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shadowAI

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  1. obliterate works vs cover. always has, but nearly no mara/sents speced it. now they do.
  2. oh nm. When I replied I thought you were saying how it is in 1.2.
  3. even people with 13 medals dont get 100 comms if it was a short game.
  4. You assumed there were 7 other on the team
  5. Actually its the opposite. A healer who is teamed up with fresh 50's and enters a civil which is already 2-1 will probably only get rewarded by going to the capped node sitting there and self healing. If he goes to mid/other side and starts healing the 2-3 players who are trying to fight 4-6 players he might still get 2xxk heal, but 2 medals (the 2-3 players are rarely killing the 4-6 who are also being healed/selfhealed). You can find many healers here having to decide between being helpful towards the objectives or trying to get 3 medals. TLDR: The new system promotes medal farming more so than any previous patch.
  6. His probably in a premade and when they lose its only because they decided to farm medals. 8 medals = 40 comm. Not sure how he got 60?
  7. Most players that got to xfer existing chars over to the PTS were pve players. The amount of pvp testing that actually occurred was nothing in comparison to other parts of the game, so even if majority of PTS pvp players complained it would only result in a small amount of posts/blogs/threads.
  8. Beforehand there would be level 50 enemies entering wzs with 11k hp literally and 0 expertise. Now most players you face can spend an hour at 48-50 (both rep and imperials have methods) to get enough credits to get recruit gear (sidegrade to champ gear). Basically most players on average will have better survivability vs a BM geared player than before.
  9. Not impressed. You can see that heimerdinger was in the winning team. Like 3 turrets at each node. Wheres kog'maw when you need him.
  10. The actual reason is that its pre 1.1 in which level 50 with expertise and stacking all buffs (not possible anymore) would do over 80% - 100% more damage than you can expect from players today in equal gear. The surge nerf in contrast was minor in comparison (~15% on crit damage).
  11. Snipers best and unique role in huttball is that they counter force leap and grip. While other ranged players can actually somewhat help enemy warriors by being a target to leap to. This is why you should always be at the top. However smart sins will just knock snipers/gunslingers, when there are no enemies around the snipers is rarely using entrench. The sins stealth and knock them off the highground (even if the sniper/gunslinger press entrench or knockback justs as they see the sin its too late, entrench only works after the animation completes). This isnt in the start, but later on when there are less players in mid. Stupid sins will try to fight you at the top and be knocked down. Then the ball is passed to the sin from another sin who was waiting . reason why groups with 4 sins+ will usually win hutt if they are somewhat smart and understand that getting the ball to goal > healing/damage done. Also if the sin doesnt waste force speed to rush across the fire. he can force speed out of your legshot even in the fire.
  12. bump happening to me now. Its just after . Now I need to quit swtor to fix it and each time a companion returns from a mission I cant send them out again, so eventually it only allows me to have 1 companion running missions (states 5 allowed at the top, but button greyed out for rest).
  13. Considering nearly all assassins are darkness these days you forgot to mention a very important fact. force speed breaks snare/root.
  14. A smart darkness assassin will just throw a taunt on the sniper and continue helping the rest of your team. e.g. guarding the person being attacked by the sniper. The sniper ambush will be critting for 1,5k on the guarded squishy instead of 5k(however thats pretty rare today) if you time taunt well .
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