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Heideggar

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Posts posted by Heideggar

  1.  

    Yeah, it's not 8s. It's 20-30s easy.

     

    It's easily reproduceable too. Any programmer worth their salt, looking at a parsing data file, should be able to find the prob in like 10-15min, and a deployable fix in a few hours.

     

    But hey, I'm just an aeronautical software engineer, what do I know about debugging critical systems.

     

    I'll tell ya one thing I do know though, when my customer tells me there's a problem I get off my arse and look into it : )

  2. To add to the OP's list:

     

    - Terrible Customer Service

    - Lack of communication by Devs on important issues

    - Lack of many game functionality/features that are standard in other MMOs.

    - Lack of playing experience by Devs to properly balance PvE and PvP issues.

    - Poor Client/Server coding scheme for environment loading.

    - Lacking a lot of quality of life features.

    - Lack of a "I'm a star wars hero, I matter." feel. Did you guys see how fast those speeders traveled in Return of the Jedi? You Devs should go watch the original three movies at least once in your lives.

    - Space Combat is on par with a roller-coaster. It was nice seeing the scenes of the mission the first couple times, but since I can't actually drive this sucker, I'm clearly not the pilot of my own ship. Enemy ships going -past- me so I can shoot them from behind is beyond retarded. No sense of realism whatsoever with that. But you have to do that since you won't let me pilot my own ship.

    - Lies and Half Truths. Devs knew rated warzones weren't going to be ingame for a -long- time. They knew their combat log feature sucked. They don't even address current 1.3 changes on the PTS, where hundreds of people are voicing and viewing their opinions. They are desperate to keep people paying instead of working hard to increase people's desire to play, and that's what's the worst of it all.

  3. What? I can't follow someone around on my Operative and put them to sleep, wait for their resolve bar to go down, and put them to sleep, wait, sleep, wait , sleep... so sleepy... lol.

     

    I did this once to a guy for at least half a huttball match. We lost huttball. lol.

  4. I dunno. A while back (3 weeks maybe) I was PvP'ing and this guy was just standing in our pit telling everyone on our team how bad we were. It was getting super annoying, and we all asked him to just leave. So I asked everyone to vote kick him, and he laughs saying he's not going to go afk and wants to watch us lose. We all voted and he went bye bye, another guy came in, and won 3-2.

     

    So yeah, I thought the vote-kick system only worked on bots and afk'ers. We didn't expect to see that guy leave right after voting. So I'm not entirely sure how the system works. Maybe there's a second part to it that has something to do with not having been in combat for a period of time instead of truly being afk.

     

    Ex.

     

    Either...

    1) People vote you afk, regardless of being in-combat or not, you get a box to click.

    or

    2) You haven't been in combat for a long time, got voted on, and get auto-kicked /w no box to click.

  5. I can give my team 30-45s to come help (Jugger DPS). That's why I ask for help right away. I can instantly get into combat once I break a CC using any of a number of abilities. So being Mezzed/Sleep isn't an option for a double stealth team vs a juggernaut doing it right.

     

    My BH has his stealth probe detector and his flame turret that can be done on the move. Stealth teams can't get him.

     

    My sorcerer rarely guards because he's a healer 95% of the time, but when he does he can cast lightning storm non-stop for a -very- long time on himself. Of course you have the obvious knockbacks, sprints, stuns, etc. to get you away from the Mezzer, into combat, and to the person capping... if need be.

     

    My stealther protects nodes a lot, which makes it super easy by his obvious talents as an operative.

     

     

    So that's how I prevent teams from ninja capping nodes I protect. I don't have tips for classes/specs I don't play, sorry, but it's quite easy to prevent with the ones I do play.

     

    Good luck.

  6. If I'm solo-guarding a door I'm not there to defend the door against all attackers alone. I'm there to give my team time to come over and help prevent their team from capping. So I immediately ask for help (Ex. West x1 stealth). At least one person should be able to come over and support. If a second stealther comes over to hose you, that's the rest of your team's fault. You're doing all that you can to give your team the best chance. One thing to do is to make sure you quickly hit the person capping the door as soon as you get out of the CC. There's no time to be mouse-pecking at buttons for this sort of play. Your position in relation to the door matters depending on your spec. As a juggernaut I prefer to be far from the door. This lets me use saber throw and force leap (always saber throw first), and if there are two stealthers I can move from one to the other so I don't get double CC'ed.

     

    It's preventable by skilled people.

     

    A route I like to use with my operative in our premades is to simply kill the person guarding the door, especially if the person isn't a tank. Either way though, if you don't get off some defensive cooldowns and have a friend help, you're dead in about 5s.

  7. I'm not surprised. Bioware is uncreative in their ways of addressing balance issues. Instead of nerfing Biochem they could have given other professions something. It's easier to nerf 1 than develop something new for 3; even though it'd make the playerbase happier with the latter than the former...
  8. Slows, LoS, and dispells are what annoy my Pyrotech the most. They also have no defensive capabilities outside of a small damage mitigator and light heal. Now, if you let me get into a rotation on you, and you do nothing, yes, you're going to feel like I bent you over a barrel.

     

    I destroy Pyrotechs on my Juggernaut (Rages).

    I slow, LoS, and dispell incendiary missle when on my Sorcerer healer.

    I get E Z kills on my operative (rogue).

    I open up on them (because they're often turret standing idjits) with my Pyrotech, then sneak up on them and do a mid-close range burst to finish.

     

    I've never run into a Pyrotech that was 'godly' by any means. You're mad because they have top dps at the end of the warzone!? And they hit you hard when you allowed them the opportunity to hit you hard?

     

    Run FRAPS or something. I wanna see *** you're talking about.

  9. If I could cast while moving that may be all I need. I can speed burst, I can slow, I can knock back, I can stun, but all these are severely diminished when I have to stop to cast my heals (excluding barrier). To heal 8k hp (half someone's health), on average, that'd take me two casts, or about 5seconds. Nothing I have gives me 5 seconds of uninterrupted casting.

     

    Of course, I get slowed and rooted like crazy anyways, so while if I had the option to heal on the move, I wouldn't realistically have the opportunity a whole lot during the times I'd really want it.

     

    The resolve bar not accounting for roots and snares is a bit of a joke.

  10. My two nodes are double penetrating your shields.

     

    If you're good, you could triple, but that usually doesn't last long. The benefits are pretty good, but your team may get exhausted... sometimes having to go back to single shield penetration for a while.

  11. Three newb marauders fresh off the FotM bus all force leaped to me only to have my Juggernaut hit all three for 7k each. They all vanished on me. A few seconds later they all pop back up on me. They should have ran, because now my smash is off cooldown again. My only 3-in-1 kill not using a trap or bridge.
  12. For someone who is a member of the Dark Council I haven't done anything related to their business since joining. I haven't sent a murder squad after someone, or ordered a fleet to bomb tauntauns (If you could smell them you wouldn't think they're that cute.).

     

    It feels that once we hit 50 there is no more storyline to the game and it's back to the standard raid scheme.

  13. I'd probably say the DKP analogy for performance in warzones was good if it weren't for certain mechanics like:

     

    1) Pulling healers from groups running the ball in Huttball. Moving a healer away from a fight is on par with having them dead. In some cases you don't want them dead because it could move them onto defense, which could be on the other side of the map. You aren't dps'ing, but you are providing a big boon for your group.

     

    2) I can push, pull, yank, knock back, slow, stun, etc. to people, causing them to die in traps (huttball) or fall off bridges (voidstar). They do great damage and aren't applied to the damage you do in a warzone.

     

    3) Inflated dps numbers from certain classes that do AoE damage instead of single target killing key players to accomplish mechanics goes against the DKP mantra.

     

    4) I could slam everyone for 5k, or I could AoE stun them to throw the ball. Some of us are busy running mechanics instead of DPS'ing. DPS'ing is a secondary for many of us in particular warzones, and even more/less depending on group makeup. The stealther waiting on the bridges or in the endzone isn't doing damage, nor is the ball carrier, but they're putting numbers on the board for a win.

     

     

    So, it's an interesting theory, but definitely has gaping holes. : )

  14. Nope. I stopped PvP'ing on Iron Citadel (4 characters). I thought about leveling another character, but remembered it's boring without PvP, and the 1.3 legacy system will make it faster anyways.

     

    Iron Citadel used to be instant queues with 1-5 min queues on off-peak times. (190+ on fleet). Now it's like 35-45 on fleet during peak times with 10-15+ queues. Off Peak times are like 30-45 min., and if you get into one your chances of getting into a game in progress and/or against a premade is extremely high.

     

    I'll probably try to find a guild that does a lot of premades just so my time isn't wasted.

  15. It's a good thing we have people like you who still believe that force and tech attacks means it's not mitigated by armour. Most force attacks are ENERGY, which is indeed affected by armour.

     

    Force lightning, chain lightning, lightning storm, lightning strike, shock- ENERGY. It's mostly dots that are internal/elemental- and a good chunk of pyrotech abilities too. It's actually a rather small amount of abilities that deal internal/elemental- take sorcs, their internal damage comes from affliction, which is a very slow acting dot, creeping terror which is there for the root and does pitiful damage- and death field which does hit hard- every 15 seconds (around 3-4k on a crit, up to 5k with best gear/adrenals popped).

     

    The main class that'll ignore most of your armour is the pyrotech- with all their fire abilities and dots... even then, weapon, energy and kinetic damage make up far more percentage of damage than internal/elemental ever will- and since a good chunk of internal/elemental is dots, it's easy to cleanse and does slower damage that's much easier to be healed through/react to/kill them before the dots get you.

     

    Just because your use force to cast those abilities doesn't make them force attacks. You'll need to go to your skills tab and look at which are defined as force abilities.

     

    You forgot a strong force attack in your sorcerer's rotation too.

     

    Come back when you've looked at that tab again. You need to bone up on some things.

  16. Oh, so winning is only based on gear now? Hmm, what happened to skill, strategy, and working as a team? I didn't see that getting taken out in the last patch notes. : )

     

    Some people have bad streaks because of always running against a good premade team, but if you're losing 100% of the time it's probably because I see you and leave the warzone ASAP. I need skilled and experienced people, not geared people. Gear will come. Gear doesn't automatically make you kill people. Your strategies kill people and get you wins. In fact, knowing when not to kill someone is important, yet counterproductive for gaining medals (aka don't kill people in Huttball if you're about to score, and you aren't near their goal line, you just teleported someone to help support their cause.)

     

    Anyways, KCCO.

  17. I like how a few people brought up the diff in armor between marauder and jugg. It makes very little difference. One says it negates 27%, the other 40%, as an example. Sure, that's true, for certain abilities. Others ignore this entirely and look at other values. For those attacks (elemental and internal), you go by resilience. So, no, heavy armor doesn't mean as much as an ability that negates large chunks of all forms of damage.

     

    Jugg: 40% of 20% of the damage = 8% less damage

    Mara: 27% of 20% of the damage = 5.6% less damage

     

    Lets say it's 50-50 (it's not 50-50. You'd have to be retarded not to use your force and tech attacks as much as possible.)

     

    Jugg: 40% of 50% = 20% less damage

    Mara: 30% of 50% = 15% less damage

     

    I even increased Marauder's damage reduction by 3%, total damage from armor mitigating attacks by 30%, and the difference is 5% less damage Juggernauts take.

     

    Most people are pretty equal as far as damage taken because people use force and tech attacks a lot. When you start getting into armor reduction applications then you see some differences.

     

    5000 x 30% = 3500 remaining

    2500 x 30% = 1750 remaining

     

    With the way diminishing returns works, it's less hurtful for someone with really high armor to dip low than someone with medium or light armor. Stacks of sunder armor take a while though, but that's probably what some people see.

     

    Marauders can be countered in a variety of ways in pure fighting scenarios, but I feel their skill set is just a bit too strong in accomplishing warzone mechanics. Great protectors of doors/nodes, good at harassing healers, strong ball carrying skills, good ball defense/offense, good at keeping people occupied (1 v 4 means 3 aren't helping elsewhere).

     

    So... I can definitely see a few tweaks for them at least in the defensive department.

  18. I tank WZs as a shadow and a BH, and my experience is more "unstoppable killing machine" then "bad". Never buy into theory craft; it's almost always misguided. Even more so, don't buy into theory craft that includes the line "Based on what Georg wrote , here is my guess" followed by a bunch of made up math.

     

    On my shadow I have 23,000 HPs, 40% damage reduction and 13% damage reduction from elemental (and mirrors). I heal 12% of my total hps (2500ish) every rotation, which is about 20 seconds. My 1 minute cool down heals me for 2300. I get the 75K heal medal from time to time, but most matches that's about 60k self healing. Even without even considering my defense and shield chance, this is an awesome spec to PVP in.

     

    As a BH I have damage reduction closer to 60% and cool downs to reduce all damage by 50% while I walk around spamming elemental damage that melts everything in it's path. When you can be top dps in a war zone as a tank, in tank gear, in tank stance, I can't really see what there is to complaining about.

     

    Well, you're right about the made up math at least. Btw, that link isn't theorycraft. It's actual facts. My guild tested it to make sure. So all that defense, shield chance, and shield absorb is just wasted. Whoever you're beating must be -way- undergeared or real bad because the dps you put out is a fraction of what a dps'er does.

  19. Ah young grasshopper.. when you get to 50 you will see. :D

     

    I have 3 other 50s who fight healers and are in full Battlemaster or better. I'm no young grasshopper lil one : )

  20. While Marauders have pretty good damage, they are able to accomplish various warzone mechanics much better than a lot of folks because that damage is being coupled with some pretty nice tools/abilities.

     

    Strong survivability, choosing your fights with stealth, good face time with your targets, and some solid dps are really great characteristics of a class/spec for accomplishing warzone mechanics/goals.

     

    Comparatively, my Rage Juggernaut has:

    Strong survivability, reduce others' damage via taunts/intercede/guard, descent face time with targets, and fairly solid dps.

     

    A well played rage Juggernaut is going to have a very similar overall influence on a warzone match as a rage Juggernaut. I'm guessing rage Juggernauts don't get such publicity because people don't see themselves getting killed by our damage reducing abilities.

     

    As a Rage Jugger and Sorcerer (heals), I don't have probs with Marauders. My Pyrotech BH does, but I think he just generally has problems. It just feels like I'm missing some tools on my BH to make him run smooth.

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