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HazardOOI

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  1. You've gotten 2 years of life out of a single video game, that's not bad if you take a step back and look. You've got multiple max leveled characters, so you've replayed entirely multiple times and seen much of the story, warzones have filled the gaps in between, and now because the game is expanding again it's time to quit? I think you've reached the natural end of playing a game that comes to us all. The measure of an MMO isn't whether you can keep people from ever quitting, ever.
  2. Which is why after the first couple times someone goes running around a pillar you either reposition, use knockback to reposition them, or simply disengage. Gunnery: unbuffed Demo round, sticky grenade, depending on the effects on an enemy HiB vs. Assault plastique, AS's HiB, and the initial damage + maybe a tick or incend round. and really, to LoS a 1.3 activation time like grav round, you've got to be right on the edge of LoS just to have time to react when you see the bar filling and beat server to client latency. If the gunnery guy is trying to stand there and use it when you're obviously that close to LoS instead of using instants & moving to a better position, he's not doing a good job. Using 1 ammo to cleanse a DoT while you're out of LoS is plenty productive. Although depending on the DoT it maybe better to use AMP. This is true and useful. Gunnery can use LoS to it's advantage also. You have to get a couple grav rounds on them first if you want your full damage, but playing LoS games is still very advantageous. The gunnery guy being out in the open doesn't help him (you don't want to get targetted, and if you do get targetted you want to be able to fall back to somewhere, being in the open is deadly), choosing targets that are out in the open does. This depends greatly on whether the gunnery player got a couple grav rounds off before having to move. 4 grav vortexes + charged barrel + buffed demo round + HiB + sticky grenade is a lot more powerful than just plain demo round + sticky grenade. The mobile damage maybe slightly higher for AS when you comparing each spec in ideal circumstances, but the real advantage to AS I think is that it gets to use the instants and it's setup abilities immediately, whereas gunnery has to stand still for a few seconds minimum to get his target prepped for the real damage and/or instants.
  3. Obadiah: Tony Stark is OP, please nerf.
  4. Some people have knockbacks that will throw you into the pit where you have to either throw it or run all the way around again. Some people have harpoon pulls that can bring you from nearly scoring back into the firepit. Some people have friendly pulls they can use to bring a buddy with the ball closer. Some people have a sprint. Everyone has CC they can use to make the ball handler die in the fire/acid pit. A large part of huttball is using your utilities and the map. I remember when I was first used as a target for a force charge to the score line. I didn't like it. After that I made sure to be aware of what class has the ball so I don't present the opportunity. It's not just charging to you for the score you have to watch out for. Charging up from the pit, out of the traps, from one catwalk to another, be aware of the enemies utility and shut them down.
  5. Sounds like your guildie sucked to be blunt. I get the impression he didn't remove your DoTs nor use the LoS time to heal, did he just try to chase you around or stand there wondering what to do? Even if he's actually amazing and still got beaten by assault spec, this 1v1 ofAS vs. Gunnery is a silly thing to debate. I don't pick my tree based on whether it can win 1v1 against a single specific other tree and forget the rest of the players out there. I also don't understand these claims of AS mobility. I have a powertech pyrotech around 45 as well as my 50 gunnery commando. My experience with pyrotech says life revolves around your free HiB procing. And for a commando getting that proc means standing still and using full auto/charged bolts. Just like how gunnery uses grav round to set up other damage, you have to use charged bolts to get a proc on HiB. We have the same number of instant abilities, you just get to use yours right away whereas are better off throwing out a couple grav rounds first.
  6. All this about whether the "duel" was fair when what matters is winning or losing the warzone. It's a group activity, being all pissy about losing and basically afking over it, then getting all pissy cause you were too stupid to stay out of harpoon's way, AND you get engaged in outnumbered situation, lol. It's not about fair, it's about winning.
  7. I find it a little funny no one has pointed this out yet: he's suggesting nerfs to some classes yet buffs to their mirrors.
  8. I have a lvl 44 powertech, a 46 vanguard, and even a 50 & geared commando. There is no difference in resource gameplay.
  9. They would still be much harder to kill because you can't just drop them in the space of a couple ccs on the healer. But at the same time the healer getting out of the lockdown won't immediately undo the entire setup they were doing to kill the tank.
  10. I play a 50 commando combat medic r58. The reason ~3 healers on one team seems OP but 3 dps on the other team doesn't is because we have built in coordination. We can see who needs to be healed with one glance at the bars and who's being attacked while dpsers only guess who needs killing the most. Sometimes you'll go for the half dead guy but he may not even be the best target (he maybe a tank or have a healer). Another disparity for the dps to healing ratios is mitigation. It applies for dps but healing goes rght through it. So how about making heals obey the same mitigation rules? Then a tank dies slowly and gets healed slowly. A squishy guy dies fast but can be healed up to full just as fast.
  11. you want to talk mathematics and logic? "Let them win" shaves what, 1 minute of game time tops? Meanwhile in 1.2, contribution will be a large factor on rewards payout and winning is a bonus. As if that minute were even anything to begin with, in 1.2 it's a huge payout difference after you've already invested so much in the match. You want to talk fun in a video game? Yeah, didn't think so. The just lettem win crowd has no argument there. So really this is about you not being able to handle losing a game and pretending it's cause you're less efficiently grinding rewards. You try to say it's about time cause you're losing to try to cover up and justify feelings you don't want to deal with.
  12. I actually use to be really interested in a revival for this forgotten ability. My old idea was to change Ionic Accelerator for both ACs to procing off ER. Though I didn't have a solution worked out for how to reduce the ammo cost on ER to make this feasible. It just seems like Assault Specialist is supposed to be the mobile tree for commando and the ranged one for vnaguard, but ionic accelerator keeps it stuck playing the same way as other specs. It might make AS tHE pvp spec though, if it had both range and mobility.
  13. Wow, I hope you're just exaggerating massively. 33% percent less ammo efficiency on one ability, only the first time after using the 9/7.5 cooldown ability, is notthe same as 33% less total ammo efficiency. and pretending like you can treat that and a 20% debuffonly certain classes have which may not even be up against you in most cases as additive with that situational ammo cost is silly. I too am a combat medic, lvl 50 and nearly all champ gear. The ammo cost is the only significant negative change I see. 1 less ammo refunded on scc? I don't pop it for that. Sae with the 10% healing increase and the koltobomb DR. Those are pleasant bonuses, but the SCC is used so I can pump out AMP/MP rapidly. The kolto healing received buff going down to 3% makes sense sinnce it now affects 4 targets. As it stands now, I have to almost try to run out of ammo, even in intense healing situations by intentionally doing full price MPs back to back without any ammo cooldowns to recover with. Ammo will actually become a factor when I quickly decide who can be saved.
  14. I won't miss the hybrid builds. Overall pleasant changes for the vangaurd imo. You're not being very specific about what exactly you're quitting over, unless you're quitting because a major patch has too much change in it.
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