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JackBauerFTW

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  1. Yeah, the massive zerg on zerg force lightning each other didn't really work. But why not have something along the lines of, lets say, 10 minutes lockout from gaining a comm (or whatever reward they decide) from the person you just killed. Would stop farming, but encourage people to look for new fights instead of camping the same one over and over. Either way, plenty of food for thought here bioware...
  2. 10-20?! I'd be over the moon with 1 comm per kill. I can't even begin to tell you how much i've enjoyed pvping with my friend on ilum this week. Even with no reward. Open world pvp is a godsend. I would love them to just leave the gree event on fulltime, not have it as an event as such, but release new featured gear or items and increase the amount needed for them massively. Also like said before add a comm per kill. Anyway, the difference it makes towards people perspective of class imbalance from warzones too is amazing. When you don't have to chase a bloody ball around a map, or restricted to ledges and choke points just to get flattened by 8 people.
  3. So much QFT in this. The amount of times i have seen the entire group follow me back to middle and leave one of the sides unguarded is unbelievable. I would like to suggest an optional name choice of 'Mong player' for these players too.
  4. http://www.torhead.com/skill-calc#200rsModdfdMZfrzRkr.3 Just out of curiosity, what gear are you picking up with this spec?
  5. Off topic - The guild you're fighting, just curious if that is Trinity from MxO?!!! On topic - Yeah it is a joke, one of several hundred that need addressing...
  6. Shows how ridiculous objective style pvp is. Lets all meatshield to knock people off an objective, for 20 minutes. No skill required, no team work required. You just need a tool on the opposing team to get tunnel vision and a ninja cap. Same with voidstar. Same with Novare. Only one that resembles any co ordination is Hypergate, and that's because if you meatshield, they gain points. Which is how it should be
  7. Only thing that would keep many new pvpers after 2.0 was a let down, is a decent open world system. Not new lore. Not new achievements. Not new cartel stuff. And also, open world pvp would stop half the whining about class balance, 2.0 healing, etc etc.
  8. Now as much as i would like to agree with this statement, and try my hardest to do with a team full of morons. It just doesn't make any difference when the warzones are filled with objective based targets. When all the healer has to do is lob a frag grenade or force quake to disrupt an entire teams worth of capping then it makes no difference. You focus 1, it gets healed, you focus 2, it gets healed. You attempt to lead them away, they run back just to throw a frag grenade in before they die. And as much as i'd love to see people using their brain over another nerf, (no one wants to see more nerfs) it just isn't possible in objective based gametypes. Now in open world pvp, that's a different matter entirely. There wouldn't be half as much QQ, if any, about class balance or healer bias if there were open world...
  9. Been imperial since beta, about to roll a republic, think its about time, but having narrowed it down to the warrior, im unsure between the two advanced classes. So just a quick question to the guys that have leveled both, which do you guys prefer and why? Are they worlds apart? or do they have quite a few similarities? Which is preferred at endgame PvP and PvE? Any other information you'd like to add, i would appreciate it. Thanks in advance!
  10. No, get some skill, instead of being one of those talentless brain dead sheep
  11. Standard.... Another shadow video showing yet how much the class towers over the others. I wish everyone would stop rolling smash spec, because its covering up the sheer advantage this class has, to everyone.
  12. Yeah, i agree, the engine really does suck and they need to improve it asap if they wish to even consider bringing back open world.(which i hope they are). As for faction imbalances, maybe some form of buff like in warhammer had. 100%/200%/300% increase in valor, comms, whatever, etc. me and my guildies used to roll the weaker side because we preferred the challenge and the massive buff you got when you knew you were out numbered. Made it worthwhile anyway. As for the melee, not too sure on how they can address that. Maybe objective based with fortresses and such. I.E Guild wars 2, Warhammer, Aion (haven't played in years so unsure if people still go for the forts in the abyss).
  13. Couldn't of put it better myself. Be patient with it and you'll reap the rewards towards end game. Also not sure if there is a tutorial video but plenty of montage videos. Yes, i'm aware this shows the good side of pvp not the bad. But if this doesn't make you want to play GS, then i don't know what will. All credit goes to Revy, alot of thanks too. Never looked back on mine.
  14. Your first idea kinda reminds me of the Chip War in RF Online. Loved turning up to those even though i knew i was far off being competitive, be it gear or level wise. At this point ill take absolutely anything for open world pvp. It's the only reason i grind to cap level. End game pvp is all i look forward to.
  15. Couldn't agree more, Expertise is a ridiculous stat. Get rid of it. It will also help out new 50s instead of them getting owned for the first 100 warzones they play.
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