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Dogjutsu

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Posts 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. 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!).

  4. 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).

  5. 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.

  6. 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.

     

    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:

     

    Redoubt Dreadnaught Vambraces

    Binds on Equip

    Wrists

    485 Armor (Rating 126)

    Durability: 120/120

     

    Total Stats:

    +74 Aim

    +49 Endurance

    +7 Power

    +25 Defense Rating

     

    Requires Level 49

    Requires Heavy Armor

  7. Definitely let me know as I am positive that many others would be interested as well.

     

    I did 100 of the Dreadnaught Gauntlets with no upgrade.

     

    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.

  8. First of all I would like to offer a warning that it appears that any of the patterns learned from the vendor that require 400 crafting and show minimum lvl 49 are not RE upgradable (Dreadnaught, Heavy Exoskeleton, Med-Sentry, etc...) as I have tried with 5 different patterns RE'ing over 100 of each with no upgrade yield for any of them.

     

    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.

  9. 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.

  10. There was a post, in the general class boards I think... About how using the cover button your power tray was actually slower then using the bind.

     

    Here's the link.

     

    http://taugrim.com/2011/12/12/smugglers-and-imperial-agents-keybind-your-cover-thank-me-later/

     

    He explains how using the hot key can be a bit slower to respond then using the keybind.

     

    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).

  11. 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?

  12. I haven't got into the game yet. But i remember there being 2 binds. One was the "roll and take cover" Other was "crouch in place".

     

    Not sure on the actual names of them.

     

    If you are playing now you could check them out with an agent or smuggler.

     

    Not playing yet :o

     

     

    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.

  13. It is a feature only usable by the smuggler and imperial agent. totally useless for any other class.

     

    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.

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