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Thuull

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Posts posted by Thuull

  1. 1. Non-stealth players drawing enemies toward an undefended door in Voidstar when they can easily see there are stealthies there working to plant.

     

    That's a good one. I HATE it when my teammates do this. It's like they're not thinking, or purposely trying to bring attention to you.

     

    I did it once by accident while playing a Sentinel alt. Felt really bad when it dawned on me what I just did. Stupid play.

  2. GW2 pvp looks good. However, I worry that an alliance of large guilds is going to lock down the contested areas within the first month or two and if that is possible and if that happens the game will no longer be any fun for anyone else.

     

    Perhaps the devs have already figured out a way to keep this from happening, but if so, I haven't read anything about it.

     

    I've seen that happen in other games, and every single time the alliance falls apart, or if a single guild it means that the guild is too large to maintain and it splinters. Shadowbane was notorious for this. Yes, during the month or two that the chokehold is in place, it kind of sucks for anyone who's not in the "in" group, but it always sorts itself out in the end.

     

    Human politics is a funny thing. Especially with keyboard anonymity.

  3. I solo guard turrets all the time. If you call inc as early as possible, use dots religiously, and do your best to stall, you can hold off a cap long enough for help to arrive at a side turret if your team is paying attention.

     

    IF your team is paying attention.

     

    0 people at a turret is just begging the other team to take it and seal your fate.

     

    Yup, same here. I play shadow tank, and have very little problem keeping up to 3 people off my node for long enough for help to arrive.

     

    The key really is responsiveness from the rest of your team.

     

    In any given match, I would guess that the average would be two to three times that while I'm at that node alone, in stealth, I end up defending it from (usually) another stealther.

     

    Point is, if no one is guarding it at all, someone will take it away every time.

  4. Considering they would have to build (or copy) all the code from War/DAoC i wouldnt hold my breath for it being in a patch this year

     

    If I knew it was coming, that wouldn't bother me...really. I might set the game aside for a little while until it did, but I'd be back.

     

    Honestly, the rest of the game *is* that good. The leveling experience in particular is great in this game.

     

    Oh, and to the guy that says the thread will be closed, I hope not...we are discussing how these concepts could be applied to the benefit of SWTOR and what that would mean to us, the players.

  5. it should be possible shouldn't it? Throw out lore for the sake of pvp for a min and just think about what server vs server vs server in the star wars universe would be like. SO MUCH FUN!

     

    Yup.

     

    Not just the server vs. server though...but the whole concept of fighting over resources, guild ownership of territory, etc.

     

    Warzones/Battlegrounds/whatever you want to call them will never touch that.

     

    "Grinding" PvP for gear (always a bad carrot) won't either.

     

    Ilum...nevermind.

  6. Stunning someone 5m away isn't a dumb thing to do. Thats less than 2 seconds from the goal line. Why let them walk in? If someone was going to grapple them, they should have done it by now. At least this gives the grappler an extra 6 seconds. Not stunning someone 5m away, when you could have, would be an even worse play.

     

    Another thing I disagree with is standing alone and guarding a base. This most often occurs when a team is losing. They control only 1 base which is never getting attacked, yet they continue to guard it with 1 or 2 defenders. How is your team going to ever make a comeback when you are attacking with 6 vs 8?

     

    You have to risk losing the turret (which usually wont happen) in hopes of gaining a 2nd turret. Almost every team only holds 2 turrets. There is no need to guard a turret the enemy isn't interested in.

     

    Sure guard your only base for a few minutes. But if two people have been standing there alone for 5 minutes, that a major factor in the loss.

     

    There's a qualifier on that "no stun near end zone" thing...the qualifier being "if you can't kill the ball carrier yourself before the stun wears off." If that's the case, there is no point to do the stun to begin with, because you're only delaying the inevitable *and* ensuring that a last second Grapple or Force Push can't possibly work.

     

    On the guarding the base thing...I disagree emphatically except for in the one case where you cannot possibly win the match unless you somehow pull off a three-cap. If you've already lost without that three cap then yes, there's no reason for that one guy to stay and guard.

     

    BUT...if the score is still close, having that last dude leave means that any random stealther (or heck, even someone up in Mid looking down and seeing it undefended) can go ninja that node and turn what could possibly be a win if your team manages to wrestle one node away into a GUARANTEED loss when you get 3 capped yourself when you're already behind.

     

    No, in 95% of the cases, you want to play "a man down" by having someone stay there to keep the yard trash off your node.

  7. Operation leaders who fail to mark healers.

    Did this in alderaan, pub battlemaster premade had a significantly harder time. Did it next queue in huttball, we facerolled to victory while 2 operatives and 2 assassins permaganked the other team's healers.

     

    Hrmm...go pick up a Target Marker. I get mine at a vendor in Ord Mantell outside of the Commando headquarters. Like 500cr, cheap.

     

    Use it on Bad Guy healers, and you don't have to rely on the raid leader.

  8. Awww! Thank you! :) I have my baddy moments, though. I think everyone does, which is why I don't answer beginner questions in a match with shut up, noob! If I did that, I'd have to remind myself of the times I've screwed up even though I know better. Like when I've peeked into the pit and gotten force jumped to by the ball carrier.

     

    /chuckle

     

    Okay, I take it back, you ARE a baddie.

  9. How about not buffing in the spawn. I had 2 Sith warrior classes in the lvl 50 bracket sit there and not buff. Oh and I let them know about it 15 secs before in ops chat.

     

    Had this happen more than once... Usually with warrior classes...

     

    Wow, good add. To add to it, those who don't buff between the two phases of Voidstar...it's an obvious place to make sure everyone around you has their buffs, and so many people sit there with their thumbs in nefarious places for that 30s.

  10. Thanks for the laugh. I've done it, but only if I'm about dead and the only person I can pass to with any health is a sniper on the ramp. But I don't expect the sniper to do anything except pass to someone else.

     

    Edit: Want to piss someone off that is just farming kills, though? Throw them the ball!

     

    LOL. Hell yeah! Chuck it to that Op/Scoundrel when they pop out of stealth to open up on someone, and watch the dogpile happen.

  11. "1. Stun the enemy ball carrier 5m from the end zone when there's not a chance their going to be killed in that time, guaranteeing the score."

     

    why in the world would you complain about that? Happened many a time where the BC was stunned near the goal..then pulled back or knocked back into the pit.

     

    complaining because they used their stun as if it HELPED them score...good lord

     

    Because the majority of the time their resolve bar gets filled, which means that the guy behind about to do a pull gets an "Invalid Target", or the guy in front about to do a knockback which would otherwise put the ball carrier into the pit does nothing.

     

    If someone is in a position to get that guy away from the end zone, stunning the guy first does not help, and more often than not will result in him having any subsequent cc not work at all.

  12. Make a list...what are the things you see people do in PvP that are just plain stupid and make them bad?

     

    1. Stun the enemy ball carrier 5m from the end zone when there's not a chance their going to be killed in that time, guaranteeing the score.

    2. Fight away from the nodes, ignoring the stealther who swung around behind to cap right in front of God and everybody.

    3. Walk away from an otherwise undefended node.

    4. Focus on trying to kill the ball carrier when the tank next to him has him guarded, the healer next to the tank is healing away, and you and one other guy are the only ones there to deliver damage.

    5. As a tank class - not using guard or taunts because you can't be bothered with the extra keybinds.

    6. Mindlessly zerging a well defended node by yourself, somehow thinking that trying the same thing over and over again is going to provide a different result.

    7. Being a hero - trying to carry that ball across to the end zone when you have 4 people on you, and there's a friendly standing there in the end zone ready to catch the pass.

     

    Yours?

  13. Mine was at level 24 or so, on Tattooine in the first Repub quest hub after Anchorhead. I had just gotten Harpoon a few levels before.

     

    A group of five Imps, lowest level 35, had taken over the depressed courtyard in the middle of the hub area. I took a death from them when I went down to pick up a quest.

     

    I respawned right above the ledge of the depression area where the champ guards defend the medical respawn, and proceeded to Harpoon them one at a time up into the guards, who would pulverize them mercilessly.

     

    I couldn't touch them under normal circumstances, so I used the environment to my advantage.

     

    This went on for about an hour, them all clustered down in the depression just outside of Harpoon range. They tried to get more Good Guys as they'd get their quests, but when they came in range to attack, I saved the day and Harpooned their butts up on the ledge to get pulverized.

     

    They eventually went away, their fun quashed by the one lonely Vanguard...but a couple of them did /bow to me on the way out.

  14. I'm on the fence (heh, see what I did there?) on this one.

     

    I can see it being viewed as an exploit, but I can also see it being viewed as a strategic tool that's intended to be there.

     

    It doesn't give either side any kind of advantage over the other...so I can live with it, continue to use it without guilt, and continue to deal with it being used against me.

     

    As long as it's fair for both sides I don't really have a problem with it.

  15. Time to boast...tell us how you play your class "right", especially if they are things that other people don't do that you think they should...

     

    (Okay, in truth, what I'm actually doing here is prodding you into telling me what you do in the event its stuff I don't do and I get to learn something...so I guess technically this is a troll post =)

     

    Kinetic Shadow:

    1. I use guard when appropriate, for example when entering an in progress fight, I find the friendly who is current focus, and guard him *before* I start in with my own rotations.

    2. I use all of my taunts as part of my standard rotations.

    3. I do my best to remove enemy healers from the fight, locking them down as much as possible to allow my teammates to put damage pressure on the opposing team.

    4. I have 32 keybinds, and I use them all.

    5. In civil war, when we have two nodes at least one of which is mid, *and* if people are actively defending both, I will sit on the wall between the two in stealth...NOT GETTING DEFENDER POINTS...so that I can quickly react to an attack on either node.

    6. I will communicate in the beginning of a match my intention to defend a given node.

    7. If I say I will, I will...I will not leave that node as long as we have it. I will happily sit there the entire match with zero action in order to make sure we don't lose a node we shouldn't lose.

    8. I fight on nodes, not in the field near the node, even if there's a big melee right in front of the node.

    9. I communicate all "incs", even if it means stopping for a second with three people on me to let my teammates know there is a problem.

    10. I switch targets when warranted...i.e. I do not get tunnel vision telling myself that the bad guy I'm currently on must die, regardless of the guy next to him capping my node.

    11. In huttball, I support the ball carrier by guarding/punting dps on him/etc.

    12. When aggroing an enemy ball carrier, I do not mindlessly focus on the guy with the ball, I look for tanks guarding him and go for them, or healers healing him...I go for his support.

    13. In voidstar, I never leave a door unguarded.

    14. I always do my best to separate healers from their tanks, or tanks from whoever they are guarding.

    15. I do NOT fill enemy ball carrier's resolve bar by mindlessly stunning him before the goal line when he's not going to die during the stun period anyway.

     

    Your turn.

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