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Laiov

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Everything posted by Laiov

  1. Good poll. BTW - hey, BioWare, can we get dual spec added to the legacy?
  2. Yeah. For example, the Black Talon / Essels flashpoint hyperspace crash bug has been around just about this long. For a widely reported bug that causes the game to insta-crash in the midst of group play to endure for such a length of time suggests that they don't actually have the ability to fix it.
  3. I am aware of two planetary bodies in the immediate vicinity of the imperial fleet. You can see both of these at once while riding the interfleet shuttle between Vaiken Spacedock and the Zoist Shadow, and from that perspective the fleet appears to be orbiting a brown planet while the green/blue planet appears to be a habitable moon. As for the VIP lounge, I think that's just the brown planet again. The green halo around it may have something to do with the color of the force field 'window' you're seeing it through from that position. And I have no idea what the green planet in the galaxy map for the fleet is. I've never seen that from the station.
  4. So, is bloom being applied to lightsabers something BioWare might change in the future? Because look at this: http://dulfy.net/wp-content/uploads/2013/10/swtor-blue-core-color-crystal-bloom.jpg http://dulfy.net/wp-content/uploads/2013/10/swtor-blue-core-color-crystal-no-bloom.jpg I guess I have bloom enabled by default. Over time I've seen lightsabers become fuzzier and fuzzier, thicker and thicker, to the point that they appear to be ridiculous nerf bats just as the above. The non-bloom version of this new blue core saber looks really cool. But the bloom version is unusably absurd. Some middle ground would be much appreciated; with the coloration and effects of the first screenshot, but the far lesser thickness of the second screenshot. I now notice that some of the new mobs on Oricon - specifically the sith with those black/white lightsabers - don't appear to have bloom effects enabled on their blades regardless of whether or not I have the effects enabled in general. And it looks a lot better.
  5. You could queue for HM flashpoints and get 69s and elite coms for 72s that way. It's 4 person content, so not much different than doing a heroic 4 area quest in terms of scale. Alternatively, if you daily on Makeb, you will accumulate basic coms, with which you can now buy 69s from the vendor.
  6. I solo that Heroic 2+ on a regular basis. You should be able to do it in full 69 (with 69 companion), and now that elite coms buy 72s, it will become a very comfortable solo within a few weeks. Melts in a group. That aside, I like Oricon a lot. From the atmosphere, which is very Quake II, to the two new raids, which do well to alleviate burnout on the older instances. Cannot tell you how tired I was of TFB and SnV. And the daily circuit is fast, fast, fast. The area is relatively compact - less travel time.
  7. Personally, I don't find the cover mechanic difficult to use at all. On the contrary, if anything, I'd say as motor memory increases over time played, APM bottlenecks differing between classes will tend to become more and more obvious. The clunkiness of open field cover is something I barely noticed when I first rolled my sniper almost two years ago during pre-release - I remember thinking the class was the funnest thing ever at level 10 - but the more experience I gain playing multiple classes in this game, the more annoying this becomes. Two examples that illustrate the matter well: Cover Pulse vs Overload Covered Escape vs Force Speed In the first example you have two knockbacks. This will model the keypress bottleneck currently associated with open field cover. Let's say you're in hardmode Hammer Station and you're fighting the last boss there. So periodically the boss summons two adds at a time. Due to the way the adds spawn, a particularly rapid way of dealing with them is knocking them off the platform as soon as they appear. So let's say you're standing at the base of the T at this time, dodging the blue circles and DPSing the boss. Now adds spawn to the left of the console. In order to deal with this on a sorcerer, you can run over and tap overload. Two key presses and the adds are dealt with. In order to deal with this on a sniper - too far to roll - you can run over, tap crouch, and tap cover pulse. Three key presses and the adds are dealt with. The fluidity of your action (placement->knock) is interrupted by an additional keypress to enter cover. In the second example you have two sprints. This will model the animation bottleneck currently associated with open field cover. Let's say you want to move from one end of a room to another as rapidly as possible. Say you're doing Kephess in TFB, your raid has just destroyed one pillar, you have nanites, and the next pillar is on the opposite side of the arena. In order to deal with this on a sorcerer, you can mouselook in that direction, hold your movement key, and tap force sprint. Your animations overlap, such that you get seamless movement same direction. To contrast, in order to deal with this on a sniper, you can first mouselook in that direction and tap covered escape. You must then either time your movement keypress to occur precisely when covered escape terminates or have a keyboard with a relatively high repeat rate, or you will experience a half-second animation delay as you enter and then break the open field cover you've just rolled into. Your animations do not overlap and the fluidity of your action (placement->boost) is interrupted by cover stuttering. I can't see any game balance reason for this to be the case. It seems to me that snipers should be able to have their open field cover mechanic without clunk. Unless of course the clunkiness is an intended part of the flavor of the class.
  8. I haven't noticed this, but I'm pretty much mouselooking and mouseturning all the time.
  9. No, it really wouldn't. This is a popular caveat that I often see snipers tossing out there, and I suspect that this happens because it allows them to appear concerned about being overpowered, while, by focusing on something that really doesn't matter, protects their position as overpowered dps. It's just meaningless. It's like saying, oh yeah marauders are fine, but if you allowed them to use a saber staff instead of dual wielding single blade sabers, that'd be going TOO FAR! Fact is, if cover activated automatically when the sniper was a) standing still and b) initiated an ability requiring cover, and then automatically broke when the sniper moved or was knocked out of it, then the cover mechanic would be functionally identical to the way it is now, except there'd be no clunk embedded in the class. You wouldn't have redundant key presses and animations after every movement. That's literally the only distinction. Simply adding macro support to the game would have a similar effect. It would be a huge improvement to the fluidity of the gameplay of the class, and without touching the tactical power of the class. Unless for some reason clunk is supposed to be part of the flavor.
  10. Deliberate use of a bug in order to gain a competitive advantage is the very definition of exploiting. The only argument in favor of this exploit is that BioWare has been so slow to patch bugs in swtor that they persist for entire content seasons, and in some cases for years, such that the bugs in question effectively become part of the normal gameplay.
  11. Any chance we could we get Darth Acina's set? http://media-titanium.cursecdn.com/attachments/46/983/seeker_droid_1-2.jpg Or at least the lower robe?
  12. This happened to me a couple of days ago as well. I'm using Android. Tried automatically resyncing the authenticator time. Didn't work. Tried manually resyncing the authenticator time. Didn't work. Ultimately had to uninstall the authenticator from my phone, remove it from my swtor account, and then download and attach a new one. That worked.
  13. Laiov

    Hoods!!!!

    Still a good idea.
  14. http://en.wikipedia.org/wiki/Compensation_culture Can probably blame the lawyers either way.
  15. Trading cards have commodity value and can be resold as such. All CC is the property of BioWare and cannot be resold. They are not your assets. When you buy them, you're receiving a service in exchange for your money. Not commodity. Not currency. Whatever sentimental value an individual wants to assign to CC is not synonymous with asset value.
  16. Gambling involves the chance risking of money or objects having asset value. Again, CC is neither. They have no asset value. When you submit your yearly taxes, you don't include your cartel coin subscriber bonuses. The argument is completely ridiculous.
  17. Cartel Coins are not money and have no value. When you buy them, you are not converting from one currency to another. You're buying Monopoly paper.
  18. We were wiping on this boss on Tuesday. Our problem was that those two adds toward the end of the fight that have that purple frontal cone attack will one-shot anybody in our raid. And so when people failed to get out of the way, which was usually because the cones were pointing in opposite or random directions and covering most of the arena, we would eventually wipe. We suspect that this was tank fail on our part. Positioning. So, like others have said, add management fight.
  19. BioWare has commented on this before. The reason F2P accounts can't post on the forum is that it would allow malicious parties an endless supply of forum accounts with which to spam, phish, and abuse. A banned party could simply open up another free account and resume their activity. Tying posting permissions to subscription (a transaction) greatly decreases the amount of work necessary to keep the forum at the current level of quality. They appear to be running VBulletin software, and so there are plugins available that would help BioWare to manage that kind of issue should they change their mind, but it would still require a greatly increased work load. And there are very many spam bots compatible with this software also.
  20. Yick, no thanks. I like the idea of additional companion content, but am completely opposed to the idea of mooting all of the work it took to max out companion rep by raising the affection cap.
  21. Normally when you summon your companion, out of combat, the companion automatically gains all of the class buffs that you yourself have. Hunter's Boon, Unnatural Might, Mark of Power etc. When your companion is summoned in combat, however, as when you ride a mount directly into a pack of aggro and begin fighting, it does not appear that the companion gains these class buffs until combat is over. This is problematic in high aggro areas like Makeb or Oricon, where mount-to-combat scenarios are common, or in any questing scenario wherein there's competition for a clickable quest objective (something that you need to pick up before you kill the surrounding mobs).
  22. Thinking about it some more, this may have something to do with the setting Ability Action Queue Window in the Preferences -> Controls -> Combat menu. Neglected to mention that mine is set to 1.0.
  23. I have intermittently encountered this bug when being teleported into the desert during the first boss fight of SnV. More reliably, it happened two days ago almost every single time my raid group zoned in after respawning outside of the new Dread Fortress op following a wipe at the Gate Commander. It was happening to multiple members of my raid group as well. What appeared to be occurring is that mouselook became permanently engaged and forward movement key (or auto-run) became permanently engaged. Furiously clicking both mouse buttons and mashing buttons on the keyboard seemed to clear it. I can report that we encountered this bug in 8m SM and 8m HM ops groups, by the way.
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