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Boissi

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Everything posted by Boissi

  1. Operative healers are great for healing ballcarriers because of the high amount of healing you can do while mobile. Not hard to go over flames for a pass either, since an operative healer is far from squishy. Operative dps can do what snipers and powertechs and mercs have to do: hold the middle and defend. None of those classes have anything to help them score. As an operative you do have one trick they don't: stealth. Can be very useful to stealth to a position for a juggernaut to intercede you for example, or just go to the endzone and wait for a pass. Some classes are a bit OP in huttball, like marauders, juggernauts and sorcs, and even tanksins, but that's not an operative issue. Personally I really like healing huttball on my operative.
  2. The companions are all basically the same in combat. With the introduction of orange craftable weapons, even the guys with techblades or staffs are just as good as the rest. I just think that ranged dps > melee dps and ranged tank > melee tank. I'm also not a fan of the robots. The gear is just no fun. Can't really make a case for calling someone the most pointless companion based on their personality.
  3. A pretty substantial bug if what you're saying is true. Go to the vendor and compare your new rifle with the war hero rifle. See if there's really a difference. If there is, report it.
  4. Get 110% accuracy and problem solved. Except against tanks.
  5. I use it in pvp a lot too. Can't really be spamming your abilities nonstop without running out of energy, and diagnostic scan is such a good way to restore energy while still doing something helpful. It does heal like 800-900 on avarage over 1.7 seconds anyway iirc, and I'm still not in very good gear. A situational ability for sure, and will not keep anyone alive who is focused, and if I'm getting hit I'm definitely not using it, but I couldn't imagine myself pvping without it. A heal that restores energy? Thank you, I'll have it.
  6. I don't quite understand how you're getting stunlocked by marauders. They have one 3 second channeled stun, and that's it. In group pvp you're pretty much their hard counter anyway. They can't charge you, so if you get the first shot you always have the advantage. Learn to use your roots properly. knockback when they close up on you, and stun if they manage to somehow be alive when they reach you again. Outlasting saber ward isn't too difficult if you just let your roots last the five seconds, and in a tight spot you can even use a flashbang. I have a 35 sniper now, have done almost nothing but pvp on her, and I can honestly say that no marauder ever beats me 1on1 if both are at full health. In the 50 bracket things might get harder 1on1, but in this lower bracket nothing seems to beat the burst of a sniper, especially given how many tools I have for keeping melee off me. I think you're just letting them charge you all the time. Don't. Situational awarness is key. When you're moving, always be on the lookout for warriors who might target you. If possible, just stop as soon as you're in their line of sight and drop into cover, and start bringing down the pain. e: Also, and I'm not sure if everyone agrees, but I found engineering to be insanely effective in the levels 10-29. I respecced to marksmanship at 30, and liked the burst enough to keep playing it (though I still miss a lot of the engineering skills), but without followthrough I just can't see a good case for going MM. You could give it a try, because at least I was hitting 300k damage on good games with engineering even before level 20, and had no trouble with any 1on1 situations.
  7. I haven't had a dead due to a glitch after 1.2 came out. SOA is the only one that still might bug out sometimes, but the fight's really easy these days anyway, since the balls do such low damage. Bioware just wants people to pay their repair bills. Really doesn't bother me at all.
  8. That's the worst video I've ever seen.
  9. Ops seem to be the strongest pvp healers in the game already. We have a ton of survivability as it is. A stun on a low cooldown(with a runspeed buff, any healer should definitely get that ie. 31/3/7 spec) and an aoe mezz, a ton of good instant heals, evasion, shield probe, vanish, 50% slow, awesome talents to buff our selfhealing.... Sure it's hard to survive against multiple dps classes on you, but it's no easier for the other classes even with a knockback. Sorc's knockback without talenting it for the root is pitiful anywhere but huttball. Just because other classes have something doesn't mean everyone should. We have a lot sorcs and mercs would love to have as well.
  10. Even if pyrotechs were stronger than marauders, which they aren't, they're hardly a problem, since they're so very very rare at least on my server. It's mostly just warriors and assassins these days.
  11. Just don't do them. H2 quests can be solo'd though with a bit of patience. I haven't grouped up for a H4 in months, and I really don't mind.
  12. Just one guy in stealth can hold against multiple attackers very effectively. It's just buying time until more defenders come, and in a ranked game, they inevitably will come before the stealther runs out of tricks.
  13. So it's cool to you that people might as well sit at their node for the rest of the fight after the initial rush. 10 minutes of doing nothing, or just fighting in vain. Sounds like a good time. Also, the initial rush has a lot of guesswork involved instead of actual skill. You don't know where the other team will go. If they divide their forces better, it's a likely win. Then again, in the next match their "better" division might fail because another team divides their forces differently. Civil War is a horrible map. A good map would give the attacking team the advantage, not the defenders, to make the game more lively and exciting for both parties. In Novare Coast it works well. Never a dull moment there. Alderaan on the other hand, well, it just sucks. I wish they'd try removing the side speeders at least, no idea why that change didn't go live. Also, would be good if you couldn't jump over the walls anymore. Every little bit of added running needed for defense would help the attackers quite a lot.
  14. Bioware has the means to see everything going on in the economy, so without a doubt the exploiters will be banned and the money deleted.
  15. I totally believe this. I had a huttball at level 11 on my powertech, and did just below 300k damage. Railshot critted for something like 2k, a bit over possibly. I can totally believe you could have a 2,5k with the expertise buff. Naturally I contributed nothing to the team except for damage, but damage is good. Back then I didn't even have sprint yet.
  16. On my server it's more like 12 hours of single player, from around 1 am to around 1 pm. I've been in queue from 10am to 1pm without the queue popping once. I was just spending my time crafting and watching a movie. And to make matters worse, the pre-50 bracket is basically active for around 2 hours a day, if even that long. Usually you get some proper matches from 7pm to 9pm. Prior to that it's mostly this: wait 1 hour in queue, get a 2vs6 match-up, finish it in 4 minutes, rinse and repeat. A bit of a generalization yeah; you sometimes do get lucky and get proper fights even before 7pm, but then again, sometimes you get short-handed fights after too.. Pre-50 pvp is completely dead. Weekends might be better, but I wouldn't know, since I rarely have time to play in the weekends.
  17. This thread is is about class balance, so eh, why do I need to explain that any further? I just said it to make it clear I'm not just a BW fanboy as the whiners like to label me.
  18. As opposed to the purely objective "EVERYONE'S OP". I think the game has big problems, but none of them have anything to do with balance.
  19. Apart from the hugely overpowered operatives back in the days, I think class balance is and has been excellent in this game. There's always people whining about one class or another, but I think every class when played correctly is effective. Right now the FOTM classes are assassins and marauders, but I personally have no issues with either of them. I've leveled 6 classes fairly high, with 4 60s and two 30-40, and with every single class I've managed to own even the "overpowered" classes according to forums. Sometimes you win, sometimes you lose, and that's what balance is about.
  20. Yes, let's be honest. Everyone who claims to have been stunned with resolve up is a liar just making up excuses for his suckiness. Resolve is working as intended. Always has.
  21. Because pvp isn't balanced around big numbers, but overall dps. You don't need that one 5k medal to reach 8 medals.
  22. That's not a terribly high amount of damage for a warzone like that. 4 healers on the opposite side, really? I've done more damage than that on a level 40 pyro powertech, and loads more on both a jugg and a sorc. Really doesn't prove that mercs don't suck. But I agree, mercs don't suck. They're just not as good as some of the other classes.
  23. Well, the thing is, accuracy doesn't penetrate armor. It penetrates defenses. It's not a worthless stat above 100%, but is still a bit poor compared to surge. Just go for 100% and change your enhancements around. Your surge is incredibly low, so it's definitely worth it. Everyone should have a minimum of around 70%, but you can boost it even higher while still maintaining your accuracy.
  24. I don't quite get this one. First of all, entrench lasts for 20 seconds, the vanish lasts for 4-6 seconds depending on spec, so you don't lose your entrench just because he vanishes, unless you're a bit dumb and decide to start running away. Second of all, why exactly is entrench the deciding factor? All it counters is the marauder's force choke, which is a 3 second stun during which they won't be doing any additional damage unless they've already laid dots on you, so it's more of an interrupt, like if you're channeling cull. That's when you can also use your cc breaker if you really want to. Nothing else to really use it on. I will agree that if a marauder manages to get a charge on you, like if you're just running into position and he charges from behind, then yes, you will almost definitely lose provided he's got his cooldowns up, but if you're in cover and he's just running at you, well, imo your chances of winning are quite high as long as you play well. He can vanish once to close the gap, but you have a rooting knockback and a ranged root, so you will unavoidably get some free damage in. Just have a stun ready for when he pops the 99% dr (guarded by the force on sents, can't remember the marauder version's name..), and if you're pro, you can also get rid of cloak of pain with either a root or a flashbang which causes the marauder to become real squishy. It's sort of an even match up if they don't get the charge imo. Lethality might have a harder time because you can't get rid of cloak of pain once you dot up, and they do break the roots which most of the time I really don't see as a problem. You just want to do damage, and lots of it.
  25. What I don't get is why the speeder in Denova isn't even instant like it is in KP, even that little fix would make the whole thing better. The runbacks are pretty horrid yes, and I just can't work out the reason for them. I know the runs are a million times shorter than they were in the early days of wow for example, but it really doesn't make them fine. It just makes the whole experience of killing a boss far less fun. If they actually want people to have to waste time to make boss kills take longer, they might as well just make the bosses 15% tougher. I'd much rather spend my time fighting a really hard boss than running around like an idiot. The actual fights are never boring, but the overall experience gets very tedious when it takes 10 minutes between tries.
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