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Uggen

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Everything posted by Uggen

  1. I'm not danish. I've told you I listen to danish rap, nothing more
  2. Would you mind elaborating this paragraph for me?
  3. I'm just putting out the idea. It would have been cool. I mean I'm not gonna organize it, cause that takes time. I don't have enough credits for a price either. But it would have been cool....
  4. Pretty off-topic really, but I've got to ask: On a scale from 1 to 10, how proud are you of your own math skills? Just wondering.
  5. I think everyone agrees that the healer classes needs to be balanced in one way or another. (nerfing scoundrel, boosting mando and sage, or whatever.) We know that the class is not fine, what people are trying to say here is that it is viable. On which I assume you disagree, according to my interpretation of your comment. The problem is that the argument the OP uses to describe this class' uselessness can be used on everything. I can make up such an argument for why for example the scoundrel is bad. "Three dps'ers jump on me and all I can do is to cast slow-release medpack and a few emergency medpacks, which really won't suffice in order to keep me and my team alive. And I can't stealth either, because they always refresh their DoTs on me no matter how many times I cleanse. Then I die. I have lost basically every arena I have played because of this." This is just an example of how false such statements might be, because as I hope you understand, my example is plain BS. An elaborated point doesn't necessarily mean it's valid. And to top it off, people here who doesn't agree with him haven't replied "L2P", they have full sentences to state their point of view. It is correct that mando healer needs a buff, but the class is still viable, and has always been(except 2.0-2.3 IMO)
  6. I have played about 20 solo queue matches on combat medic since 2.4 was released(in full DPS gear), and not one of those matches was against any famous players, so I haven't got tons of experience with arena yet. But from what I managed to gather up, it seems that the difference between mando and scoundrel have equalized(slightly), from rwz pre 2.4. From what I've seen combat medic is absolutely viable, it's just that it will always require more effort than the other healers. Not that you will ever(as far as I have seen) outperform a good scoundrel, but still viable.
  7. DO NOT MENTION THE WORD OF WHICH WE DO NOT SPEAK OF! o.0 On-topic: Hai, Bru. I might come back depending on what the devs will do with the combat-medic tree in 2.5. Until then I am gonna continue to drool after Wildstar videos.
  8. ¨ I understand that my mathematical skills might be trivial compared to yours. I will also accept that the calculation you present to us might be, as you say, super simple math and geometry. There are various reasons to why I do not "comprehend" your arguments. One of them being the fact that I do not take interest in reading tons of numbers, the other one being that it's hard for me to visualize you're explanation in an in-game setting. Another thing I fail to understand is why you so desperately try to prove something to us with arguments that some of us cannot reply to. If you wanted us to take part in your opinion, why type it in a way only some people understand, or even bother to read? Be a little more adaptive I am a member of the "never-EVER-backpedal" community. However it would be very interesting if you could prove us wrong, and that in an adequate way. How about recording a situation in which this technique would be more beneficial? The video could be fixed, for example by having you dueling a friend. It would make it much easier for us to evaluate whether or not this way of moving is better at times, and much easier for you to prove your theory. Though I really doubt the latter would be the case.
  9. (expressed with a french accent) : " Never!".
  10. As you might(or might not) have seen this is not a post made in order to find out who the best pvp'ers are. This is, after all, on a forum. It is made in order to hear others opinions regarding who they believe are the best. It is biased. It is not "unfair" that I believe Jovanna is the best marauder on ToFN, or that someone else believe Jojel is the best. If you do not agree with the others opinions, why not make a list yourself?
  11. Teach me how to spam an ability with 1min and 30 sec cooldown plox.
  12. I am fully aware of this. I am simply suggesting it one more time. Because IMO that, plus reduced cd on adrenaline rush is all we need.
  13. Hello, I am making this post in order to have other players consider and comment two suggestions I have regarding the merc/mando for the gunnery spec. First of all, don't misunderstand, I am aware that the commando is in a relatively good shape atm. These tweaks are small adjustments to fine-tune some of the commando's utility abilities. It is not a suggestion to make the class a whole lot better, but to finish and polish two abilities that I believe is not doing it's job. The first ability I am gonnna talk about is adrenaline rush. This ability was recently changed to making it activate at 30% hp and rapidly heal yourself up to that same percentage if you're HP should drop any lower. While I might consider suggesting making it healing you all the way up to 35% hp, or making it activate at 35% hp and heal you up to 40%, it is not something I am going to emphasize in this post. It is the cooldown that I believe first and foremost needs an adjustment. The cooldown on adrenaline rush is on 3 minutes, which in my opinion is far too long. I am not saying adrenaline rush should be the equivalent of for example "guarded by the force", but the cooldown is simply too high. I would suggest having the cooldown on around 1min and 30 seconds(somewhere around there) in order to make it a useful ability more than a maximum of 4 times in for example voidstar. Long cooldowns are never good in MMOrpg games like these and they should be reduced. The second ability I would like to suggest a tweak to is stockstrike. While most people might wonder why I believe this particular ability should be adjusted, most experienced mando/mercs would know how important the stockstrike snare is in order to either kite or run away and then cast a grav round/tracer missile before the snare is over. But while snaring the opponent and then using grav round/tracer missile works on most players, the ability alone just doesn't suffice in a situation against a competent player. the fact of the matter is, any kind or snaring, slow or ranged interrupt(shadows/assassins) makes the snare alone completely useless. the ability will have to be used in a combination of either "hold the line" or "concussion charge" in order to work effectively against a player who can press the slow, snare or ranged interrupt( (shadows/assassins)when you are casting your grav round). While I agree the snare should not be an ability that makes you a kiting god, being forced to use another cc ability in addition to the snare each time you face good players reduces it's effectiveness by too much. Therefore I suggest that the stockstrike, in addition to the snare, gets a knockback effect aswell. Not a long one, maybe around 1-3 meters. the range would obviously have to be looked into to make it balanced. This nearly ensures you, that if you use stockstrike and run away 5-8 more meters, you will be able to get the grav round/tracer missile. While I understand that people might think having a rather safe way of getting the first grav round/tracer missile on the opponent without using the tech override is a little too good, it is absolutely necessary for the merc/mando to activate it in order to be effective. This will not make the mando/merc a lot better by any means, it will simply allow it to use the stockstrike as a good kiting ability. thank you for your time. Please read through and tell me if you agree or not, or have any suggestions yourself. Sincerely, Uggen.
  14. Hello, I am making this post in order to have other players consider and comment two suggestions I have regarding the merc/mando for the gunnery spec. First of all, don't misunderstand, I am aware that the commando is in a relatively good shape atm. These tweaks are small adjustments to fine-tune some of the commando's utility abilities. It is not a suggestion to make the class a whole lot better, but to finish and polish two abilities that I believe is not doing it's job. The first ability I am gonnna talk about is adrenaline rush. This ability was recently changed to making it activate at 30% hp and rapidly heal yourself up to that same percentage if you're HP should drop any lower. While I might consider suggesting making it healing you all the way up to 35% hp, or making it activate at 35% hp and heal you up to 40%, it is not something I am going to emphasize in this post. It is the cooldown that I believe first and foremost needs an adjustment. The cooldown on adrenaline rush is on 3 minutes, which in my opinion is far too long. I am not saying adrenaline rush should be the equivalent of for example "guarded by the force", but the cooldown is simply too high. I would suggest having the cooldown on around 1min and 30 seconds(somewhere around there) in order to make it a useful ability more than a maximum of 4 times in for example voidstar. Long cooldowns are never good in MMOrpg games like these and they should be reduced. The second ability I would like to suggest a tweak to is stockstrike. While most people might wonder why I believe this particular ability should be adjusted, most experienced mando/mercs would know how important the stockstrike snare is in order to either kite or run away and then cast a grav round/tracer missile before the snare is over. But while snaring the opponent and then using grav round/tracer missile works on most players, the ability alone just doesn't suffice in a situation against a competent player. the fact of the matter is, any kind or snaring, slow or ranged interrupt(shadows/assassins) makes the snare alone completely useless. the ability will have to be used in a combination of either "hold the line" or "concussion charge" in order to work effectively against a player who can press the slow, snare or ranged interrupt( (shadows/assassins)when you are casting your grav round). While I agree the snare should not be an ability that makes you a kiting god, being forced to use another cc ability in addition to the snare each time you face good players reduces it's effectiveness by too much. Therefore I suggest that the stockstrike, in addition to the snare, gets a knockback effect aswell. Not a long one, maybe around 1-3 meters. the range would obviously have to be looked into to make it balanced. This nearly ensures you, that if you use stockstrike and run away 5-8 more meters, you will be able to get the grav round/tracer missile. While I understand that people might think having a rather safe way of getting the first grav round/tracer missile on the opponent without using the tech override is a little too good, it is absolutely necessary for the merc/mando to activate it in order to be effective. This will not make the mando/merc a lot better by any means, it will simply allow it to use the stockstrike as a good kiting ability. thank you for your time. Please read through and tell me if you agree or not, or have any suggestions yourself. Sincerely, Uggen.
  15. Hello, I am making this post in order to have other players consider and comment two suggestions I have regarding the merc/mando for the gunnery spec. First of all, don't misunderstand, I am aware that the commando is in a relatively good shape atm. These tweaks are small adjustments to fine-tune some of the commando's utility abilities. It is not a suggestion to make the class a whole lot better, but to finish and polish two abilities that I believe is not doing it's job. The first ability I am gonnna talk about is adrenaline rush. This ability was recently changed to making it activate at 30% hp and rapidly heal yourself up to that same percentage if you're HP should drop any lower. While I might consider suggesting making it healing you all the way up to 35% hp, or making it activate at 35% hp and heal you up to 40%, it is not something I am going to emphasize in this post. It is the cooldown that I believe first and foremost needs an adjustment. The cooldown on adrenaline rush is on 3 minutes, which in my opinion is far too long. I am not saying adrenaline rush should be the equivalent of for example "guarded by the force", but the cooldown is simply too high. I would suggest having the cooldown on around 1min and 30 seconds(somewhere around there) in order to make it a useful ability more than a maximum of 4 times in for example voidstar. Long cooldowns are never good in MMOrpg games like these and they should be reduced. The second ability I would like to suggest a tweak to is stockstrike. While most people might wonder why I believe this particular ability should be adjusted, most experienced mando/mercs would know how important the stockstrike snare is in order to either kite or run away and then cast a grav round/tracer missile before the snare is over. But while snaring the opponent and then using grav round/tracer missile works on most players, the ability alone just doesn't suffice in a situation against a competent player. the fact of the matter is, any kind or snaring, slow or ranged interrupt(shadows/assassins) makes the snare alone completely useless. the ability will have to be used in a combination of either "hold the line" or "concussion charge" in order to work effectively against a player who can press the slow, snare or ranged interrupt( (shadows/assassins)when you are casting your grav round). While I agree the snare should not be an ability that makes you a kiting god, being forced to use another cc ability in addition to the snare each time you face good players reduces it's effectiveness by too much. Therefore I suggest that the stockstrike, in addition to the snare, gets a knockback effect aswell. Not a long one, maybe around 1-3 meters. the range would obviously have to be looked into to make it balanced. This nearly ensures you, that if you use stockstrike and run away 5-8 more meters, you will be able to get the grav round/tracer missile. While I understand that people might think having a rather safe way of getting the first grav round/tracer missile on the opponent without using the tech override is a little too good, it is absolutely necessary for the merc/mando to activate it in order to be effective. This will not make the mando/merc a lot better by any means, it will simply allow it to use the stockstrike as a good kiting ability. thank you for your time. Please read through and tell me if you agree or not, or have any suggestions yourself. Sincerely, Uggen.
  16. Areeeeenaaaa!!! Yeah!!!!!!! .......+1
  17. Can't people just transfer and see how they like ToFN instead of having the competition over the forums? Personally I would love seeing more teams on this server, and I hope you will find your new destination satisfying.
  18. Uggen

    Server

    Hey, TOFN member here. Since it seems you guy are having login issues aswell, are anyone of you getting the "1003" error after trying to login to the server?
  19. I hope you understand that this is the SWTOR forum? The threads here are meant to concern this game and how to improve it. However, this thread contains a completely irrelevant discussion regarding a completely different PvP system. The whole point of this thread is very unconstructive, because we all know these suggestions will never be implemented. Get real. Additionally, if this thread was meant solely for solutions to a better PvP system, the ideal recipe on such a thread would not include a title with "I like DAOC, I Like WoW, I like WAR, I like...".
  20. Idc what game you like, you don't have to bother the SWTOR forum about what games you fancy.
  21. How about giving us back the pushback on stockstrike and keeping the mezz? That way people can't just use a slow to prevent the mezz from being useful. I assume the idea was: someone charges you, you stockstrike, he is mezz'd. Run one or two meters, and cast a GR/TM. Works if the opponent has sh|t-for-brains, but if the opponent spends a random slow, the mezz is a waste. You will not be able to run away from him and thereby cast a GR. You are forced to use insta-attacks or other cc/utility moves. So what is the point of the mezz? A combination of knockback+mezz on stockstrike would have fixed the mando/merc completely, IMO. That and make adrenaline rush activate at 30-35% hp and heal you to 35-40%. And reduce it's cooldown. 3 bloody minutes on adrenaline rush? w00t?
  22. No, you do not need to have them targeted to know what they are casting/doing at all. I repeat, you do not.
  23. This was just a random wz I did right after 2.0 dropped. This is in level 50, and I am naked for bolster luuv. Don't know if it will suffice. It is with naked bolster, but at the same time, it is in lvl 50. Uggen commando HPS:1589.82 http://i.imgur.com/jkWR8Lp.jpg
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