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ActosMagus

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  1. Unfortunately, no mention of existing content. Although, existing content would automatically become easier with access to new levels of gear.
  2. There's one thing that seems to be escaping the discussion here (at least as far as PvE is concerned). This change is fine under one premise: that encounters are tuned (and old encounters retuned) properly with this change in mind. As long as that happens, then the change is fine (from a PvE perspective).
  3. If solo content can't be soloed without using multiple medpacs per encounter, then the encounter's difficulty needs to be adjusted to go along with this change. That doesn't make the medpac change itself invalid. Same as above, if the encounter is impossible with this change then the encounter needs to be retuned accordingly to compensate. Personally, I'd just as soon not have to drop half a day's dailies worth of credits on medpacs every operations night just to get through one boss fight.
  4. Well, in the patch notes they didn't say "All" high end speeder models would have their prices reduced, just "Several". In addition, in the economics changes coming in patch 1.1.5 blog post http://www.swtor.com/blog/economic-changes-patch-1.1.5 "Collectors and investors may want to take note that the previous limitations governing the resale of some vehicles seem to have been lifted and are encouraged to use the opportunity to purchase these legacy vehicles while they are still available." Pretty much describes the removal of the Requires Social X restriction on the Baron AS WELL AS THE REMOVAL OF THE MOUNTS BEING BOP. In other words, enterprising entrepreneurs might consider investing in buying several of these now, and then reselling them later for a high profit margin once they become completely unavailable for purchase, which is implied by the following point from the blog: "all production of the ‘Sovereign’, ‘Prince’, 'Baron' and 'Commander' speeder lines has been halted indefinitely."
  5. Thanks very much for the fantastic coverage, especially where you actually made the details on those screenshots from the live feed legible since the transmission quality made them completely not.
  6. I don't particularly care either way, but the new UI seems overly flashy. I could see it being a health concern to those individuals that have problems with such things. As to the UI changes themselves, I can only make out a slight difference between an ability that is unavailable (due to lack of resource, target, or other restriction), and one that's waiting for the GCD to complete. The only plus side to the changes I can think of is that flashing does make it easier to notice the GCD finish while my attention is focused elsewhere on the screen.
  7. No, there are four proton torpedos. 3 in reserve and one in the launcher (as indicated by the purple icon). You have the four torpedos you need to destroy the shield generators. Once you are truly out of proton torpedos, your ship will revert back to launching missiles on those targets, if you somehow managed to fire two torpedos at one target (or used a torpedo to blow up the bridge).
  8. All of the item generated Mission Discoveries are one time missions. They're valuable because they return something of everything in that level range, including prototype (blue) and artifact (purple) quality materials. (not sure if the artifact quality is a 100% guaranteed return or not, but I think it is.)
  9. You can open the chat box by hitting enter, which places your cursor in the chat line, but by default it has no channel, so you'd need to specify what channel you want to type in. However, the chat box will then close again after you hit enter to submit your message. (Also you can steer your ship, fire blasters, and missiles with your mouse while the chat box is open, you just can't press the key binds for your power converter, invulnerability, or EMP while your cursor is focused on the chat window.) A trick I've discovered to keep a chat window open during space combat is to have a second chat window tab, attached to your main window. After pressing enter to bring up the main window, click on the second tab and it will detach itself from the main window (while the main window then disappears). The second tab however will stick around (and reattach itself to the main window upon leaving combat). After a few minutes the tab may fade out, but, it will come back upon a mouse over or enter key press and stay for a few more minutes.
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