Reb group, but generally, all is peaceful and cooperative on Ilum. So just thought I'd share the absurdity that is Illum PvP on my PvE server -- hopefully some of you out there on PvE servers actually have some fun, open-world battles there; I suspect that is not the norm. Anyway, the absurdity of it all inspired me to post this in hopes that it will contribute to the general chorus of malcontent with Illum PvP, and help lead to a real, rewarding, and fun PvP system outside of the WZs..
  2. The purple underworld trading missions are my primary source of Mando Iron. Constantly sending out Underworld Trading crew missions for an occasional crit is too much of a bottleneck... before I go to bed I'll hit the GTN, buy up a bunch of the top tier purple underworld trading missions, then send 4-5 of my guys out on them (hint, once you've sent out a crew member on a mission, you can then "learn" the same mission again with another schemo and send a second crew member out on the same mission). In the morning I have a phat old cache of Ciridium and Mando Iron for crafting, plus luxury fabrics to resell, plus gifts to keep working my crew affection (or sell for ones I've already capped). At least on my server, this is a WAY more cost effective way to get extra mats than buying Mando Iron or Ciridium directly from the GTN.
  3. Have not had a chance to try it yet, but I will definitely report back when I have.
  4. There's a set called 'Quadranium' or something like that -- It's white with very light gray 'camo' like speckles. I have the boots and gauntlets, but would LOVE to see the rest of the set if anybody has it (and would especially love to know where to find the head/chest/legs!).
  5. Woah, thanks! I'll test it myself, but can you provide any details?
  6. Not mine, but: http://i1198.photobucket.com/albums/aa443/TE-Dogjutsu/Redoubt-Dreadnaught-Vambraces.jpg ...so is apparently possible Indications seem to be that items that are more "difficult" for you to craft = harder to RE; so I'm guessing it just takes a lot of attempts (or a little dumb luck).
  7. I use the keyboard -- don't remember the last time I clicked a quickslot for anything other than mission items that I just throw in an open one for convenience. I have the following keys bound to quickbind slots: Space (my "basic attack", jump rebound to shift+space) 1-5 Shift+1-5 F1-F4 (I use these for my non-target area effects) keys q,e,r,f,g,x shift+q,e,r,f,g,x various non-combat abilities on ctrl+q,e,r,f,g,x alt+f1-f4 (stances / sprint) the ` key (left of 1) is companion attack target. 'h' is bound to a medpack quick-slot. shift-h is bound to pvp medpack Movement is basic wasd (and also shift+wasd to make move-jumping easier). I keep all non-instant/cooldown combat abilities on one of the bottom-middle bars. I try to get all of the "instant"/non-cooldown stuff out of the way on one of the side bars. I use mouse4 and mouse5 for "self" modifier and "focus target" modifier. The only "clicky" I think really makes sense is healers doing whack-a-mole on party health bars.
  8. Okay, confirmed: http://i1198.photobucket.com/albums/aa443/TE-Dogjutsu/Redoubt-Dreadnaught-Vambraces.jpg If you don't want to click the link, here's the exact text:
  9. Roger that, will report back in a few hours Hopefully they are still up on the GTN. I specifically remember it though because it sort of surprised me.
  10. I'll check the GTN when I get home and see if I can snag a screenshot
  11. Somebody on Space Slug has RE'd one of the Dreadnaught patterns, as I have spied the Artifact versions (tier 1 prefix) on the GTN.
  12. I haven't read this whole thread, so somebody may have already said this same thing and then torn to shreds by the wolfpack... but throw in that I personally *like* that there is a degree of sacrifice/downside involved in "specialist" spec (sans a dual-spec system) -- whether that optimization be straight optimized heal/tank/dps/pvp. I guess it boils down to the "choices have meaning" statement, but I really think that's true... if EVERY Trooper/Commando can have an optimized heal spec in their back pocket because they don't have to give up much if anything to get it, then that spec becomes less of a commodity... ie, your specialist is less special. I like that I can put up with the downsides/annoyances of a specialist spec and in return be among a slightly smaller population that is optimized for that role. ...or on the flip side make a more "generalized" spec where I can enjoy being able to do do different things reasonably well. If multi-spec exists, then there is little incentive to do anything other than have "cookie cutter optimized spec for role X" and "cookie cutter optimized spec for role Y", because anybody can have their cake and eat it too.
  13. There's an option in the preferences somewhere so that you can make your companion bar take over a different toolbar (I use the Left bar). Obviously the issue needs fixing, but this should help make it less painful.
  14. Thanks... but to clarify, I'm asking about the "Cover Fire" keybind, which is a separate keybind from both the "Take Cover" and "Take Cover in Place" (it may actually do the same thing, but I'm looking for confirmation that it is the same thing, or if not, what, if anything, it actually does).
  15. If they never implemented it, then they should have flushed the keybind Thanks I guess.
  16. One more shameless bump, can anybody answer this definitively? Recap: What does "cover fire" keybind do (unbound by default, it is separate from "take cover" and "take cover in place" binds)? An early reply said it is the same as Smuggler/IA "take cover", but why then does it have its own distinct key binding? Is this just the remnants of something that never got implemented?
  17. I'll bump this once since it fell off the front page.
  18. You can see it here @ :31 (looks like it is indeed unbound by default, assuming this guy didn't previously change his binds) --
  19. Nearly certain it was unbound by default.
  20. Not playing yet You're right that there is a bind for "Take Cover" and "Cover in Place", both of which I used. There's another one called "Cover Fire" which is what is baffling me.
  21. So, I was able to get an IA/Sniper to 18 or so during test weekend, so I'm fairly familiar with the cover mechanic, etc. Can anybody clarify if "cover fire" does something distinct from "take cover"? If they are the same thing as stated above, I'm curious as to why there are distinct binds (maybe there is no good reason, and it is just left over from something they never implemented or something). I just want to make sure there isn't a whole mechanic I'm missing here! Thanks.
  22. Thanks for the reply... So is it completely redundant, then (like maybe a feature they never flushed out)?
  23. I got to play for a couple of weekends but never figured this out (and my wave hasn't hit yet). In the key bind options, you could assign a key to "Cover Fire". Is it still there, does it correspond to a functioning feature, and if so, how exactly does it work? Thanks!
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