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Destoroyah

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  1. What I'd like to see them do is make the assualt cannons use different animations depending on the type. So small barrel or mulri barrel will do the standerd bolt animation with the beam O death being changed to a bolt style. Large barrel weapons will use constant laser beams like Beam O Death for most attacks and large energy bolts for abilities like chatged bolts/grav round, and keep the Beam O Death the same. This way it'll make it harder innately to pick out the healer especially if you use a green color crystal. While giving players alittle effects choose.
  2. Change the commandos heal cast reduction to the barrier proc instead of our high damage proc.
  3. I think the best change they could make to commando/mercenary would be to make charged bolts/power shot instant maybe with a 4 sec cooldown and change muzzle fluting talent to remove the cooldown. That would help all the commando specs. Assualt spec(commando) will be brought more in line with the vangaurd version as they now got a instant attack they can use to proc their HIB/RS and got a reliable damage attack they can use on the move without fear of being interrupted. Medics get a quicky decent DPS skill they can use that doesn't require alot of ammo and can use their supercharge ability for a short time burst damage spree without the cost of ammo so they can regen. Gunnery get a ability they can use on the move that does decent damage and if they link the new heal to the barrier proc stack instead of your gravity vortex you don't have to lose your high DPS attack and if faced with a persistant melee that doesn't let you cast you got the option to kite and occasionally heal yourself for a small amount.
  4. They should adjust the aug kit component RE rate on higher cost and rarity items. So a 4/2 item would have a chance at 2 aug kit parts, a 4/6 a solid 2, and so on. Also rarity should matter so a blue gives a bonus part and purple a bonus 2or3 on top of the cost.
  5. Anyone else notice bugs in the GTN since transfers? The biggest one I noticed is keywords don't work properly. For instance if I type down a word like crystal or augment it gives me only a handfull of search results instead of a few pages as I know there are much more then I'm getting. This basically forces me to go page by page so I don't miss anything and can be quite tedious with 50+ pages to shift through. I think the GTN needs another overhaul. Like removing the learnable lvl from schematics and putting in the schematics item lvl or skill required to learn so you can use the lvl filter to get more percise search results. Another would be subcategories in many of the fields like for artifice you get Crystal/Offhand/Custom, and for categories like the materials we can search by tier of material. Maybe even add a Crafted sub-category to the item categories
  6. too tell the truth it's amazed me that they still haven't taken the time to take the extra little time it takes to make proper versions of the headgear for twi'leks, and have instead taken a lazier route by removing options that used to be there. Personally I'd like to see rodians and mon calimari, but not holding my hopes up if they can't take the effort with twileks.
  7. there are a few times race and dialogue are unique like with my chiss agent a few times the chiss acendrency is mentioned and one time I was asked to frame another chiss and my race had a influence, but most the time they can get away with the same dialogu options as if your race plays a factor in the dialogue the referrence is broad enough to not nitpick what race you are.
  8. With the server transfers in effect and if they are aiming for the super-server concept, then I think it's time they consider a better means of identification for chars and quality of life. If anyone here has played it I found the system star trek online used to be very good. Basically the game had no seperate servers and everyone was in the same game just parceled by instances when need be. They managed to get around the naming issue by having players create a unique account based e-mail that worked for all their other products as well. So whenever you chatted it would be something like charname@handle. The benefits of this system was that you could, One - name your characters whatever you wanted even duplicate a name as your character was unique cause of your unique game e-mail(aka handle). Two - it was easy to contact someone as all you had to do was use the players handle and you could chat to them no matter what character they were on(cept if they were other faction). Vice-versa if you found a player annoying you could ignore on a handle basis besides on a per char basis. This also helped alot on gold sellers. Three - Tied into number 2 was reputation. It promoted good conduct cause if you abused or constantly took advantage of others you could find yourself labeled so no metter how many times you remade a character players can identify you by your handle and exclude you from things. Four - Improved messaging, trade, and commerce. The handle gave you the option to easily contact players via mail. Also made mailing items easier as you could just use the handle and the message would be sent to all chars on that handle, so if you put 5 items in the mail and you took out two your other chars are free to take the remaining 3 items so it saves you time having to send things to each individual char. It promotes better commerce as if the auction uses your handle potential customers know how to contact you how special orders. For all the reasons I mentioned above and because I believe there is no reason for current mmos to be using the same old outdated models they do now that cause more trouble then their worth. As for how a game like SWTOR will handle a system like this they can implement the above and make it a requirement that players set it up before they can resume play. Or they can maybe do something similiar that uses the above features but utilizes your legacy instead as the unique handle. They could implement it in a way that you create your legacy at the very start just that you don't unlock the main features till the appopriate time. In any case if a system like this is implemented I think free renames for all your chars is a given as it is the companies fault for not foreseeing a possible mass transfer and for using a old outdated system to begin with. Afterall the players shouldn't have to be wandering around the world with nonsense names cause they had to transfer and could not think of nothing to name their chars cause everything was taken.
  9. To my understanding energy, kinetic, internal, and elemental is the damage type dealt that which facters in whether or not your armor will be used against it and which damage redustion value is used. Also elemental/internal bypass armor to my knowledge as armor doesn't increase your internal and elemental damage reduction and only increases your kinetic and energy damage reductions. Where as ranged, melee, force, and tech are the type of attack your doing so they can factor in what defense type is used to deflect or be the first line of mitigation in the case melee/ranged for shielding. Also as a sidenote defence rating doesn't increase force/tech defence. So basically you could have a melee/internal attack that can be deflected and uses your internal damage reduction(bypass armor). Then you could have a tech/kinetic that can't be deflected or shielded , but will use your armor for the kinetic damage reduction. Finally you can have a Force/Elemental attack that will bypass deflection and shielding and will bypass armor only using you elemental damage reduction. This is one of the reasons pyrotech powertechs are so potent is cause they use mostly tech attacks and many of their attacks are elemental based. So there is a difference between force/tech and internal/elemental. And the general point I was making in my previous post is the total lack of means to raise your force/tech defence as to my knowledge there is no talent or ability that raises it. So while they were technically correct in that you could defend one of these attacks cause the system is inplace to do so, in reality your likely to never see it happen cause of lack of values added those areas.
  10. I think the force/tech miss rate question was funny. While technically you could miss with these attacks. They didn't mention the fact players start with nada defence in these categories with next to nill ways to raise it, and since accuracy starts with a force/tech hit rate of 100%. Where as the accuracy for melee/ranged is 90% and also all players start with 5% innate defence for melee/ranged, so you would need 15% (10% to bring up to 100% and a additional 5% to negate the players innate defence) to be able to have no miss with ranged/melee attacks against a character with no further defence increases. So basically force/tech are always going hit cause there is nothing counterproductive against the accuracy. Only way I can see you missing with a force/tech attack is to get a accuracy debuff on you and most of those are low enough 5-10% bonus accuracy will easily negate it and not all work on force/tech accuracy. What I found funny about the answer to the question was will technically they got the systems in place to make it possible to miss with a force/tech attack, they don't provide the players a means to really take advantage of the system.
  11. Who here thinks They need to properly implement force and tech resistance for the tanks. The categories are there just that there is next to nothing that actually raise them. The problems as I see it with the tanks is they can only truely be tanks half the time. In PvE they do decent at their jobs, but PvP tanks built as tanks are nigh on worthless as only about 25% of all player attacks actually go though their defences. The general concensus I gather is that tanks in pvp should always design themselves from a dps perspective and fulfill their tank role in the through use of abilities like guard and taunt and not by stats. If Tanks had defences against these currently undefendable attacks, it would in my opinion open up the option to be a real tank at the cost of dps so it balances out. Also it will make classes that currently rode on the luxury of these non defendable attacks to have too second guess not getting acc or risk some unreliability. If they were to implement it I think all classes should get a default value of 2% or something with some talents/skills adding minor additions. As for tanks I'd like to see force tanks prioritize force resistance over tech in there abilities and talent tree, and non-force user tanks and to a lesser extent agent/smuggler(cover) focus on tech resistance over force in their abilities and talents. This way it adds a bit of a strategic element by making certain classes more of a counter to others and vice versa. As for PvE impact I'm not sure how much of a impact this would ultimately make as most mobs do use alot of attacks that are defendable. This is just my opinion and am curious if others think this is a good idea or that another solution should be looked for.
  12. Well you need to consider another angle as well. One of the problems of UT is not so much the lack of metal missions but the lack of crafts for fabric materials. I mean come on only one subcategory uses it. I think they either need to make medium armor categories use fabric or just make synthweaving fabric only cept augments. By the way I think they should also change cybertech to use augment components instead of metals(cept for maybe the armoring category). Seems more appropiate and would lessen the dominance of the metal resource. While I agree the gift missions are overabundant. Another issue is the lack of high yield missions for varius materials in all skills at certain tiers forcing you to gather small amounts over a longer time and for more money.
  13. I acknowledge that snipers are fairly well off as their damage is concerned, but need major inprovements in utility and their cover system. Operatives on the other hand need mainly just flexibility and some utility to make them more well rounded. 1.) I'd like to see some stances added to the class 2 for each Adv class. Assault Stance - Sniper: +5 range to all rifle attacks, can use snipe out of cover, and 20% armor penetration with rifle attacks. Operative: +10 range to snipe, overload shot, cull, and weaking blast, and can use snipe out of cover. First off the first improvement to cover I'd like to see is for the snipers passive Hold Position to also apply a 5% damage reduction to all attacks made against you in your protected area(aka then enemies got the green shield on them.) The main reason I think cover needs these inprovements is cause most player attacks are force/tech based(THE SHEILDS.(aka Goggles) THEY DO NOTHING!!!). I mean come on you got a big honking shield wall in front of you it should absorb something. Entrench Stance(uses the current entrench animation) - Sniper only: A additional 5% damage reduction added, your field of protection is increased to 180 degrees, and you become immune to knockbacks, and stuns and incapacitates don't remove you from cover, but still effect you. Has a 1-2sec activation time and requires cover (natural cover always equals too the default values of this ability, just that you don't benefit from the talents that use this stance if not activated.) Optional add a +5 tech resistence to area of protection. I'd like to see tech and force resistances actually implimeted in the game as the tech is already there just that very little ways to actually get it. Specialist Stance - Operative only: Doubles the effect of tactical advantage and reduces the cooldown of evasion and shield probe by 15secs. 2.) Abilites and talents Many of these are to address issues with some of the classes weaknesses for operatives it's more utility and for snipers it's more area denial(as are class was tooted as, but barely fills the role.) and use of the new stances. Abilities: Eviscerate and Headshot - We don't need two abilities that do roughly the same thing. So give eviscerate to operatives only and headshot to snipers only. Debilate - Give to operatives only and give snipers a ranged stun similar to bounty hunters and inquisitors with a min cooldown instead of the 45 sec debilate gets. Legshot - Make this available to operatives too and keep it at 30yrds so they have a closing ability and utility to boot. Suppressing Fire - Being the one of the weakest Area targeted AoEs especially after defences I'd like to see a 70% snare added to it to add another area denial tool to snipers. Cover Pulse - The knockback is clunky and slow due to the fact you got to enter cover first to use making it hard to utilize. Make it not require cover to use it and it instantly puts you in cover. *New Ability(sniper)* Cover Screen - similiar to a mauraders cloak ablility. We throw down a smoke grenade and get 4 seconds cloak and a 25% speed boost. Snipers deperately need a good escape mechanic so they can make some distance so they can set-up again and get at it. 1.30-2 min cooldown. Evasion - Remove the snipers version as they will now get cover screen and make the operatives include tech and force so they have 3 seconds of immunity. Entrench - Now I'm not sure if it would be too much to keep, since the defence stance covers some of it's functions. However if it's kept it could be renamed to stalwart defender or something and have its duration reduced to 10 secs. Diagnostic Scan - Applies stacks of Diagnosed increasing healing recieved by 1% per stack for 10 secs. Carbine Burst - No longer requires tactical advantage giving operatives a decent aoe ability to use in fights with alot of clumped up enemies. Also receives -20% damage reduction and 1 5-10 sec cooldown. Talents: Marksmanship: Cover Screen(tier one of marks tree) - Remove it and replace with a reduction to laze target cooldown. 7.5/15 secs. Ballistic Dampeners - Change so it grants a charge every 3 secs(2 if in entrench stance) up to three 3 charges total instead of forcing you to leave and reenter all the time to get the charges. Imperial Demarcation - Remove the cooldown portion and instead make it add that amount to the hard root so it doesn't break so soon. Snap Shot - Same as before but assualt stance allows it to generate the instant snipe after every 6 secs in cover. Pillbox Sniper - Just change the name of the entrench ability to the new one. Seige Bunker - Make it require the entrench stance. Rapid Fire - Same as normal but when in assault stance makes the refreshed series of shots cost 50% less and the following one 25% less. Engineering: Energy Tanks - have it also increase are energy regen rate by 10/20%. Explosive Probe and Cluster Bombs - Explosive Probe cooldown is a bit much for how vital it is to our tree maybe reduce it by 5-10 secs. As for cluster bombs can we make them stick around a bit longer so it's easier to use them all up. Optional I'd like to see explosive probe be made into a AoE even if it's just 25% of the main damage(not the cluster bombs though). Calculated Pursuit - Make assault stance reduce how long you have to wait to get the buff again. Deployed Shields - Keep the balistic shield cooldown reduction the same, but make the damage reduction only apply in entrench stance and only in the field of protection, also the talent adds flank shields increasing entrench stances field of protection from 180 degrees to 270 degrees. Electrified Railgun - Reduce to 2 talents same effect. Optional - allow all rifle attacks to apply effect. *New Talent* Electrified Warfare - requires electrified railgun. increases damage of interrigation probe and emp discharge by 10% and adds a electrical damage component to cover pulse. Lethality: Slip Away(sniper) - Change to work off the range stun. Lethal Purpose - Increase the energy regained to 2/4 on poison criticals. Weakening Blast(operative) - Applies a tactical advantage. Medicine: Sedatives - When in specialist stance allows it to be used against targets in combat and out of Stealth. Each rank adds a 15/30 sec cooldown. Evasive Imperative - When in specialist stance adds immunity to CC effects for the duration. Med Shield - When in specialist stance allows the shield to be used on friendlies. *New Talent*With Medical Percision(tier 3 or 4) - increases your crit chance with overload shot, snipe and shiv by 2/4%. If in assault stance overload shot and snipe cost 2/4 less energy. Concealment: Collateral Strike - When in specialist stance reduces the reapplication time by 1 sec per rank. Energy Screen - When in specialist stance doubles the energy regain from dodging.
  14. It's only a onetime purchase for the craft unlock, but you still got to unlock each one. It doesn't make you auto skill up or anything it just adds the convenience of having the recipes you already earned on another character saving you time and money allowing you to spend less time on massive craft sessions and more on playing the game. As for economic impact I don't see any real impact as you can craft the items on another char already, just that now you can increase your auctionable output. Another consideration is lets say you wanted to remake a character for any given reason, then all that effort you put into a craft is wasted. Yes technically you only need one of each of the crafts, but if they ever add consumables or very desirable craft only perks, then biochem won't be the be all craft and you would probaly see players with multiple chars of a given craft.
  15. One of the things I'd like to see added to the legacy system is the ability to unlock a crew skill so the effort put into a skill can carry over to other chars with that same crew skill. Basically I'd like to see them make it where at a certain legacy lvl and after you max out a given crew skill you can make a one time purchase for the givin crew skill that allows you to be able to purchase any recipe you unlocked in that craft on another character with the same crew skill from a special legacy craft vendor(when you have the correct skill lvl). so lets say you were a trooper with armormech who focused primarily on the aim gear, then roll smuggler and focused on the cunning gar. the smuggler can just buy the blue/purple/learned recipes the trooper already got, and the trooper can learn the recipes the smuggler unlocks as he learns them. All of this for a small price per recipe from the vendor. The concept behind this system is to allow players to utilize the full utility of the craft without having to go through the same hell of reraising and reacquiring all the recipes you painstakingly took the enormous amount of time and money to earn. After all you still have to earn all the recipes in the first place. Other features I'd like to see added to the leagcy system is earnable craft bonuses like +crit/efficiency rates added to all companions and +Reverse Engineer rate. Thoughs? Comments?
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