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orangenkaiser

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Everything posted by orangenkaiser

  1. No, there was never a schematic like that for the Cyan crystals. You had to R/E them from old Endgame armor to learn the schematic but they patched it so you can no longer do that. So unfortunately, if you don't have the schematic now, you won't be able to get it.
  2. Can you guys clarify this? Does this mean that only the character that put the CM crystal/tuning in can pull them out or does it mean we can't share legacy weapons within our legacy anymore if we use CM crystals/tunings?
  3. 1. I personally feel that it's hard to jump into because I know I'm going to get decimated by GSF vets, not so much because of the learning curve but because newbie ships are considerably weaker than the established ones. It's not exactly fun going into a match knowing you're going to lose beforehand. I'm not saying nerf this or that. The ship requisition from the new conquest mission was a nice start in the right direction to get new pilots into a competitive ship faster. Just need a little bit more of that so new pilots can be competitive faster. Also, the tutorial could be improved upon because it really doesn't teach anything but how to click and shoot. 2. No idea about this one, but I know there's a plethora of threads in the GSF subforum about ship balance that could be looked at. 3. I'm not playing GSF because of the gap between new and vet players to GSF, and the fact that I never know when to que because it seems like it only pops when there's some kind of coordination before hand. 4. The only matchmaking issue I know of is a lack of players interested in GSF. 5. Incorporating the legacy system more into the game is always a welcomed idea. Turning Fleet Rec into a legacy pool that can be converted into Ship Rec for individual characters would be a great idea. 6. Not mentioned, but having most of the ship customizations locked behind cartel coins is a huge turnoff as well. Adding a Credit option to getting the ship customizations would be a nice addition.
  4. Would you need the characters to join your guild?
  5. Ok. I should probably pay more attention to the terminology of the classes, lol. I got Dirty Blast and Dirty Shot mixed up. Thanks.
  6. Just for clarification, the energy reduction to Quickdraw/Takedown is that cumulative (so 3 dirty blasts/lethal shots would reduce it's energy by 9) or is it just a proc that reduces energy cost by 3 regardless of how many Dirty Blasts/Lethal Shots we use?
  7. I'm guessing you didn't understand what I was suggesting. Harbinger and Bastion merged into one server (West Coast); Jedi Covenant, Shadowlands, and Pot5 mergd into one Server (East Coast); Ebon Hawk, Bergeren Colony, and Jung Ma merged into 1 server (NA-RP). Given the preformance issues the servers have been having, the last thing anyone should want is a single mega server for the entire NA game population. And one of the biggest complaints against the single server has been the RP crowd and griefing. Having three servers for NA (East, West, RP) would be optimal.
  8. I don't know about the European servers, but I'd personally prefer to see the North American servers merged into 3 "mega" servers as such: West Coast The Harbinger The Bastion NA-RP The Ebon Hawk Bergeren Colony Jung Ma East Coast The Shadowlands Jedi Covenant Prophecy of the Five
  9. Who can I talk to to get a guild invite to the Empire side guild?
  10. You should be fine. Probably won't be able to play on Ultra, but should be fine on medium settings, maybe higher.
  11. Suggestion 1: Create two different Command Rank experience bars for the game: A character CXP bar and a legacy CXP bar. The individual character bar would function almost exactly as it does now. Do content, earn CXP, gain Command ranks. While this is going on, there would also be a legacy Command Rank (preferably with the same values as the individual Command Ranks). For every point of CXP you get on your characters, you earn .5 points towards your legacy Command Rank. Then for every character you have below your Legacy Command rank they earn double CXP until they catch up to your legacy rank, while still contributing to the legacy Command Rank. Example: Your main character is rank 100 and legacy rank is 50 (for simplicity), you decide to level up an alt character from rank 1. They would get double CXP until approximately rank 65-70 (which is about where they would catch up to while still contributing to the legacy Command Rank). From there they gain the normal CXP. As a continuation, let's say you get to a higher legacy CXP rank, let's say 85, that alt character would then get double CXP again until they catch up to the new Legacy Rank (or any character in your legacy). It would be a progressive thing until your legacy rank is 300 at which point all of your characters would earn double CXP until they hit 300 then it would be normal CXP gain beyond that. This would make the system alt character friendly while allowing each individual character to earn their own gear/ranks, which is what it appears to be the dev team's goal with the system. Essentially creating a catch up mechanic for players with a lot of characters they enjoy playing. In addition to this..... Suggestion 2: This is a bit more ambitious. Instead of having a flat daily bonus to certain activities, have a legacy bonus to the highlighted daily activity based on Legacy level (not rank). Have it at a flat 20% to start and then for every legacy level past level 20, you gain an additional 1% bonus to the highlighted activity. So for Legacy levels 1-20 it would be 20% Legacy level 21 would be 21% Legacy level 34 would be 34% Legacy level 50 would be 50% (the max in the current legacy system) Incorporating these would give some relevancy to the legacy system in the game and help reduce the grind a bit.
  12. Since it's widely believed that these abilities are overpowered (I've been maining a commando for a while now, so it's not "preese nerf" thread), here is a suggestion that I think would be good way to balance these two abilities to fall in line with other Defensive Cooldowns. Echoing Deterrence/Responsive Safeguards be made into a base Trooper/Bounty Hunter ability instead of a Commando/Mercenary ability. Instead of it being an Absorb, reflect, and heal change it to just; "Echoing Deterrence/Responsive Safeguards absorbs all damage for 4 seconds. Can be used while stunned." Alter the Vanguard/Powertech discipline trees Shield Specialist/Shield Tech level 68 talents Energized Absorbers/Heated Absorbers to: Energy Blast/Heat Blast increased shield absorbtion by an addition 5%. Also, Echoing Deterrence/Responsive Safeguards additionally reflects 50% of the damage absorbed and heals the player for 5% of max health (up to 20%), generating a high amount of threat." Doing this would give Vanguards/Powertechs a much needed defensive cooldown (since they haven't gotten anything in 3 years but nerfs) For Commando/Mercenary Combat Medic/Bodyguard disciplines, add into Frontline Medic/Peacekeeper: Increases the healing done by Kolto Bomb, Kolto Pods, Successive Treatment/Kolto Missile, Kolto Pods, Progressive Scan by 5%. Additionally, lowers the cooldown of Echoing Deterrence/Responsive Safeguards by 30 seconds."
  13. ./signed If I wanted to play a grind fest I'd play FFXI again. This change is absolutely terrible for people who want to have a life outside of the game and still do progression raiding.
  14. Yeah, nerf cxp gained on golds because people where gaining cxp too fast, then release the cxp boosters on the CM market 3 days later. Can't have anything gettting in the way of cartel market sales.
  15. So as we now know, when opening command crates the gear you get from them will be specific to your discipline. My question is, will these command crate rewards be tied to your command rank when you earn them, or will it be based off when they're opened up. For example, when doing the Heroic 2+ missions, you get gear boxes based off the level you were at when you earned them. So you could earn 2 or 3, hit a few levels and be at a new tier and earn 3 or 4 more boxes before opening them. Then you would be getting gear from a lower tier and a higher tier at the same time. I'm asking because I'm wondering if it would be viable to earn the new Command Crates and store them until I get a higher level of Command rank before opening them to try get the best gear I can out of them. Or if by doing so, I'd end up getting a mix of lower tier gear in with the higher tier by waiting. If it's not set in stone yet, I would personally prefer to have it take into current command rank when opened, rather than when it was earned.
  16. Anturi Reach->Corellian Run->Shadowlands, then transferred to JC during the cheap transfer period.
  17. 1 and 2. It has no impact on the toons on your originating server. You could transfer all of your characters to a new server and your stronghold(s) on the original server would be untouched. The decorations would be right where you left them. 3. Yes, all of the decorations you have would get copied with you. However, you would have to redecorate your new strongholds on the new server. Your layouts don't transfer unfortunately. The decorations on your originating server will still be there. They get copied to the new one. 4. Not entirely sure if I'm understanding the question correctly, but I'll answer the two different ways I'm interpreting your question. A) If you're moving to a new server that you've never been on before, you'll have to repurchase those strongholds, but once you do the rooms you had unlocked on the previous server the character(s) were on will be opened up automatically. They'll be empty, but you won't have to fully unlock them again. So you're only paying the activation fee. B) If you're moving to a server you've been on before and had a stronghold on, but didn't fully unlock, those rooms that weren't unlocked won't be automatically unlocked. You'll need to go to the terminal either on Fleet or the planet the stronghold is on and deactivate it. Then pay the reactivation fee and all of the rooms you had opened on the previous server will be unlocked. If this is what you're asking, you'll need to decide if it's cheaper to de/re-activate or just open up the room the normal way. If you've only got one room left on a stronghold and it costs 900k to open, but 2.5m to reactivate it, just open up the last room. That's if you used credits to unlock those strongholds. I *think* if you used cartel coins to unlock them you don't have to pay the reactivation fee, but someone else will have to comment on that.
  18. Honestly, if you want to keep this one rare (lightning effect), go for it. I don't mind the black/white, white/white dyes being rare (the black/black isn't as rare since it drops in the cantina crates from last year). I won't mind keeping this one, or a different one, rare. Just make some that aren't rare that launch with the rare items. It's like the dyes, yeah we got B/B, B/W, W/W dyes as rares when the dye system launched, but there were also common dyes that launched with it. Honestly, that would have made this situation so much better. Have your rare tuning and 1 or 2 more common tunings. Hell, you could have made the cartel market version and had a separate version for the new Eternal Championship vendors for 40 or 50 tokens. My biggest issue is with launching this new feature, is that you promoted it in a dev blog and then made them ridiculously hard to get behind a RNG gamble pack. This should have never been treated like the arbiter sabers. It should have been handled like you guys did with the dye modules.
  19. They made 3 dyes rare, but there was a plethora of other dyes available. And there was a separate dye pack available as well, that guaranteed you got a dye. This is a completely different situation with the tunings. They announce this new feature, and then make it so rare only the hardcore players and the extremely lucky will be able to have it. They want to make certain ones rare, fine. But they should have launched this with ones that weren't as well, just like they did with dyes.
  20. Exactly. Unfortunately people have become accustomed to BW screwing them over with the arbiters saber that they're just rolling over on this. Couldn't imagine how people would have responded if they had made dye modules ultra rare at the beginning.
  21. http://www.swtor.com/info/news/blog/20160420 http://www.swtor.com/community/showthread.php?p=8906817#edit8906817 Please tell me why BW would go to the trouble of all of this, if they weren't going to be common. If you're ok with the drop rate, then move on and enjoy the game.
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