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ndruo

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Everything posted by ndruo

  1. And while you're at it, make class story instance difficulty scale with player level. I'm told I'm the best gunfighter that Braden ever saw. Where did I get my chops? Maybe it was Alderaan, or the snowy wasteland of Ilum? Let me choose!
  2. Tank/healer combinations are very, very strong in PVP.
  3. Except for those torhead tooltips won't tell me (or other players) what the animations look like, only what the abilities are.
  4. bumping and adding five stars to grab attention - please contribute!
  5. Attention PVP'ers: I want to know when I can hit someone who's locked up. But I am bad at this game and have no clue what's what. So please, tell me what your CC's name is, a description of what its animation looks like, and whether it breaks on damage. I'm going to make a list of this for everyone's sake. Help me out, please. It will look like: =========================== REPUBLIC ALLIANCE Trooper Cryo Grenade The target will be frozen in place and very conspicuous white spikes will form a crater underneath the target. Concussion Shot The target will have his head and weapon down, with a swirling particle effect around his head. SITH EMPIRE Imperial Agent Debilitate Target has a knife sticking out of their chest and convulse as white energy pulses through them. Flash Bang Target will cover his eyes and have a white glow around their head. Sleep Dart Target will go slack on his feet, appearing to have been put to sleep (usable from stealth only). Thanks to: Pawe
  6. You mean you won't find people who work with you, right? You're not one of those former arena players are you? The ones who think their skill and focus on a dead game somehow make them more skilled than anyone else in this one?
  7. Crybabies have no place in PVP. If you and your guild can't hold your own against a Sith equivalent, then that's kind of it - no amount of numbers or gear will fix that. Besides, level 50s are doing other stuff like farming Ilum or fighting other 50's. You don't do this for progression or power. You do this to cull the herd.
  8. (you can replace Sith with Republic if you're on one of those few servers where the imbalance leans that way) TL:DR - grief Sith, make it great to be Republic. The thing about baby Sith is they will grow up into big, strong Sith. They're a lot easier to deal with when they're babies. So you go to Tattooine, Balmorra, Alderaan, wherever... You go to these places and you slaughter them all. Every last one. And you let them know that the only way to avoid this is to roll a Republic alt. This is called population control, friends. This is how you get the Republic to grow - by shunting new Sith characters to your faction. You force them to make a Republic alt to avoid the pain, and you show them how good it is to be on your side. And you make damn sure that it's good to be on your side. Everytime somebody does something good in a WZ, you say "good job," "nice score," "good cap," "nice defense!" or something like that. All it takes is some props. So when it comes to Sith alts, as a Republic soldier take it upon yourself to beat them with the stick, the rocks, the grav rounds, or whatever. You just beat them. But you make damn sure to give them the carrot when they switch over.
  9. I guess what I'm trying to say is: "We're next."
  10. Commando + Vanguard combo is ridiculous. You have the best soaking tank in the game combined with the best single-target healer in the game, who also just happens to be wearing heavy armor.
  11. Commando healing is awkward pre-27. Once you get 3/3 Field Triage, it gets much more manageable. You'll always have trouble in heavy-AOE situations, but thanks to our skillset we have enough healing to not only make us the hands-down best tank healer in the game, but to offer up a spot heal here and there around an Ops group. in PVP, Commando healing is unmatched. The combination of durability, longevity, and burst healing guarantee that you will frustrate the hell out of the enemy team. Just don't be an idiot and Hammer Shot your buddy unless you're trying to peel the enemies from a capture point/door - it's a surefire way to attract the attention of people who want to do very, very bad things to you.
  12. WRONG. He has 50 bullets with your name on it, and a long list of names.
  13. Non-troopers whine about how we can win by spamming nothing but Grav Round, and our ready argument is "it's more than Grav Round! People who just spam Grav Round 'til they're out of ammo are really bad at the game." We would be right, if that's what the people who were killing them were actually doing. It just turns out that Grav Round is by and large the only castbar we show them, so that's what they think we're doing - and it pisses them off greatly. But they're not that far off from the truth, and we know it. Positioning doesn't matter for a Gunnery Commando, because as long as we get the first shot off we are probably going to win a given fight. The 3 grav round --> Demo Round combo is incredibly strong, given how easy it is to spam. If that doesn't dust them, then a HIB + Full Auto more than likely will. It shouldn't be this easy to do this much damage. And we're incredibly durable, so the classes normally responsible for assassinating the back line (ops/smugglers) can't do much against us. Given that we have such a strong toolkit to deal with stealth, it's unlikely that they will get their opener off on us in the first place. The only class that gives me a problem (read: my 1v1 record against this is something around or below 50%) is a Sent/Marauder, but that's only if I have concussion blast and cryo grenade on CD. Besides, he is usually quickly dispatched by the rest of my team before s/he can take me out.
  14. The MOBA genre is a very popular one, and for good reason - it's fairly accessible (each individual champion is fairly easy to pick up), but there's a lot of depth to it (big picture strategy can become very intricate). Typically, this type of game is played from the perspective of a champion, but I think it would make for an excellent WZ if we were playing from the minion's perspective. The traditional MOBA concept is simple: three lanes, each with armies marching towards each other and defensive turrets placed at regular intervals. Players control powerful hero units that march with these armies. At the end of the lanes are well-defended "castle" structures. Destroying the enemy's castle will get you the win. This new WZ I am suggesting would have two lanes instead of the traditional three, and no "jungles." Siege turrets will be placed along the lanes at regular intervals, and you MUST break through a siege turret before the next one is vulnerable to damage. At the end of the lanes themselves, the towers would be protecting a sort of "barracks," which would give a buff to your team's offensive and defensive abilities. The base structure (your main objective) would be protected by two turrets, and the objective is to kill the enemy's main base. Each of the two lanes is occupied by an NPC "champion," a very high damage, very high health/armor, untankable, unhealable NPC who targets the nearest available enemy and blows it up, for lack of a better term. Upon death, these champions would yield large amounts of resources, then respawn and resume their march towards the enemy base. Killing enemy players would reward you with an item that stacks to a really high number, and you could buy upgrades for your "champions." This item would essentially be "gold" you can use to upgrade your team's champions! Whenever you die, you would resurrect at your home base, subject to respawn timers. Here, you could spend the resources you gathered by killing enemy players, champions, and turrets in order to upgrade your side's champions. These upgrades would come in the form of increased damage, increased attack speed, additional health or armor, or if you've got a lot of money, a new kind of attack (your champions will now occasionally shoot rockets, or a sweeping laser, or if you're really rich, all three). You would spend these at your home base in the respawn area. Upgrades would only affect champions - the only thing to make your team more powerful would be the destruction of the enemy's barracks. Skill in this game would affect how quickly you can upgrade your champions - more kills on your team = more gold for upgrades, and your champions will be able to knock down towers with greater and greater ease. Strategy would take the form of choosing the order in which you upgrade your champions. So what do you guys think? This could be really, really fun!
  15. The MOBA genre is a very popular one, and for good reason - it's fairly accessible (each individual champion is fairly easy to pick up), but there's a lot of depth to it (big picture strategy can become very intricate). Typically, this type of game is played from the perspective of a champion, but I think it would make for an excellent WZ if we were playing from the minion's perspective. The traditional MOBA concept is simple: three lanes, each with armies marching towards each other and defensive turrets placed at regular intervals. Players control powerful hero units that march with these armies. At the end of the lanes are well-defended "castle" structures. Destroying the enemy's castle will get you the win. This new WZ I am suggesting would have two lanes instead of the traditional three, and no "jungles." Siege turrets will be placed along the lanes at regular intervals, and you MUST break through a siege turret before the next one is vulnerable to damage. At the end of the lanes themselves, the towers would be protecting a sort of "barracks," which would give a buff to your team's offensive and defensive abilities. The base structure (your main objective) would be protected by two turrets, and the objective is to kill the enemy's main base. Each of the two lanes is occupied by an NPC "champion," a very high damage, very high health/armor, untankable, unhealable NPC who targets the nearest available enemy and blows it up, for lack of a better term. Upon death, these champions would yield large amounts of resources, then respawn and resume their march towards the enemy base. Killing enemy players would reward you with an item that stacks to a really high number, and you could buy upgrades for your "champions." This item would essentially be "gold" you can use to upgrade your team's champions! Whenever you die, you would resurrect at your home base, subject to respawn timers. Here, you could spend the resources you gathered by killing enemy players, champions, and turrets in order to upgrade your side's champions. These upgrades would come in the form of increased damage, increased attack speed, additional health or armor, or if you've got a lot of money, a new kind of attack (your champions will now occasionally shoot rockets, or a sweeping laser, or if you're really rich, all three). You would spend these at your home base in the respawn area. Upgrades would only affect champions - the only thing to make your team more powerful would be the destruction of the enemy's barracks. Skill in this game would affect how quickly you can upgrade your champions - more kills on your team = more gold for upgrades, and your champions will be able to knock down towers with greater and greater ease. Strategy would take the form of choosing the order in which you upgrade your champions. So what do you guys think? This could be really, really fun!
  16. Since you're level 27 you should have 3/3 Field Triage. If your screen is too chaotic, you can use your raid frames to heal (friendlies within your heal range will be lit up). Just make sure to watch out for a "cannot see target" error message. That means you've targeted someone on the other side of a pillar/corner/wall. If you are good at whack-a-mole, then you will make an excellent Combat Medic. In PVP, using a healing hammer shot is a surefire way to attract a lot of unwanted attention to yourself. Don't do it unless you are SURE you want people hitting you (as opposed to someone else). Stand somewhere inconspicuous and drop AMP -> MP combo as often as possible, and MP whenever AMP is on cooldown until you hit 30 stacks of Combat Support Cell. Once you hit 30 stacks, pop your relic, use Supercharge Cells and drop your Kolto Bomb into a crowd of friendlies who are taking damage. The Kolto cloud buff + the SCC healing buff + the Kolto Barrier will mitigate incoming damage and boost the amount you heal by a significant amount. While you're Supercharged, just spam AMP -> MP on whoever is taking damage. These are the foundations of a successful PVP CM: Stand in inconspicuous places Don't use Hammer Shot unless you want 3 people to jump you Enable raid frames and play whack-a-mole with lifebars AMP -> MP combo is awesome Use SCC + Kolto, then supercharged AMP -> MP spam to make enemy DPS cry Ask for tanks to keep you guarded
  17. Yes, it sucks. BETTER IDEA: (I have included a flowchart) [ ARE YOU REPUBLIC? ] [ NO ] [ ROLL REPUBLIC ] [ YES ] [ GOOD WORK, KEEP IT UP! ] Will it happen? No. Because people have their "mains" already, have joined their guilds, met their playing buddies, and are beginning to gel into their permanent characters.
  18. I'm not saying nerf sorcs/sages, I'm saying that sorcs/sages need to stop whining about everything that can kill them.
  19. That's what I'm hearing so far. It seems like 80% of the "nerf x" posts are such that x is a class that can kill sorc/sage. What a bunch of crybabies. I doubt you know anything about the strengths and weaknesses of the classes you're whining about anyways, other than the fact that they can kill you with a core mechanic/ability. Somehow you forgot that your defenses are mobility and positioning, not health and mitigation. If you're dying because they're getting the first shots off on you, then their class isn't overpowered, they just got their opener off on you. You shouldn't be allowing yourself to be easily hit in the first place! 90% of the time, first strike = victory. If you find yourself getting opened on by an unseen target often and dying as a result, then it's a problem with your levels of skill and situational awareness, NOT the overall class balance of the game.
  20. Since death field is a ground-targeted AOE, are you sure about that? To my knowledge, Commandos don't even have a single-spell lockout, much less a silence.
  21. Combat Medic healing is awkward at best until you get 3/3 Field Triage (level 27). Once you get Field Triage maxed out, your rotation and ammo consumption smooth out dramatically. Having only two spells to cast can be a liability (if your MP gets interrupted and locked out, your entire team is in trouble) but that's the tradeoff you make for unmatched burst healing heavy armor ability to heal just about forever
  22. ITT People don't know what "Vanguard" means. They should rename the Commando class to Sexual Tyrannosaurus.
  23. If you want to be Republic, play Republic. If you want to be Sith, play Sith. You assume that Sith PUGs are going to be more effective/successful in battlegrounds. That's not the case. Sith PUGs are just as stupid and disorganized as Republic PUGs because they're PUGs. If you want effective, organized PVP, then join a PVP guild and get in on the premades. You're getting steamrolled because Sith has more premades floating around in WZs, but for whatever reason have yet to find or build a regular premade PVP group on Republic side.
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