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Satans_Valet

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  • Location
    Somewhere warm, with stalactites, and lava, and evil people. It's called "New Jersey".
  • Interests
    Worshiping He Who Walks Behind the Walls
  • Occupation
    Personal Valet
  1. THAT sums it up quite nicely. That is exactly the problem.
  2. That does make sense, but it's something that will get better overtime. Yeah, on the Imp side we kinda get a speed-training on huttball due to sheer playing it so much, and honestly that is likely the reason I find my team losing so often in Voidstar, we just don't practice it as much.
  3. Maybe that's why I play an MMO and not CoD. If it wasn't an issue BioWare wouldn't have said "We know this is an issue and will fix it someday but we won't tell you how and we won't tell you when." I'm paraphrasing, of course.
  4. Seriously, you don't get it. It isn't a question of one warzone being better than another, it could be the best written, most excellently crafted game-play experience of your life, and if you play it 95% of the time, over and over again, YOU WILL GET SICK OF IT.
  5. Seriously, do you honestly think this is a helpful comment? This thread is about fixing an issue with Imperial-side PVP, and your answer is "No one should play an Imperial character". What you are doing right now is the opposite of helping.
  6. Honestly, I am tired of this answer. Should everyone play both sides? Absolutely, if only for the story. But telling people that the way to solve a specific problem with Imperial PVP is to not play an Imperial character at all is not helpful.
  7. That's a good point, a group of 3 working together can set up a quick train to get the ball from the center to the goal in moments, but there is no way for just 3 people working together to slam dunk either of the other 2 maps. I wonder what it would be like to have an honest-to-God 8 person ops team versus match against a similar group. Actual tactics would come into play, imagine! It'd feel a bit like Ender's Game to me....
  8. As much as I joke though there is a pattern to my attacks, it's just that when my other attacks are refreshing Tracer Missile is the one to spam, because A) it builds up a shield for me, B ) it builds up an armor debuff on my enemies, C) it has a chance to immediately clear the cooldown on one of my OTHER main abilities, AND give that ability a bonus damage, and D), the fact that it takes a couple seconds to fire means it's giving my heat that much time to dissipate. So yes, I can see why people get annoyed by that, but it's still the logical ability to spam once my other attacks are refreshing.
  9. Exactly, and soon you will be penalized for that. Completely wrong way to handle the issue of rage quitters. Unless they ARE planning to narrow the focus on when people who leave early will be penalized, but they aren't bothering to give out any specifics.
  10. I can see that, but I still think it comes down to playing as a team or not playing as a team, and in that regard all 3 are the same. And my issue isn't at all with the game play, I could be pleased or frustrated with any 3 of the maps based on teamwork or lack thereof, but the only one I am consistently frustrated with simply due to playing too much is huttball. I stopped PVP'ing at all a while ago, and now with the "quitters penalty" that isn't going to change. Rage quitting is one thing, not wanting to play any huttball at all, period, is another.
  11. It's not a problem for me, but that's cause I spam Tracer Missile. I know, everyone hates me, I'm ok with it.
  12. So you're the one? Honestly, I like huttball, it is a good game, but I don't see how anyone could not get burned out playing all the time.
  13. I like the idea of training grounds, really if it was just an issue of storyline they could come up with something, but it's obvious they don't want to and don't want to tell us why. The equal team thing is something I've thought about, and when they introduce match-making in the mythical patch 1.2 they may even have something like this planned, but my thought was that they need some way to for someone to specify a level 50 "tier" to play in. My first idea was to set HP levels, 13k to 15k, 15k to 17k, etc, so all players in the match have that level of HP. It's not perfect because some classes have more HP than others, but it's a start.
  14. Honestly before I ever played any PVP matches in SWTOR I would have said "I would totally prefer to play against the Republic, that's what PVP is all about!" Now, after playing huttball again and again unendingly, I don't care if I was playing against a team of frickin' circus midgets with rocket launchers and bowie knives, as long as it's NOT A GAME OF HUTTBALL.
  15. These are both valid points (except the re-roll thing, add to the conversation, don't avoid it), but for the same reason why it's ok to play Huttball against the same faction I feel like they could immediately address part of the issue by opening the other current warzones the same way. If they forced us to only play warzones against the opposite faction it would actually be BETTER in my mind. Sure you may end up waiting longer for a game, but then at least it would have more variety and less likely to get burned out over the same one every time. And I agree, the change to Ilum will likely give us more Republic's queuing up, but it will do the exact same on the Imperial side, so statistically speaking the ratio should remain constant. But it's still a step in the right direction, because as is Ilum is wasted, this at least helps get us the reward we are trying to get from Ilum without having to try to actually go there.
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