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HazardOOI

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Posts posted by HazardOOI

  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.  

    Throw out a couple of grav rounds? The way to LOS is to make enemy casting fail by breaking visual. Gunnery needs to have good visual or their damage goes to hell in a handcart.

     

    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.

     

     

    And when neither player can cast, assault has more tools.

     

    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.

     

    Fire gives an instant full buff to them and requires no cast time to apply, often no cost either (cleansing a free DoT is not productive).

     

    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.

     

    Another trick Assault can do, FA procs a free HiB at the start of its cast, not the end. I just start FA and if the opponent gets frisky, I just cancel the rest of the FA, hit HiB and break LoS again.

     

    This is true and useful.

     

    Of course you can have a mexican standoff where Assault stays close to cover and Gunnery sits out in the open each waiting for the other to weaken themselves by leaving their fighting zone.

     

    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.

     

     

    As for going for damage, yes, Assault has to stand still to use a proper rotation. The mobile damage bit is about the damage that Assault can still do while running around (which can be for a lot of reasons), that's higher than Gunnery. Also probably why Assault has a lower DPS in ideal conditions than gunnery because that's considered to be an advantage.

     

    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. 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.

  4. That's what a guildy thought.

     

    Then I used LOS on him and he died every time.

     

    I wont sit in the open for a duel biased to you. I'm not the turret and turrets hate moving.

     

    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.

  5. 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.
  6. 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.

     

    Jedi Guardian - 5.5% - must be buffed up about for 20% damage

    Jedi Sentinel - 7.5% - must be nerfed down for 20% damage

    Jedi Shadow - 5.5% - must be buffed up about for 20% damage

    Jedi Sage - 6% - OK

    Gunslinger - 4.5% - must be buffed up about for 50% damage

    Scoundrel - 3% - must be buffed up about for 120% damage

    Commando - 6% - OK

    Vanguard - 3% - must be buffed up about for 120% damage

    Sith Juggernaut - 8% - must be nerfed down for 20% damage

    Sith maradeur - 8% - must be nerfed down for 20% damage

    Sith Assasin - 8.5% - must be nerfed down for 30% damage

    Sith Sorcerer - 9.5% - must be nerfed down for 50% damage

    Mercenary -9.5% - must be nerfed down for 50% damage

    Powertech -4% - must be buffed up about for 50% damage

    Operative - 4.5% - must be buffed up about for 40% damage

    Sniper - 5% - - must be buffed up about for 30% damage

  7. Wouldn't that kinda of debuff to a tank mitigate their increased survivability to the point where a full tank spec is pretty much close to useless since it does considerably less damage than a dps build running tank stance for guarding?

     

    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.

  8. 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.

  9. 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.

  10. 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.

  11. No. The big change is 33 percent less ammo efficency for combat medics with two classes now having an uncleansable healing debuff. A persistent 50 percent healing reduction is a sure fire way of eliminating healers from pvp.

     

    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.

  12. I won't miss the hybrid builds. Overall pleasant changes for the vangaurd imo.

     

     

    Yeah pvp was fine and what's up with these huge changes? I thought very small changes were the way to go and not screw everything up.

     

    Didn't they get the memo?

     

    I'm upset I wont be able to enjoy this game anymore but this gives me the boost i needed to call it quits and not be to perplexed about it.

     

    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.

  13. You think the SMUGGLER recharge animation is better?!?!? The guy flips a coin and shoots it. whoopy doo.

     

     

    It's like loading shotgun shells in an auto. I very much like our recharge animation. We're troopers, we reload.

     

    For instance it could be actually doing a mag change animation (or battery - whatever these blaster things use), rather than just having it drop out by itself and magically have a new one spawn on the gun.

     

     

    Though I could get behind this, a more complex reloading animation would be cool, but I'll ragequit the day they make us glow or shoot a coin or any of that crap.

  14. Playing a Sith Warrior developed in me a genuine dislike for the Republic.

     

     

    But that was nothing compared to how much I loathe them now that I've played a Trooper. I hate, truly truly hate, every Senator in the Republic. No exceptions. I would happily slit each and every one of their throats and send their children to labor camps if it were an option given in the game. Use Havoc Squad as an HONOR GUARD? The only thing keeping me from blowing your brains all over the console behind you is the fact that BioWare neglected to program that option into the game.

     

    The Trooper story line, from start to finish, is just one giant excercise in discovering just how much exactly can the Republic **** on their armed forces.

    • The original Havoc Squad? Betrayed and left behind to fend for themselves.
    • The Dead Eyes? Used as bait and then left to rot in Imperial prison camps.
    • Dagger Wing? Given bad intel then sacrificed up on the altar of political bull ****.

    It seems to me the most dangerous place to be is in a Elite squad within the republic. And not because you might get your face blown off or possibly tortured. No, it's because you are very nearly guaranteed to get stabbed right in the proverbial back by the very same people who are supposed to be WATCHING your back. You spend very nearly 1/2 of your story quest saving the Republic's elite of the elite from--Can you guess who?--THE REPUBLIC!

     

    The biggest difference between the Empire and the Republic is that at least the Empire is honest and upfront about your lot in life.

     

    The republic is far more sinister than anything the Empire has to offer up. I genuinely, genuinely, hope that in future expansions Troopers are given the option to go rogue just like Tavus did. Watching Aric asphyxiate as I throw him out the nearest air lock would be a dream come true. Getting to cackle madly as I make Garza run from Coruscant to Belsavis and then back over and over and over again until she dies from the strain would be an ironic yet fitting end to that hag.

     

    Then finally, at the end, given the opportunity to wipe my *** with the Republic flag as I dropped the original ZR57 right on top of the Senate tower and watch as every one of those scheming bastards burn... would be nothing less than sublime.

     

    The single best moment of the Trooper story line was when I got to leave that sniveling worm of a senator strapped to that bomb and listen with relish as he detonated all over the compound walls. My only regret? Not being able to take a piece with me as a souvenir.

     

    I really *really* hate the Republic now. I feel no sympathy for any of the atrocities they are forced, or have been forced, to endure. You deserve(d) every minute of it.

     

     

     

     

    Yeah, and that's why I delight in every chance I get to kill a senator. I'm up to 2 or 3 direct killings. One in broad daylight, in the middle of an official hearing, where I was directly ordered to just comply and cooperate, in front of other senators and the guards, and I walked out with a talking to.

     

     

    If there was a title "Senator Killer" I'd use it and never look back.

     

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