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Snordek

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Posts posted by Snordek

  1. Ah...my gf has a smartphone. Was hoping my ipod could work .

    I read it was free so maybe I will.

     

    It should work just fine so long as you have the iPod Touch and not the classic or nano. You'll have to be on wi-fi to use it, but other than that there's nothing that would prevent it from working as far as I know.

  2. You should be able to run SWTOR just fine on that setup. The Radeon 5870 probably won't be able to deliver acceptable performance on maxed graphic settings, but you should be able to find some lower settings that will allow for smooth frame rates. I would suggest swapping it out with something a little more current, if possible (Mac Pros use normal desktop components, so swapping out your video card should be fairly straightforward, unlike iMacs which tend to be built more like laptops).

     

    As for the mac haters... just ignore them. The only thing that matters is that whatever you're using works for you.

  3. I'll tell you exactly what it was that you were hit by, but you have to promise to keep it a secret!

     

    OK?

     

    OK!

     

    You were hit by burst laser cannons + rocket pods. Bypass was probably involved, too, as well as damage capacitors. Just go look at the upgrades for those two weapons and notice how nicely the rate of fire can line up. The end result is massive burst damage that can happen quickly enough to seem like a one-shot even though it's generally a two-shot.

  4. The OP's list of new content seemed a little anemic so I decided to throw together a more complete list. I'm sure there are things that I missed, but it shows that BioWare has been a bit busier than the OP gives them credit for.

     

    Categories show totals where appropriate, with only post-release content itemized below.

    - PVP Warzones (5 Total) -

    Ancient Hypergate

    Novare Coast

     

    - PVP Arenas (4 Total) -

    Orbital Station

    Tatooine Canyon

    Corellia Square

    Makeb Mesas

     

    - Operations (7 Total, 3 Difficulty modes each) -

    KP (full op wasn't available at release)

    Explosive Conflict

    Terror From Beyond

    Scum and Villainy

    Dread Fortress

    Dread Palace

    plus Nightmare difficulty modes added after EC/TfB

     

    - World Bosses (25 Total, 4 unavailable/unreleased) -

    Urtagh (original Rakghoul event)

    Infected Trapjaw (original Rakghoul event)

    Zama Brak (original Rakghoul event)

    Nightmare Pilgrim

    Dreadtooth

    Golden Fury

    Xeno Analyst II

    Surgok'k

    Gravak'k

    The Eyeless (unreleased)

     

    - Flashpoints (19 Total, 16 Hardmode) -

    Kaon Under Siege

    Lost Island

    Hammer Station (Hardmode)

    Athiss (Hardmode)

    Cademimu (Hardmode)

    Mandalorian Raiders (Hardmode)

    Czerka Corporate Labs

    Czerka Core Meltdown

     

    - Gear Tiers (12 Total, 3 unavailable: Tionese, Columi, Rakata, PVE Only) -

    Black Hole

    Hazmat

    Campaign

    Dread Guard

    Artifact

    Black Market/Arkanian

    Underworld/Verpine

    Kell Dragon/Shadowed

    Oricon/Dread Forged

     

    - Companions (44 Total) -

    HK-51

    Treek

     

    - Planets/Moons/Locations (23 Total + 2 Faction dependant variants: Taris & Balmorra) -

    Black Hole

    Section X

    Makeb

    CZ-198

    Oricon

     

    - Events (6 Total, 2 recurring, 2 unreleased) -

    Rise of the Rakghouls

    Grand Acquisitions Race

    Return of the Gree (recurring)

    Bounty Week (recurring)

    Rakghouls Revisited (unreleased)

    Life Day 2.0 (unreleased)

     

    - Single Player Space Missions (19 Total, 6 Hardmode) -

    Cha Raaba Assault/Thanium Disruption

    Duma Strike/Baros Ambush

    Far Cradle Strike/Regnant Station Assault

    Kanaz Minefield/New Cov Asteroid Field

    Kabal Station Defense/Ardis Outpost Fortification

    Lorta Escort/Hypori Escort

     

    - UI Features -

    UI Customization

    Color Matching

    Hide Helmet

    Companion Hide Helmet

    Companion Color Matching

    Achievements

    Legacy System

    Guild Banks

    Cartel Market

    Collections

    Character Atlasing (High Res Textures)

    Group Finder

     

    - Gameplay -

    Ranked Warzones (No longer available)

    Ranked Arenas

    Galactic Starfighter

    Level Cap increased to 55

    Legacy Gear

    Dye Modules

    Craftable Augment Slots/Kits

    Animal Mounts

    Appearance Designer

    Cathar Species

    Cross Faction GTN

    Reputation System

    Multiple Class Changes (balance)

     

    - Expansions (2 Total) -

    Rise of the Hutt Cartel

    Galactic Starfighter

    (too many additions to detail)

     

    - Patches (13 Named, 134 Total)

    1.1.0 Rise of the Rakghouls

    1.2.0 Legacy

    1.3.0 Allies

    1.4.0 Terror From Beyond

    1.5.0 HK-51 Activated

    1.6.0 Ancient Hypergate

    1.7.0 Return of the Gree

    2.0.0 Rise of the Hutt Cartell & Scum and Villainy

    2.1.0 Customization

    2.2.0 Operation Nightmare

    2.3.0 Titans of Industry

    2.4.0 The Dread War

    2.5.0 Galactic Starfighter Early Access

     

    Average time between named patches: 8 weeks

    Average time between regular patches: 5.4 days

  5. - When :sy_bank: meant something,

     

     

    The only thing this ever meant was that the poster had been granted special permission by BioWare to complain on the forums about the CE Vendor. I kid, I kid...

     

    Good list, though. I still have my Champion Lightsaber. It popped out of the first bag I ever opened. The RNG was strong with me that day.

  6. As a tank, you shouldn't need the same stats as a healer. Did the piece in question have cunning on it? Because tanks should never roll need on a cunning piece. You shouldn't want the mod or enhancement in the piece either, because they would likely be non-defensive stats like crit or surge when you should be looking for defense or absorb.

     

    I think purple 66s are equivalent to blue 69s, can anyone confirm/deny this for me? But yeah, you can get heavily geared out thru the GTN or crafting if you're crafting purples.

     

    OP wasn't a tank and wasn't running max level FP's, so 66/69 gear on the GTN wouldn't do any good.

  7. Only certain reputation items are available through the Collections screen. The Thana Vesh set, to use your example, is not available through the Collections system, but some other sets are (such as the volatile shock trooper armor). Also, if you decide to buy something from the cartel rep vendor that is not available through the Collections system, make absolutely sure you buy it on the character you want to use it on, as all the items are Bind on Pickup. The certificates can be mailed to your other characters, but the items they are used to purchase cannot.

     

    Caveat emptor.

  8. I have mixed opinions on Treek, personally.

     

    At 55, she does well enough with decent gear, and the same is true of lower levels. Personally, though, I feel like her healing output is lower than that of dedicated healing companions when gear/level isn't a factor. I could be wrong, of course, but she's lacking when it comes to instant heals, and will spend more than half her time attacking enemies. Her heals are primarily HoT-based, which isn't a bad thing, but it won't do much to overcome burst damage from a missed interrupt.

     

    I think the real trick to maximizing Treek's usefulness is in switching her between her the two stances on the fly. She will still do some healing while tanking (not nearly as much), but she can take the heat off of you for a bit if you find that her heals aren't enough to keep you up. I've been able to solo several same-level champion mobs on Balmorra with my Sentinel using Treek this way, and I'm not sure I would have been able to do that with a different companion.

     

    So, yeah... She does just fine, so long as you're keeping her properly geared (true of all companions).

  9. It seems many people are unaware of what's available across the various vendors throughout the galaxy. Hopefully this link to TOR Fashion (created by Iwipe of Dulfy.net), will help folks find something suitable. The initial sets listed are class-bound, but everything listed below the "Reputation" category is adaptive, non-restricted legacy gear. Keep in mind, some of the sets are no longer available (Containment Officer/Sand People Bloodguard). The latest sets have yet to be added (Bounty Hunter Event and Czerka Rep), but I'm sure they will make their way onto the site in an update soon.

     

    http://tor-fashion.com/legacy-sets/

  10. Dreadseed armor is an adaptive legacy set that is unmistakably sithy in appearance. This set is available through the seeker droid quest-line (must be level 53 to start).

     

    The Voss Ambassador set is a re-color of mid-level Jedi Consular gear, and is both adaptive and bound to legacy. The set requires Champion standing with the Voss.

     

    So, yes, there is adaptive legacy gear suitable for both sith and jedi. Not much, but it's there.

  11. The good news is that you only need to complete the class quests through the end of Chapter 2, so that should save you some time.

     

    The bad news is that by the time you're near the end of it, you'll be so under-leveled that you will have a very large aggro-radius. The 55 you bring along won't have any trouble with anything that you'll encounter, but you should expect to get knocked off your mount on a fairly regular basis. If you're an operative, you won't get much use out of stealth for the same reason - mobs will see right through it, and from quite a bit further away than they otherwise would.

     

    For what it's worth, I did the same thing on my gunslinger a long time ago (I've since leveled it to 55 for the "diehard" achievement), and while it was a little trying at times, it was completely possible to accomplish with a little patience. I don't know about the agent's storyline, but if you come across any missions that require you to go to a special location on the galaxy map (as in, not a standard planet that everyone has access to), make sure you land somewhere and have your 55 friend get in your ship through the hangar. When you fly to the special location (with your friend on board), you should both be able to access the mission.

  12. Just ran through The Battle of Ilum to see if Darth Serevin had anything interesting to say. Here's what I found:

     

    Smuggler: A pleasure, Captain. Emperor Malgus has spoken of your... stubbornly persistent ways.

    Trooper: So this is the Major from Havoc Squad. Emperor Malgus thought you might oppose our invasion.

    Consular: The force is strong with you, just as Emperor Malgus warned.

     

    Here ya go, in case you missed it earlier. These are the lines for Republic players going through Battle of Illum, as delivered by Darth Serevin.

     

    I don't know for sure, yet, but I'd guess that he uses the same line for the knight as for the consular. I'll double check as soon as I get my knight finished up.

  13. Just ran through The Battle of Ilum to see if Darth Serevin had anything interesting to say. Here's what I found:

     

    Smuggler: A pleasure, Captain. Emperor Malgus has spoken of your... stubbornly persistent ways.

    Trooper: So this is the Major from Havoc Squad. Emperor Malgus thought you might oppose our invasion.

    Consular: The force is strong with you, just as Emperor Malgus warned.

  14. Once again, curiosity got the better of me, so I ran through it on my gunslinger. :D (False Emperor, that is)

     

    Smuggler: Approach, Captain. Watch your fleet's final moments.

     

    I think I might try some of the others now, just to see if there are any more of these little hidden bits of dialogue.

  15. Just played through False Emperor on my 55 Sage and 55 Commando to see what this was all about. The sage got the same response that's already been reported for the knight, but the commando had a unique response.

     

    Jedi Consular (Sage): Come, Master Jedi. Witness the Destruction of your fleet.

    Trooper (Commando): Your fleet has failed you, Major.

     

    Additionally, Arkis Wode seemed to have unique replies (though these may be in the group version, I don't know... I've always hit the space bar through his part... HK-47 is much more entertaining).

     

    Jedi Consular: You didn't listen to my warnings, Master Jedi.

    Trooper: Bad move, Major.

  16. As near as I can tell, the Nihilus mask does not change color at all. The unify colors option does not seem to have any effect on it regardless of what chest piece I use.

     

    So, I think the answer to your question is that, no, it won't match to chest color at all, and the item preview window is showing you the correct appearance.

  17. It's a cheesy way to try to make packs of mobs more 'interesting'. And lets not try to kid ourselves...basic mob AI isnt smart, it's all scripted. They have a set of abilities and they have a set pattern in which they use them. The AI doesnt care if you are a commando or sorc with lots of casted/channeled abilities or a SW/JK with few casted/channeled. It's going to do the same pattern regardless. Some abilities require certain conditions be met before they get used IE they have to be in melee range of you, or you have to get within melee range of them. Or they have to detect an action first IE player is casting/channeling > interrupt.

     

    I can go up against a mob that i know has an ion shock interrupt vs casted shots and do a power shot on my BH, watch it get interrupted and go neener neeener and cast a tracer missile at him. Or like the other guy who mentioned face pulling? i do that too on my SW/JK when going up against a turret i facepull or walk right up to it, get knocked back only to charge right back in.

     

    I never said it wasn't scripted, or that it was opponent-specific behavior. All of the mobs have predictable actions, but that doesn't equate to "lazy design" or "stupid" AI (as it has been called previously in this thread). These mobs don't exist to provide a great degree of challenge to players, as the vast majority exist to facilitate the leveling process. Part of that process involves a player learning his/her own class abilities, as well as the abilities of the other classes in the game. As was pointed out before, NPCs have abilities that are similar to those possessed by player classes, though not always in the same combinations. This helps familiarize players with the various abilities (and their effects) that they'll encounter in group-based content. Your own example of using power shot as interrupt bait against a mob with the ion shock ability is a perfect example of the sorts of things that players can learn from interactions with these sorts of mobs (and an example of PvP and PvE strategies overlapping - fake casting to draw out wasted interrupts can be quite effective in the right circumstances).

     

    So, again, to the original question, melee mobs have knock-backs because a) it acts an easily identifiable interrupt, b) because players (including melee classes) have them, and c) it helps teach and reinforce game concepts. They do not have knock-backs because "herpderp biofail makes dumb npcs."

  18. Melee mobs have knock-backs because knock-backs are interrupts. It will make more sense to you if you play a gunnery commando (arsenal merc) or telekinetics sage (lightening sorcerer).

     

    There are really only a handful of abilities that NPCs have that can be used to interrupt player actions: pulls, knock-backs, cc abilities (like force choke and cryo-grenade), and that ion pulse that some ranged droids have. They are all very easily identifiable, visually, and thus don't feel "unfair" for the player experiencing them - spending any amount of time in PVP as a cast-time based class will make it clear that actual "interrupts" (mind snap, riot strike, distraction, etc) can blend in quite easily with other combat animations. It can be frustrating for players to suffer ability failure without an obvious cause, and while that is simply a part of PvP, it has no place in PvE.

     

    So, no... It is not lazy design, or stupid AI, or any of the other nonsense being spouted in here. It's simply a way to add a bit of utility to a mob's toolkit, while teaching/reinforcing the idea that knock-backs can be used as interrupts to players.

  19. As a DPS commando, you should always choose the weapon type with the highest base damage. Fortunately, that's relatively easy to do, as assault cannons will always have higher base damage than blaster rifles (assuming they are of equal ratings). As has already been pointed out, you will not be able to use certain commando-specific abilities without an assault cannon (namely, hail of bolts and charged bolts), but that may not be an issue for you depending on your spec. If you are a gunnery commando, for example, charged bolts is completely useless and is replaced by grav round (which is cheaper, more accurate since it is a tech ability, and applies a useful debuff). Hail of Bolts is not a spec-specific ability, but is a very useful AoE ability than can make clearing packs of weak mobs quick and painless when mortar volley is on cool-down.

     

    (If you are a healing commando, then you are free to use whatever you like, as the choice of weapon type will not have any effect on your healing ability.)

     

    I play a gunnery commando primarily, and haven't really toyed around with assault in a long time, so I can't speak for that spec but... You absolutely want to have an assault cannon as a gunnery commando, despite not having any rotational abilities that specifically require you to have one. Full-Auto is your hardest hitting ability, and will often account for the largest portion of your damage output in boss fights. Since full-auto is a "ranged" ability (and not a "tech" ability), its calculated using your primary weapon's base damage as part of the formula (same for hammer shots and high-impact bolt - another heavy hitting ability). Full-Auto also benefits from +30% surge in the gunnery tree, which amplifies the benefit of having higher base weapon damage as your critical hits will be even larger. It also benefits from the 20% armor reduction applied by grav round, as well as the +25% damage buff from the curtain of fire proc.

     

    Comparing (for example) a rating 156 blaster rifle to a rating 156 assault cannon you'll get:

    Blaster Rifle: 434 - 651 energy damage

    Assault Cannon: 456 - 847 energy damage

    Difference: 22 min damage, 196 max damage

     

    That's just the base damage of the weapon. The assault cannon comes out ahead, and if you are a gunnery commando, then the assault cannon pulls ahead even further in damage output.

     

    TL;DR version... if you are a gunnery commando, then full-auto accounts for a huge portion of your damage output on a boss fight, and you'll be losing out on a very, very large amount of damage by using a blaster rifle instead of an assault cannon.

     

    Hope that helps!

  20. You can add Calo Nord's Jacket to the list of bugged items. The geometry/rigging on the flexible part of the jacket is just... I don't even know. I have yet to see anything like this on any other piece of gear.

     

    http://tinypic.com/view.php?pic=2u96fz9&s=5

    It is slightly less noticeable on other body types, but it's still buggy as all heck on males and females, especially when doing anything other than standing perfectly still in the non-combat idle animation (and even then, as you can see, for certain characters... well, it ain't pretty).

     

    I know this particular piece might not be as iconic as the Revan set, and fewer people might care, or even notice, but the OP's point stands. Buggy items are slipping through the cracks, and if the cartel market is to continue being a profitable venture for BW the cracks need to get smaller.

  21. Description of bug:

    The chest piece associated with the Calo Nord armor set appears to have bad geometry, or possibly improper rigging. The flexible part of the mesh (the portion of the jacket that extends below the waist) has many visible issues rendering the piece unsuitable for use in game. Furthermore, the portion of the armor that appears to be a neck scarf causes issues with female human hairstyle # 45 (both in-game and on the loading screen). Both of these visual issues are visible at all times: walking, running, non-combat idle, combat-idle, combat animations, and all varieties of speeder-riding animations (very pronounced on speeders that display the rider in a semi-standing position such as the Rendili, Gurian, and Longspur series).

     

    Verification of bug-status:

    Tested on both Nvidia and AMD graphics cards using latest drivers. Tested on multiple body types, both male and female. Attached screenshots are of female body type 1. Testing indicates that this is most likely an issue with the item, rather than a problem originating with the end-user's hardware.

     

    How to reproduce the bug:

    Equip the "Calo Nord's Jacket" item.

    Pics: http://tinypic.com/view.php?pic=2u96fz9&s=5

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