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Byronious

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  1. Yay this is what everybody who whines about OP classes needs to read.
  2. I apologize for mixing up two abilities with identical effects. Please continue.
  3. Grav Round = Tracer Missile.
  4. I still disagree. I have a 50 Juggernaut and a 38 trooper. On my trooper I can hold my weight and do especially well in the civil war balconies, huttball upper ramps, etc, but on my Juggernaut what I see troopers doing is sitting there after I interrupt something. For example, when a trooper tries to tracer missile me and I interrupt them, they just sit there for 4 seconds, maybe right clicking me once. Then they try to do the ability I interrupted in the first place. This was really nasty when tracers were spammable. I would tear them apart. Now I still see it, but somebody who understands BW was aiming for a more active rotation can put up a fight. In fact, a trooper with the same gear as me with more skill than me at his class will beat me. Also, part of it is knowing how your class fits in. My 50 Merc friend still easily tops damage charts by just letting the melee fight it out in front of doors, nodes, etc. Uninterrupted my trooper still tears.
  5. Spammable? Like Tracer Missile? I'll give you a strategy. As a juggernaut, the only efficient keep em close ability is Force leap. When you spot me, use your snare right away and hope my CC break is out (even if I have it you can still proceed). Do a tracer or 2 to get my armor down ASAP. This will make the rest of the fight easier. If I leap you, which 99% of the time I will, immediately knock me back (this shouldn't fill resolve). I'll be slowed and screwed for a few seconds, until I get 10+ meters closer to you just rip it (the slow helps). When I get 10 meters away from you I'll probably either try the choke+move in or force push and leap you again. If you played it right, I should be too low to catch up, since I still have the tracer debuff on.
  6. Those 2 pretty much got it, but I disagree with #1. From levels 10-25ish you don't have enough abilities and access to decent gear outside of PvP to hold your weight. I'd say you could probably do alright in PvP at level 21, when you get the ability/presence/whatever in the 3rd row of your talent tree. That's when things start to take off.
  7. If melee was nerfed, we would soon see every class nerfed to extinction, where we're practically fighting with bamboo, hitting 100 crits. As a juggernaut I still have trouble killing sorcs/sages, especially healers. As a trooper/merc, it is to your advantage to be in the back as one of your melee friends takes the damage, or you snare them quick and get the edge quickly with your missiles. Just remember that last patch you facerolled your way to 350k damage each game. Now that the tables have turned, you have to find more creative ways to beat them. They do exist. Perhaps instead of whining for a nerf you could ask other players more familiar with the class than me about how to deal with melee DPS? The one nerf I do support at the moment is the marauder defensive and utility abilities that make them ridiculous in Huttball. Otherwise, it's pretty balanced among people who are skilled at their class.
  8. Exactly, why doesn't it make sense to attack both mid and a side? I want to make my own strategy, not have one shoved down my throat with a tacky attacker advantage. Not to mention if a team has both sides you are screwed.
  9. I hate it too, and I think there should be no side bikes at all. Right now it seems like you can only take a side when you have pressure on another place (very hard to do), or if you catch a stupid team leaving their side unguarded. I understand that Bioware doesn't want it so a slight advantage in DPS results in winning a side, but the 8 second node time takes care of that, and a thrifty team would go for the attacking team's other base.
  10. Space PvP+ Guild ship PvP or ops would be so entertaining. I can hear that guy in battlefront saying "Scramble the fighters" or whatever.
  11. I like the Resolve system a lot. Knowing how to use it like it says in the sticky is pretty helpful, but in level 50 Huttball, CCs are too rampant and too burdensome for the attacking team. Let me explain. As a Juggernaut, I can carry the ball for a decent amount of time, especially when I'm guarded. As soon as I climb up a ramp on midfield, I've got my trinket and health convert cooldowns ready (I save the others for the goal line). But if the other team is around, it's not possible to cross the fire without resolve. This often takes 2 cycles of fire and me getting destroyed (otherwise it's suicide). On top of this, some abilities like force leap negate resolve, and slows done before the resolve continue afterwords. I'm jealous of the assassins that can speed through fire, cause I often find myself waiting 2 cycles of fire when a forward pass isn't available. Combo CCs are also possible. You can be pushed and stunned twice if the person does an ability in between each CC, which is really hard on the ball handler. A solution would be making slows and leaps fill your resolve bar to 3/4 (like stuns), making stuns last 2 seconds instead of 4, and removing all slow effects after resolve hits in Huttball. This way you wouldn't have to be forced into waiting for as many as 2 fire cycles. Again, this is only a problem for me and my guildies in huttball. I appreciate your support/criticism.
  12. I've got a fantastic connection and it happens to me sometimes. It is really frustrating especially after you've scored in Huttball or something.
  13. I've seen a lot of rage on these forums regarding PvP. Not much in game, but the general consensus here is that the 1.2 PvP updates are too harsh on losers. I disagree. Mainly, the new PvP system rewards those who work together to win and those who fight hard but still lose. If you're going to lose, you can get medals We'll put aside Guardian and Healing medals and say if you're DPS you should get the 75k damage medal no problem and killing blow. You should get at least 2 objective medals every game (though I usually get no less than four). 10 enemies should come every game as well. Every game, you should get at least 5-8 medals, and 5 medals being minimum, you should get at least 25 warzones per game. If you look at some guides and really play the objectives well, you should be able to get your 8 even if you're getting smoked. People are available Me and my 4 man crew hardly ever lose, and even when we do it's so hard fought we don't care (it's fun). In an MMORPG, you should be able to have a network of people together that can play with you. You'll work as a team (me and my guys talk over skype. Great communication tool.) and be more successful. The bad people are not rewarded Lets face it. If you can't get 3 medals in a game, you're not good. I don't mean this as an insult, but as a motivator for you to get better. My juggernaut has many greens and I can still usually get 8 medals by playing the objectives and getting my basic medals. But if you consistently do not help your team and are bad, you need to improve in order to be rewarded. My thoughts.
  14. Wow. That must mean that everybody who plays this game feels this way, not just the people on the forums. Observational and biased. This doesn't correlate to the real game, where most people are too busy playing to talk about unsubscribing. Most people on the forums are just there to whine, and most people who say they're unsubscribing don't. The real unsubscribers quit and don't talk on the forums. And it was just like this with 1.1, as it will be with every patch.
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