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Mirthadrond

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Everything posted by Mirthadrond

  1. The tool tips says (when talented - 2 pts) it has a 100% chance to remove all movement impairing effects. First off: I've notice this power doesn't always activate instantly. Sometimes I'll click it and it will eventually fire off 3 - 4 seconds later. I don't 'think' it's lag, as I can do 'other stuff' after clicking it. It's just the animation/activation doesn't seem to happen for several seconds 'after' activated. Again - sometimes. Second: It only seems to actually work 50% of the time. Sometimes I get out of movement impairing effects, sometimes I don't. So I never really know if it's going to fire off, and then I don't know if it will actually work..... Is this power bugged? Should I just invest those points elsewhere?
  2. I just want to keep any 1 craft from becoming 'too' powerful. A bomber/frigate with 'good' gunners, is going to be a difficult target to take down, more so if we give them a 'healer' on board. Basically - I don't want a bomber/frigate flying around soloing everything/everyone. They 'have' to have support to survive a team assault. In other words, 3 Interceptor craft would make short work of a solo bomber. When we get into capitol ships or larger craft / stations, then by all means, add more crew positions. But now we're getting into MAJOR EPIC space wars, which is quite ambitious. Bomber pilots can 'taunt' fighters and prevent them from targeting scouts/fighter support, but that doesn't prevent skilled pilots from manually shooting these support craft, just targeting anyone other than the bomber/frigate for a period of time. I wanted to keep the role of 'healer' outside of the 'objective' ship, so their (healer) piloting skills become a factor in performance/survival. You aren't just a passenger pushing buttons. This also allows the scout to be more than just a 'healer' ship, they can swap roles between recon / repair, on demand. Limited by what you've preloaded in your ship.
  3. Absolutely!! You can easily build upon this mechanic to create larger and more complex battles involving as many players as the engine can support. That would be EPIC!!!
  4. The issues for me: Game is too linerer. Not enough character creation options, unique armors/looks. No real sense of choice. World enviroments do not feel 'alive'. Almost everything is static. PvP post level 50 is a boring gear grind, lack of world pvp, and only 4 war zones to fight in. No 3D space (pvp) combat. Crafting system is lacking. FYI - I'm not posting any of my ideas/fixes in this thread, just what bothers me most about this good but could be better, single player / coop game.
  5. Nice ideas in that thread. I think the main difference, is constuction/mining droids are NPC/Commander controlled, rather than player piloted. Bombers/Frigates - player piloted, players manning the gun turrets. Of course, you could always incorporate 'heavy' of each of the fighter classes, and allow a 'gunner' to sit in one of the upgraded hard points. Might be fun. (pilot / copilot) Not sure how useful a thread like this is, but the urge to write these ideas down and post them was pretty strong. I'm still hoping the 'big space project' they were working on, wasn't the 10 new 'on rails' missions they revealed recently.
  6. Indeed, but the way they are 'now' we'd all be playing the exact same role; fighter pilot. While.. that would be fun, a more strategic objective/team based pvp space game, would be more fun. imho. These 'pilot' roles are outside your main character class, but I think it's interesting that a 'tank' player could play the role of a 'healer' scout pilot. If they wanted.
  7. Just a wall of text, outlining what I’d love to see in an open space combat SWTOR. Space Combat Overview – Each ship has a set number of hard-points that can be slotted with craft specific gear. For example: Only scout craft can equip mine packs, so only scouts will have the option to install the mine dropper. In addition, each ship will have a limited amount of cargo space for storing extra munitions, afterburner fuel, counter-measures, missiles, probes or mines. Player experience. Any player can fly any class of ship, but all experience is class specific to the craft you are flying/in. Player can gain XP for each of the specific pilot classes, as you gain levels this opens additional hard-points for that class. For example: Scout Pilot Janus hits level 2, earns an additional hardpoint slot on her scout ship, and can now equip the ‘sensor mod’ for an additional 5% scan range. Pilot Classes: 1: Scout - Nimble, very high speed, light armor, reconnaissance and defensive roll. Possible load-outs: FF missiles, Dumbfire missiles, short range ammo based weapon, mine packs, sensor probes, kolto-fusion repair weapon, light speed jump probes, countermeasures, FF mine packs, pulse probes (anti stealth). Equipped with Strong Sensors. Roll - (Healer / Recon) – when equipped with the kolto-fusion repair cannon, the scout craft can repair friendly ships, in space. Can drop sensor probes (limited range, limited time, radar probes), drop jump probes for quick response fighters / bombers to skip entire sectors of space. (limited timer, high signature) 2: Starfighter – med cruse speed, med armor, limited afterburner for quick response. Can make light speed jumps. Possible load outs: med range laser battery, FF & Dumbfire missiles, countermeasures, after burner fuel. Can equip ion lasers (more shield damage). Med sensors. Roll – quick response defensive/offensive role. (DPS) 3: Interceptor – heavy fighter craft. Short range, high damage, ammo based weapon/s (auto cannons), slow cruise speed, slow turn radius, heavy thrusters give these craft the fastest top speed of all craft at the expense of maneuverability, limited range of effectiveness. Load-out: extra fuel, countermeasures, extra ammo. Weak sensors. Roll: Limited range means these ships are ideal for defense. (DPS) 4: Stealth Fighter – Very light armor, high speed, low maneuverability , stealth capabilities (limited power reserve), low ship signature, long range sniper style laser cannons, LRM missiles, counter measures, med sensors. 5: Cruiser - Light frigate – Very slow, Very heavy armor, photon torpedoes (base killers), 2 weapon turrets (manned by players), 1 scrambler missile battery. Load out: weapon turrets, extra anti-base missiles, extra countermeasures, extra scrambler missiles. Roll – anti base bomber (TANK). (scrambler missiles basically work like a taunt. A ship hit will have it’s sensors scrambled so they can only target the bomber/frigate, for a period of time. Strong sensors. 6: Commander – Essentially the OP’s leader. They are responsible for building new bases, coordinating the team, gathering resources. Can fly like other players. Can command from within a ship, but some command functions will be limited. ( For example, cannot change the final build destination of a base building droid unless you can see it.) Commander will conduct ‘research’ during the match, to upgrade various elements of the teams abilities. For example: Stronger missiles, stronger lasers, stronger bases, faster building bases, faster resource droids,….etc..etc… This research is ‘match specific’. Benefits will expire once the match ends or the research (base) is destroyed. Research is paid for by gathering resources in space. (Launching resource collecting miner droids.). These construction / mining droids must be defended, since they are vulnerable to attack. The intent of the class diversity is to encourage ‘objective’ based PVP. Base building, defending, attacking, should be a major part of any engagement, but team death match / search and destroy matches are certainly possible. Most matches should encompass multiple sectors of space to encourage more tactical engagements.
  8. 1: Indeed I do. 2: Because I can. 3: I doubt they can afford me. "Market Shift" is a Public Relations way of saying: We screwed up. You did notice EA is buying all of it's stock back?? Yes?
  9. There was no "market shift", and certainly no overwhelming support on the FORUM for F2P. So where exactly did Bioware get this impression?? Answer: When a person fills out the 'unsubscribe' questionnaire, a LARGE portion of them likely clicked 'YES' in response to 'would you play if it was free?" The reality is; few people would actually say 'no' to this question. I mean seriously.. would you play this game for free if they said you could? ( no mention of F2P pay for content in this question, just would you play it if it was free ) So, of course the majority of people would say 'YES' when asked. Thinking 'why wouldn't I play it for free' or 'maybe they'll give me another free month?" There is no market shift, it's just another example of them not understanding the player base and using their ridiculous 'metrics' to make decisions. Oh well. At least I won't have to pay a sub, and I've enough characters on enough servers I can run the 'limited' dailies all day long switching from one toon to the next. There is no need to 'rush' to the end, as there is nothing (very little) to do when you get there anyway.
  10. As a teacher, you should know better than that. First off, when structuring an argument, do NOT insult people. It will instantly turn them off to anything intelligent you might say. Now - to address your concerns: Community. Poppycock. I've been playing since early access and during that time have encountered maybe a half dozen 'rude' players while questing. A few more hot heads in pvp, but that is understandable since anything with direct competition brings out aggressive behavior. The ADHD community you're referring too is limited, for the most part, to the forums, which are by NO MEANS a representation of the community as a whole. <--- This is a fact. Next: Issues with the game: Travel time: Load screen after load screen after load screen, JUST to go from planet to planet. Boring, repetitive TIME SINK. Nothing more. It would have been different had they allowed us to actually 'Fly' to other planets, in our ships. Required it even. Random encounters, emergency calls... etc..etc.. could have been cool. Then - to appease the 'instant gratification crowd' - allow purchasable quick travel options. Win Win for all involved. I'm not suggesting they remove space stations. Some quests would take you there. Perhaps unique vendors, mini games..etc..etc.. but the way it is now? PvP - a blast pre 50. Hopelessly frustrating for new players POST 50. FREE recruit gear is clear indicator that Bioware messed up here. I personally believe they should have never allowed augmentation of PVP gear. Nor should you be allowed to modify it in any way shape or form. Period. Progression to new tiers and new gear? Yes, but allowing players to mini/max was folly and created a HUGE gap between the haves and have not, which disrupts the illusion of 'balance' and 'fairness' in this area of the game. (which bioware admits they greatly underestimated) Little character customization. 20 heads and 4 body types?? Really? That's it? They should have allowed total control in this department, which EXTENDS to armors and allowing the player to have the unique look they want. Crafting system is........... severely lacking, lets say. I mean.. look on the stats of PURPLE armor above level 33, and compare them to 'blue modded' orange gear. You will find the orange gear is always... with few exceptions, better. So?? What is the point of crafting that purple?? There isn't one. Fix it. Over haul the crafting system. Make ALL armor 'orange'. ALL weapons 'orange'... and if you SEE the armor / weapon on an NPC... guess what, you can learn that recipe and craft it!! This allows EVERYONE to have the 'look' they want, with the stats they can afford. REMOVE purple gear from random drops. These should ONLY be dropped from Heroics, and FP quests that require a team to finish. (honestly - I could write an entire post just on crafting system improvements... but.. I'm moving on.) Mini-games. Swoop racing. Sabak... (spelling??) Any number of KOTOR mini games should be present HERE. Get all the dang flash points OFF THE FLEET. Spread people out. Add more GTN terminals to other planets. Transport players to the 'exact' spot they were, when they accepted the group queue and finish / exit the quest. I don't want to wait on the fleet for it to pop. I want to quest until it does pop. Send me back to where I was when it's over, instead of needlessly forcing me to travel ( see issue 1 ) back to the planet I was on. Legacy is a joke. Other than being able to mail gear to alts, it's just a money sink. Legacy should have been a point system, or skill tree type of system. Many of the legacy perks 'should be' (imho) veterans rewards, not a money sink. Lots of game bugs. Too many to list. No atmosphere. No rain, no day / night cycles and little music. Things that greatly add to the immersion. And seriously man...... I can continue to add to this list, but quite frankly, I've better things to do and I don't get paid to develop games, but truth be told... 'most' of what I've suggested so far, is all common sense features. I've no doubt that EA pushed Bioware to release this game to early, in what most people would consider a 'beta' state. It's just NOW at the point where it's in 'release' condition, with features that should have been included at launch... but that is neither here, nor there. DESPITE it's many.... many... flaws. I still like this game. I may take a break from it for a few months, but the IP alone is going to draw me back. Regardless - having invested YEARS in other MMO's, I find myself a lot less tolerant of perceived annoyances in games now days. This has NOTHING to do with ADHD, but rather... as a consumer I have plenty of options. Why should I settle for something half-baked? Now back to your original point: MY perception of the quality of this game, has nothing to do with the community I have encountered, in the game. The community is not at fault.
  11. I don't play ranked because I'm around 2-3 months away from having Aug WH gear.
  12. I've always thought our CC breaker should go off cool down if you die. Maybe if you died with full resolve? It would help, at least in the 'team play' department, if fully buffed / slotted powers like "toxic scan" / "cure" actually broke CC and roots on friendly players. Or is it just that I'm the only guy applying these powers to friendlies and they've got more than 1 'mental' effect present??
  13. I happen to agree with the OP here. While I don't mind them giving perks to players who refer friends but I think it's time Bioware showed some love to the DD, CE and Security Key players. Personally - I LOVE my DD speeder. I would like to see an option to upgrade it to the 110% speed. More exclusive items sold by the VIP vendors and something really cool for the CE players. (FYI - I don't have CE, but I think these guys / gals deserve something for spending so much cash.) I want LEGACY unlocks to work like VETERANS REWARDS, rather than money sinks.
  14. They already are!! Though - your post actually gave me an idea. How about 'class rated war zones'?? One for each class. The only thing you can bring into it, is the class it's designated for. Find the 'best of the best' of each class, and give them their own ranking.
  15. There is no point. You cannot even wear it until you are what?? Valor rank 70? (could be wrong here) Unless you absolutely wanted it for 'looks'??? Otherwise, if you're willing to hit rank 70 to wear it, you'll 'earn' it long before that.
  16. A troll is someone who contributes nothing of value to the topic of discussion. There are plenty of them in every thread.
  17. Ambush was my opener. He closed the gap and destroyed me in 3 GCD. Leg shot was used on a Sent who was pounding our merc healer, to give the merc a little space. The sent popped his bubble so I switched targets. I 'target acquired' the PT then channeled Ambush. It hit for 1870 according to the number I saw tick above his head. I do not know what buffs, bubbles..etc.. he had going. I only know that I saw 1870 float above his head after the hit, and I remember being rather stunned... 'wha??? 1870?? 'how the fudge..?' At any rate - TAKEDOWN would NOT have been better in that situation, as it requires the target to be at 30% health or less, which he most certainly was not. He was around 65-75% when the fight was over and I was dead. Do I think snipers need a buff? Again - NO. I do not. I think OTHER classes need to be nerfed so that TTK is longer and more than 3 classes are viable for rWZ. Edit - let me just clarify here. This was a regular war zone. Not a ranked war zone. I'm typically on PUGs in BM gear fighting the WH geared premades who can't seem to get a rWZ to pop...
  18. It is NOT just your server. <--- Fatman as well. I have been experiencing horrible lag spikes since 1.3.
  19. They need to remove the 'cash out' option from the Token. Either use it to gear yourself, or your companions. "There will be no money, but.... on your death bed, you shall receive total consciousnesses"
  20. nonsense - I shot a PT last night with target acquired / ambush - did 1870 points of damage. He instant cast rail shot for 5k. You don't see many because they are weak, everyone but noobs know this, and nobody wants to run a weak gimped class in Post 50 PvP, let alone rWZ. I would not HONESTLY suggest making them more powerful, because I think ALL other classes that are currently OP need to be nerfed down to our level, because TTK is too damn short as it is.
  21. I disagree with the OP. The problem is not that Mercs, Ops, or Sorcs need a buff at all. It's that ALL other classes need to be brought BACK DOWN to their level of utility and damage output. TTK is too short as it is.
  22. I played WoW for a 14 day free trial, of which only 7 entertained me. I never made it beyond level 16 and never PvP'd in that game, if such a thing was even available to me at the time?? That being said; I've no experience with a gear grind of any kind. Most of the MMO's I've invested more than a few months in, had no pvp gear grind. If they did, I would have likely stopped playing them, or simply not pvp'd in them to begin with. I love team sports. Love team competition. Love strategy and tactics. No sport, professional or non-professional, allows one team to field better / different equipment than the other team. It is unsportsmanlike and the rules simply do not allow it. Period, end of story. I don't see why TEAM BASED pvp, even in an MMORPG should be any different. What is the point of a 'Rock / Paper / Scissors' mechanic, if ROCK cannot actually beat Scissors because he's wearing Kelvar Armor plating and Memory Foam and ROCK is just......... a Rock?
  23. Actually - they destroyed your OP AND my Healer Merc, in 5 GCD's. You in two, me during the next 3. Mind you, I did have time to cast 1 heal (my instant) on him before he went down. The next heal was channeling, which I queued immediately after the first cast, when he went down. I got stunned, didn't fill my resolve so I didn't trinket, then 2 GCD's later I was dead as well. For reference: Wickedimage has most of his BM gear, and my Merc has the 5 main pieces of BM. (head, chest, leg, glove, pant)
  24. If you want to customize stats, play in a regular/ranked war zone, otherwise... what you are asking is BIOWARE's problem.
  25. It's NOBODIES fault. It is NOT about laziness or about effort. Some people just DO NOT LIKE GEAR DEPENDENT PVP, but they STILL want to subscribe and play both PVP / PvE in SWTOR. ( why would anyone discourage this unless they want to play a MMO alone???) Let them. Seriously.. why would ANYONE care if a sub group wants to PVP without gear being an issue? Why is that even a problem?? They don't earn gear in their non-gear progression PVPing, but YOU earn gear in your gear progression PVPing... What is the fu *#&$^ ing problem?? It would be so easy to code they could have it done before 1.4 hits.
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