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Canuckswin

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  1. I’m not sure that there even is any PVP guilds. Im looking to find some people to PVP with myself. What faction are looking to play on?
  2. Nothing worse than getting into a match with a bunch of damage farmers zerging all over the map, leaving objectives undefended and not even attempting to cap anything. For the life of me I can’t understand what they see as fun about that. They look like five year olds playing soccer, chasing one guy around for no reason. Why even que up if you are not going to try, all your doing is ruining the match for all the players on both sides.
  3. Well this news just ruined my night. Going back to hammer station spam means doing flashpoints will be ZERO fun for me. I play the game to enjoy a variety of engaging content, not mindlessly spam the easy content over and over again just to make rewards easy to obtain. Beating challenging content for me is the reward worth playing for not easy gearing. Nerfing all the HM flashpoints isn’t a solution either. HM should be hard to complete, let the quick reward types spam hammerstation in Veteren mode, not ruin HM for those who play the content because they like the content itself. These changes will have me not queuing at all
  4. Your guild sounds like a good fit for me. I also like to run HM flashpoints, and like to do operations . I’ve played off and on since launch in 2011. I’ve progression raided, tanked groups through HM flashpoint gearing runs, pvp’d several characters to valor rank 99+, and have more than dabbled in ranked PVP I’ve recently started a new Legacy on the Starforge leveling 8 toons. I’ve played multiple disciplines and roles. They are currently all between level 51 and 59 right now. It might be a month or two before I level my toons to max level. Once I get there I will pick a main and a secondary alt for end game content based on operations group needs for the guild I join. As far as guild I’m looking for is a new guild that is building, without a tonne of forced obligations and rules where I can be a part of building something new over playing in a mega guild. Like I said it might be a month or two before I could join in endgame content as I level but I feel like based on what you described that your guild could be a mutual fit. I can at least get to know some people before max level and work at building groups within the guild for midbie warzones for any who might be interested and help new players learn class and discipline mechanics and do some practice dueling at the same time. I would like to chat with you more about it anyway. Can I look for you in game?
  5. Do you have any members currently levelling in midbie PVP (43-74) by chance?
  6. The suggestion that you shouldn't que up for HM Flashpoints under level 65 and in less than level 212 gear is just ludicrous. I have completed Battle of Ilum at 55, Lost Island at 53. In item rating 146 gear. Same story for SM Ops, I've completed EV, KP and EC in 4.0 in that same gear all under level 60. With Bolster it's not about gear, completing content means knowing how to play your class and role, and learning the mechanics period.
  7. I agree with you about the self defeatist attitudes, in PVP, just like sports if you have no confidence in your abilities or that of your teammates you are going to lose every time that you are not carried. There are lots of players who give up at the first sign of trouble all over warzones, they either leave the match or turtle and huddle together at their sole node. It's sickening to watch, but what is more sickening are those who have to come onto the forums after they gave up on the match and wine about pre-mades, un-balanced classes or whatever other excuse they can think of for losing, when they didn't even put an honest effort into winning that match in the first place. The denial is un-real.
  8. I have been on the wrong side of scenario that you have just described and have come back to win it. Well not exactly the 8 man ranked premade you described, but have done so against very good double pre-mades together from two separate guilds. Be honest dude, a same guild double pre-made from the ranked 8's days does not exist anymore. Most of those players have moved on long ago, therefore the pre-made you described is not relevant to this discussion, because you don't get premades like that anymore. Let me preface this by saying that I've played a lot of pvp in this game over the last 4 years, I've mainly pvp'd with some occasional PVE, my sub has never once ran out, and the most time I've taken off from the game in 4 years is about a month and a half. I can sort of confidently say I've seen most everything. PVP is just to dynamic to say that you've seen everything however. I still get surprised by things that I see take place in Warzones from time to time. I can feel you on your description of that scenario, games like that are very difficult to come back in, but that scenario can be countered in classic Huttball. You can exit that spawn and even things out a little. If they have 5 people committed to holding your team up in your own end zone. That is 5/8 of their team. Which leaves usually a sorc up on the top deck by the ramp pulling people and also means they only have two players guarding and retrieving the ball when they score. Ok. Sound like the scenario you described? This is what you do to make a game of it. YOU TAKE BACK MID!!!! That is priority number one. Nothing else. By doing this you put the ball back in the hands of your team. 1). You type into the ops chat something along the lines of, "we need to control mid!" "We can turn this around but I need some help, wee must control the ball stand". I've never seen it done alone, but if even one other teammate assists you than you have a chance. 2) Get your butt to mid. You don't have to engage the 5 people who are camping your end zone. If you are a stealth class you can simply stealth by them. If you are not stealth you can just exit out the side of the spawn that the enemy are not at. See those 5 attackers are usually clumped up together to be range of heals, guard and to be able to benefit from friendly cc and peeling. Never have I seen an attacking group spawn camp you directly below your spawn in huttball. They are usually at least slightly off to one side. All 5 of them are vulnerable to aoe stuns being clumped up like that. So one press of a button can accomplish that. Even with no aoe mez you can exit off to the far side and into the pit with not a whole lot of difficulty. The 5 spawn campers will make it hard by rooting, snaring and stunning you, but eventually your team will be able to get out of your end zone and into the pit. Once you're in the pit if one or more break off to chase you then, you've just broken their superiority at your spawn. Most often they won't even try to chase because they are having to much fun griefing your team. All you have to do is avoid engaging them and just get past them. 3) Head straight for mid. When you get into the pit make a bee-line up the sides. You can grab the heal Pack on the way to top off your health if necessary. Go straight for mid. If one person can get there to help you then you have a chance. If you get three now you really are in good luck outnumbering the enemy 3 to 2 or 3 to 1! They have no defenders back beyond the ball spawn , because 5 of their players are in your end zone, one of them (the sorc) is up top by your ramp. 4) once the opposition scores the ball will spawn at mid. Take it!!! The best way is to time stuns shortly after they score and just before the ball spawns shortly thereafter. Right after they score baron death mark will shout " fro-dogs score!!!" That's your clue that they just scored. It doesn't take many games to begin to instinctively know how many seconds you have until the ball spawns. Now since the two ball stand guards have been hanging out there the whole match they likely have their stun breaks available, but they only have one each!!! If you or one or more of the one or two people taking mid are a stealth class then you have a boatload of CC available to you, you have a stealth mez, a hard stun and either whirlwind or flash bang. The stealther can sneak up on the ball stand with the guards unaware!!! Huge advantage. If no stealther you still have 1-3 people all with some cc no matter what class you are playing. At minimum it's a 50/50 chance to recover that ball. 5) once you get that ball from the stand there are many variable ways to get it into the enzone. I won't cover all of these. Now your team has the ball. The best part about this is that 5/8 of their team in still in your end zone. The sorc is probably on his way back to assist at mid but they have ZERO people at their side of centre. If one of those 1 or 2 people helping you went up to the top deck, he is open for a pass. If he's a sorc he can pull you, If not you can still get lucky and get carried up with the wind fans by the ball spawn. Or the guy who grabbed the ball can just go straight for the Pitt then toss it up to the teammate who went up top. Either way you are going to reach their goal line virtually un-challenged for an easy score. After this the other side will have to adjust by abandoning the farming in your end zone and assist their teammates at mid for the next ball spawn, but the domination at your end zone has ended, your team has just scored and the face off is back at centre ice. You and 1 or 2 of your teammates have just changed what once seemed like an impossible situation into a win-able game. ........But if you had quit the match after the premade on the other side had scored the first 1, 2 or 3 goals then you will have missed out on learning how counter that scenario.
  9. The situations that you just outlined in my experience, are ones that I've stuck out and did my all to turn the match around. Nearly all of them ended up being losses, but the rare ones, where my team managed to pull out the W, have always been the most rewarding victories, and are the ones that I'll remember for days afterwards. You don't often win most of these lopsided matches but I truly feel with outmost certainty that these are the matches where I've most improved as a player. People get stronger by dealing with adversity head on, and giving everything you got when the chips are down and the opposition is overwhelming you. You learn nothing by folding like a cheap tent and tucking your tail between your legs and quitting. It can't tell you how good it feels when you are in a Huttball, the opposition has a strong 4 man pre-made, your team is filled with pugs doing nothing but death matching away from the ball spawn and providing nothing but leap targets to your end zone. You are the only one making any attempt to grab the ball and score. You manage to single-handidly score a few for your team, make a few clutch cc's of enemy players in the fire trap or make a clutch knock back while defending the lead you've clawed and scraped for while your teammates are off chasing kills. You do all this and then pull out the W in the end.....Man that feeling is something else, you will never experience these moments by quitting. ...but to each their own I guess.
  10. Cry me a river. Lack of PvP gear is not really an issue. Like others have pointed out, 162 PVE gear with 142 MH/OF will give a person 2018 expertise with little drop off in other stats. Also PVP gear is only costs like 30% of what It did for the first 3 years of the game, or more if you remember the Battlemaster token days. Importance of gear in regs is overrated anyways. I've tested this out by queing for Regs with full Item level 192's and still finished the match as number 1 overall DPS despite somewhere around a 30% DPS loss compared to average games with min/maxed PVP 174's. It's Reg's the majority of players can't do 500 DPS these days. Most of the experienced PVP'ers have gone. Warzones are filled with new players now. The competition level in regs is lower than It's ever been, gear is less costly than it's ever been. There has never been a better time to learn the ropes in regs as things stand now. I Agree with the assement that in most cases pre-mades vs. in-experienced pug players is unfair . The advantage of having 4 experienced players on one team and nothing but noobs on the others leads to very unbalanced lop sided games that are very little fun to be on the losing side. Nobody likes having their teeth pushed in but what logical solutions are there? There is not enough people in the queue to support a split que of pre-mades vs. pre-mades and pugs vs. pugs for one thing, and you can't punish people for grouping with others in a MMO. The problems in Regs as I see it are those who don't have the fortitude to take their defeats in stride and put in the effort to earn their gear, put in the effort to map out keybinds, watch and read PVP guides and to put in the time to aquire the experience that those that have come before them have. Nobody gets good overnight, it takes time and experience to become a good player in this game. Nothing comes free in life and if you think it's any different in this game, despite the fact it is only a game, it isn't any different compared to everything else in life. If you want to become good at something you gotta earn it. Either you stop making excuses and put in an honest effort or fold like a cheap tent and cry about it. If it's not worth it then maybe PVP is not for you.
  11. These are the utilities I am thinking about taking to help with being focus targeted. In tier one Take the 25% damage Debuff tied to stun, the 10% self heal buff and 3% Damage reduction. For Tier two Take root break/immunity tied to force speed. 25% Damage Reduction with Cloud Mind. Tier 3 Take the 30% Damage Reduction while stunned talent and the talent for the HOT tied to the bubble absorb with heal to full on barrier/enduring bastion. When you know the enemy team is going to all blow all their offensive cool downs and go full burst on you at the start of an all DPS match you: 1) make sure you hit your cloud mind and adrenal before you get stunned because you know you are going to get hard stunned at least once as soon as they open on you. This gives you 15% DR with Adrenal + 25% DR with Cloud Mind and the 30% DR while stunned. Total those up plus add in the 3% passive DR talent and the enemy team has just blown all of their offensive cool downs and up front burst and most likely two hard stuns( white barring you) into a wall of 73% DR. I have not tested this yet so I don't know if all of this DR will stack. assuming that It does all stack: 2) You laugh at the enemy as they have now blown every thing they had on you and are astonished that not only have you not been globaled but you are still alive with your barrier and stun break still available but you are most likely white barred to boot. :) 3. You sprint away with force speed and they can't stun you because they've already filled your resolve bar. Hit your unnatural preservation and or Medpack to heal up while doing so. 4. Try to find an object to LOS them and get a casted heal off if needed. You should now at or near full health. After this, how you would proceed would be highly situational, but the point is you have just survived 4 DPS all blow everything they had on you at the start of the match and you still have your hard stun, stun break and heal to full barrier available to you and hopefully your teammates have managed to accomplish something in those 5 -10 seconds. Has anybody tested this? Does the DR stack?
  12. I hear your frustrations man. The skill level of the average player in this game has plummeted. I can only conclude that nearly all of the experienced pvp'ers have left the game. On the Harbinger you have a few handfuls of decent pvp'ers that have transferred over from other servers and the rest are a bunch of inexperienced casuals, who don't key bind, don't bother to read their own tool tips, don't even bother to rebuff theme selves when re-spawning. The worst thing is that they are full of excuses when they lose/are out out performed. Crying pre-mades, hacks and whatever other garbage they can think of. I have hope that over time, some of these players will own up to poor performance and will put in the effort needed to improve by reading guides/key binding etc. and the skill level of the average player will rise again. We should be patient with these players for now, try to help them out a little to. What I would suggest to the long time pvp'ers who are still kicking around is to take advantage of the others aspects of the game. With 4.0 we will have 9 operations at max level in both SM and HM, we are getting every Flashpoint in HM. We are getting a tonne of Story content. Even give Galactic Starfighter a go, there is a reasonable learning curve with it, but if you put a little bit of time into it it can be pretty fun and rewarding. The fact of the matter is SWTOR isn't a Hardcore pvp game, isn't a hard core PVE or story game, but has an impressive array of things to do for those willing to give them all a shot.
  13. Canuckswin

    Hackers

    I have played this game from launch, I have 2 valour 100 toons, and 3 more over valour 90. I've done way to much pvp in this game and should probably get outside more. I have always had a lot of situational awareness. My experience as far as hacks go in this game is that there really isn't much of it at all going on. All the warping and whatnot you see is server lag, after pulls and leaps and what not. It's like when you force speed and on your screen you have gotten of of dodge only to be warped back into the same position you were previously in because that Sin happened to stun you .000005 seconds before you hit force speed. Another thing I've noticed from people that cry hacks from meeting them in game, listening to them in ts/speaking to them in chat is that none of them are any good at all at PVP. Most of them are the ones that are not very experienced at PVP, they very casually do Warzones, but play a lot of PVE. Then there are some special cases who every time they lose or are bested in some way it's only because the other guy was hacking. It's like a Defence mechanism for them, because they can't face the reality that they are just not very good at the game.
  14. I just can't agree with this crap about mediocre healers being unkillable, I personally have no problem killing these healers. Interrupt casted heals, KB their channeled ones, follow up with a hard stun and gg's, dead healer. Most of these noob healers don't even bother to kite or Los, they go down like chumps. I have to agree with the poster who said that it's a matchmaking problem more than anything. The problem is when a team gets 3 or 4 healers on a on their side. Usually 3 out of the 4 are bad healers but none of them die because you get 3 or 4 healers cross-healing each other, flip side of this neither can that team cap anything because they lack the DPS to clear a node. These are the games that are frustrating and boring. There should be a matchmaking system that allows no more than two healers and a single tank, or two tanks and a single healer per match.
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