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Wintervoid

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Everything posted by Wintervoid

  1. I play a Sawbones/Scrapper Hybrid, and I have to agree with everything above. (I even use the same keybind) It doesn't come up very often, but it is very useful when it does. Tonight in two different hutball games, I was able to take down the ball carrier after being blown off the ramps. I also picked off a few people on lower ramps that were low on HPs and running from a fight while waiting for our ball carrier to get within passing/healing range.
  2. About a week ago in the 10-49 bracket I was in a Civil War group that had 6 Sentinels, 1 Gunslinger and myself, a Healing Scoundrel. I was expecting a long, painful match, but stuck with it to see how it would play out. I was pleasantly surprised when we were able to get the W. Anyone else have some very odd groups, and how did the match go?
  3. That is my point. 5m range is an advantage for a Gunslinger. The self heals are an advantage to a Scoundrel. Neither one is near as good in practice as it is on paper. And for the record, I play a Sawbones, so I don't really care if the DPS trees lose healing.
  4. You mean like at 35m, where a gunslinger can hit me but I can't hit him?
  5. Wintervoid

    I'm a bad

    I do not think most people have a problem with Super awesome elite guy has zero interest in carrying a bunch of scrubs, or holding your hand teaching you how to play and wants to have some personal fun, not be the crutch for you to hobble your baddie self to victory . I think that what people have a problem with Demeans everyone "worse" than him while not trying to win the game.
  6. What if you had a Forfeit button along with a penalty to leaving? It could serve two purposes. First, if 6 members of your team press the button, then your side Forfeits the match. Rewards could be a scaled according to how close a game is to completion. I.E. a 4-1 Hutball match would give 66% rewards. Medal rewards would remain the same. Second, it could act as a tag out, much like the current leaving with one exception. You do not actually leave until your replacement enters the game. You could still leave w/o a replacement, but then you would get a minor deserter debuff. Although I would imagine the final version of this would look somewhat different, what do you think of the concept of allowing a team to forfeit a match?
  7. Tight Huttball game that was tied w/ about 20 seconds left. 3-4 fellow Frog Dogs are in our pit chasing down the ball carrier we just prevented from scoring. We get the kill with about 10 seconds left. I get the ball. I am a healer with full health and team mates nearby. By pure reflex I did what I always do in our pit when there are enemies nearby. I ground the ball. As soon as I pressed the button I realized what I just did. There was just enough time left for me to run up to the spawn point and see the Rotworm team celebrating their win.
  8. I am a Scoundrel and I do use Dots to help prevent capping. I think a few things need to be cleared up though. First, can the Dots be cleansed or not? I always thought that they could by cleanses that cleanse physical effects. On the Scoundrel board, I have read that Dirty Fighting (DoT Branch) can be made ineffective by one cleanse. IMO, if they can not be cleansed, then I do think that needs to be adjusted so that they can be cleansed. If they can be cleansed, I do not see a major issue at all. Second, do shields prevent you from being interrupted while capping? If so, is this not a similar issue but in reverse? Third, Dots really are not that great in PvP as I am sure everyone knows. I rarely used Vital Shot until I learned that it prevents capping. I am pretty sure that I have had people cap while dotted, so I had thought that there were good counters to the tactic in place already. I would prefer that viable counters are implemented to add more stratagy to WZs instead of just taking away this tactic.
  9. Is there a reason no one seems to use Charged Burst when an opponent gets out of 10m? I am a low level (32) Sawbones, so I am sure a high level DPS build will have very different results, but I have found that using Charged Burst in some ranged situations has helped significantly. Also, I have a hunch that 24/17 Sawbones/XX builds will be a good PuG build for dealing with a variety of situations.
  10. I was going to play an Operative because I liked the idea of a Spy character, the story was supposed to be great, and I like the looks of their outfits and ship much better as well. After seeing that Imps were going to outnumber the Republic by a large margin, I switched to a Smuggler. I figured it would be a good challenge. Also, I like the idea of playing more WZs then just Huttball, and faster Que times.
  11. I don't mind too much losing to a premade of fully geared 50s. When those same teams decide to farm the other side for the entire length of the match, I lose interest in PvPing, or for that matter, even playing SWTOR. I just do not understand the mentality of people that farm like this.
  12. Yes. When I first started, Republic seemed to have a slight advantage. I could go 5-6 games w/o a loss 2-3 weeks ago. I switched characters a few weeks ago and have a vastly different experience now. The Imps have 3-5 50s per battle zone, with the rest mostly being in their 30s. The republic has maybe 1 50, and most of the rest 40 or less. I am hoping that when they split the 50s to their own Battlezones, that will make PvPing at lower levels at least playable.
  13. Not in, not expecting to get in for several days. I support the OP's position.
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