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Asbetos

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Everything posted by Asbetos

  1. Even the match quality has risen, at least on the Progenitor
  2. I suppose you took your time to finish the in-game tutorial, read up all the tutorials on the forums and read the tooltips on your components and crew members to understand what you're supposed to do and what you have equipped and what the enemy might have equipped? Oh wait, you obviously didn't... Oh, and here... http://www.swtor.com/community/showthread.php?t=755330 (TY Drako, love pasting that thing) Multiple evidence that gear means diddly squat.
  3. My apologies then. Another 1 of the top progenitor pilots: Silverhazé (Imperial), Purplehazé (Republic). Also, I'm Imperial (Firedemon)
  4. To get back on the RFLs topic a little... I've tried them on a T1 strike last night for 5-6 games. While they are the only lasers available to a T1 strike that can reliably hit at short range (apart from ions), they are just 1 big joke. Using them is like scratching someone to death. Sure, you'll have high damage and high dps, but most of it will go to shields and you won't really kill much. The only thing they're good for is messing around .
  5. Umm guys, doesn't anyone realize that this topic is dead? The OP hasn't posted here in 2 months and hasn't updated in ages. Maybe post a new one if you really want an up-to-date list. Tnx for the mention Alex, you and a few others should be there as well.
  6. Yes, the match was frustrating and I do have a problem with that kind of ship selection, but that wasn't the point I was trying to make. The point I was trying to make is merely that pugs (I presume) on both sides actually listened to what someone was saying and did as they were told. I'm afraid I don't remember which suggestion exactly was yours, but I know there were some pretty good ones in all those topics. Personally, I think the best solution would be exhaustion zones around the capships with a buff that protects players for X seconds. Turning the turrets back on is definitely not even a good temporary solution because it opens space for a perfectly viable (and almost uncounterable) tactic, while what we have now only hurts people that don't know and have a lot to learn anyway.
  7. If it happens, it's an ENORMOUS difference in team quality and absolutely nothing short of cap ships moving in and shooting the opposition can help the losing team. Just last night had a perfect example of it: we were in a 3-man premade and the other team didn't have a premade at all (I think). They stood in a perfect line at their spawn with 4GS, 3 bombers and a Clarion while we stood in a perfect line some 16K away with our 4GS and a few scouts. That was the lamest match I've been in, but both teams were coordinated, whole teams. I have quite a few more stories like that. Sure, it's not always possible and not every random pug has the brain capacity of listening and actually doing what people say, but it does happened often, I'd even go as far as saying MUCH more often than spawn camping. P.S. Imagine what that match would be like if the turrets were on, this way they at least needed some player piloting to protect the GSs.
  8. The biggest issue with RFLs is that the meta revolves around burst damage. Whilst it may have higher sustained damage, it takes ages to kill something with them. Just imagine shooting a sat humping bomber with them: you get a few shots in and he's back behind cover for a few sec - enough to restore enough shields to make your shots right next to useless, or a scout: maybe you even get his shields down, but he got warned early enough to react and get the heck out of RFLs range (an easy task). To compare that with Quads: scout shields are obliterated in what, 2-3 shots? That's hardly enough time to react for most pilots. I was thinking about using them on my T1 Strike, but for reasons stated above I'm not ready to give up Quads and I'm not ready to give up Heavies because I want to be able to 3-shot turrets or finish off people with low hp, but high shields.
  9. Why? Let's say we are both players that started playing WoW (will use WoW WotLK since I am more familiar with it's systems than SWTORs) at the same time. I have time to play 2-3 hrs every day while you have 8. If the lockouts didn't exist, you could spend 8 hrs farming ICC and get (blurting out a number), 100 Frost Emblems, while I could only get ~30. The end result of that: You're done collecting all gear in a couple of weeks max and get bored. I, on the other hand, am so far behind you and other people like you that no one will take me on raids because my DPS is too low/can't hold aggro/can't handle healing huge pulls. So we're both paying the same money, but you're effectively finished with the game while I've barely scratched the surface. Ends up with both of us quitting the game... I'd be happy with that as well, it's still a good way to earn some creds.
  10. That system would be the same as if you were able to buy WZ or PvE comms with creds which doesn't exist because the whole point of it is to limit the speed of collecting gear (aka prevent nolifers from getting the best available gear much faster than casual players). What OP and most other people here are asking for (including me) is that we can do the same as the PvPers and PvEers already can with their excess comms.
  11. You also didn't mention that they get points for 10 wins in ranked, which we don't. Yet another punch in the face for the GSF players, after "it's not meant to be competitive", "we'll make a balance sweep in the next patches", nothing new for quite a while, we should really be used to the fact that EA/BW doesn't care much about GSF anymore.
  12. Yet another one... You have 3 spawn points which are selected randomly whenever you respawn. In my 2000+ games I haven't seen all 3 get camped even once, sooo... It's your own damn fault if you get camped. P.S. Next time read the forums before you post, there have been several threads like this recently.
  13. Scout TDM: Firedemon - S-13 Sting - Mandalorian Hunters - The Progenitor - 121,530 Damage Firedemon - S-13 Sting - Mandalorian Hunters - The Progenitor - 15 Solo Kills Performance
  14. Bomber deathmatch: Firedemon - B-4D Legion - Mandalorian Hunters - The Progenitor - 38 Kills & Assists
  15. Some ships are may be a little under the par, but what you're gonna be good at depends mostly on your preference. Cartel ships are only going to get you some upgrades a little faster, but not much. Those guys are blasting you down so fast because they have practice, know how to evade and when to shoot, something you have yet to learn. Bottom line: stick with it if you like it, ask questions, read tutorials, you'll get better
  16. No, you died and there's no performance tab SS to prove that you did all that on the bomber.
  17. Strike Fighter TDM: Firedemon - FT-6 Rycer - Mandalorian Hunters - The Progenitor - 121,708 Damage Firedemon - FT-6 Rycer - Mandalorian Hunters - The Progenitor - 148,60 DPS (calculated) Firedemon - FT-6 Rycer - Mandalorian Hunters - The Progenitor - 34 Kills & Assists Objectives (general and bomber): Firedemon - M-7 Razorwire - Mandalorian Hunters - The Progenitor - 557 Objective Points TDM 50: Zyka - SGS-45 Quarrel - The Progenitor - 40 Assists P.S. Little mistake in TDM 50, Total Kills and Assists: I'gor with 43K+A is ahead of Purple-font with 45K+A
  18. I really don't get people that compare how important gear and skill are when they have neither. To every normal gamer out there it's obvious that you simply CAN NOT have the skill (and, by extension, right) to say that the game requires no skill, yet people somehow always do that. Kudos to those few newbs on the forums that actually admitted they are new and don't understand, but are willing to learn. From my experience, those do evolve into, at worst, decent pilots.
  19. Why remove anything? The fact that you find something useless does not mean that everyone finds it useless. Most of those things that you want removed are saved in the database and are really simple to display to the player, so why not, at least some will find it useful. Additions? Definitely, I'd put the emphasis on the healing and more detailed damage breakdown as the most important ones.
  20. I didn't ask you to post his name. Oh, and I forgot to mention the simplest answer: Damage Overcharge! Please post your build, too many variables this way...
  21. Impossible. Damage calculations are done on the server, and there's nothing client-side you can do about it. Interdiction drive + Tensor Field? Theoretically possible, but I've never seen anyone lag and do well, (seemingly) on purpose or not. Most of the time, it'll just put the person using it into an asteroid/mesa/debris/sat/whatever.
  22. Indeed, come to Progenitor, but Rep side, we have some nice blasters for you
  23. You're right, I didn't read carefully enough and I misunderstood you. Sorry, my bad.
  24. Nothing strange about those numbers. Look here what people are doing, and even that probably isn't the highest: http://www.swtor.com/community/showthread.php?t=746710
  25. It's not easy to get noticed next to him
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