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BigAndyW

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Everything posted by BigAndyW

  1. Mine has always worked fine, on a Galaxy Ace. Previous poster stated the app continues to run in the background - mine doesn't, it closes after I exit from it (checked via the task manager). If it is the case that yours is continuing to run after you exit it could explain the crash the next time you use it? I don't know, I downloaded mine about 4 days after launch (when I personally picked up a copy of the game) and it has never given me any trouble.
  2. /signed, it can't be hard to mirror the animations.
  3. They tend to disappear after a conversation. That includes the pseudo-conversations where you stop at a console and do something to it that involves clicking a "turn the console on / leave it alone" conversation style choice box. If you enter a conversation on the main mission and haven't finished the bonus, Esc out of the conversation. To be honest though, almost all bonus missions closely follow the main mission, you kill roughly the right amount on the way to the first main objective, the second bonus objective isn't usually too far off the path to the second main, and so on. If you want to make sure you get them done, just prioritise the bonus over the main.
  4. The reason that popped into my mind was that by changing the base movement speed, they'd have to change every other ability which works off of the base movement speed (all speeders, that ability consulars/inquisitors have) whereas changing the level requirement for sprint is comparatively quick and easy. Plus there's the odd time during datacron hunting (the platform jumping ones) where turning off sprint is beneficial to make a standing jump from one pipe to the next, etc.
  5. I think it really is bad luck, I personally got quite a few commendations as drops yesterday while levelling an alt on Balmorra.
  6. Yeah I can see your point OP, but until the 1.2 changes go live, how do you know they're not balanced? Since PTS doesn't allow 50's to be copied over. As it stands there is definitely issues with class balance, I doubt that devs intentionally overpower a class just for the fun of it, the trouble is it's hard to get a realistic opinion from the playerbase, if you don't play a sorc/sage at the minute they're overpowered and need to be nerfed, if you do they're fine and "sorcs are fine" / QQ / rage results at the suggestion they need to be nerfed. Sad truth is a lot of people prefer unbalanced play so they can have an easier time winning, others prefer their class no matter it's status, but sometimes get into an anti-FOTM view where they would prefer to see the OP class overly nerfed rather than just balanced. People also massively over-inflate the impact of a nerf. You just have to hope BW's internal testers are up to scratch pre-PTS to get the balance as close as possible.
  7. They won't ever stop, if only because the original whiners may well have put their money where their mouth is and actually left. I doubt it though, I'm sure I occasionally recognise someone posting (doomsaying, naturally) who was in the "unsub after 1 day, game will be dead in a week" crowd at launch.
  8. Yeah having to manually enable all the quickbars, change map opacity, show DS/LS points in conversation, and edit all the cooldown appearance preferences is annoying, especially as it tends to reset for me the first time on logout, and I have to do it all again when I log in again.. Only ever resets once but it's still pointless, considering it could just share those settings over all characters. There's a clear difference between individual character settings (show headgear etc) and account-wide user preferences (cooldown style etc).
  9. Healer nerfs coming in 1.2 I believe. Edit: At least I've seen a lot of rage from healers over "massive nerfs" which probably means it's being mildly toned down.
  10. You never lose the ability to wield something, so when you unlock double-bladed sabers for example you can still just wield one, if you wanted.
  11. You could also just not do BT or Esseles or heroics for that planet if you can't find anyone at the time... You seem to think doing those is required? It's not. Not even slightly. Xp in this game comes cheap, which is probably the reason it's harder to find a group at non-peak times.. People just have no need to do FP's or Heroics while levelling, because they're already 4 levels above the story content due to generous xp rewards.
  12. I too wondered why Bacta was totally absent from the game. You'd think it would have made it in somewhere, perhaps in some lab you come across via storyline missions.
  13. Worth knowing for the future if you make the wrong dialog choice, hit escape immediately, which will exit the conversation and allow you to restart it. Because of the way some missions work in SWTOR (the one's which keep the same name and just have a lot of objective changes) resetting one of those will do just what happened, completely take it back to the point you first picked it up.
  14. The main page has been down for days for me, whenever I try to access it, I get: "SWTOR.com is currently unavailable while we perform scheduled maintenance. Please check back again soon!" That's following the link from this website too.
  15. It's 10 seconds for the pod. And what the hell kind of advice is that for torpedoes? Proton torpedoes are a massive help if you want to tap the various command decks / station antennae for significant extra credits (compared to the reward for running the mission without destroying them). A couple you can just about get away without protons, but there's several missions (the asteroid field ones such as Drexel Sweep and the station defense ones) where you will not take out those command decks on the destroyers without protons. You just have to know how to actually use them. I'm guessing you don't, so.. Hold right mouse button while hovering on valid target to lock, let go to fire once lock achieved. Not hard. You have FOUR missiles, not three (the amount of times people say you can't fire normal missiles even when protons have run out, they don't bother to try to actually fire their last torpedo), and they only lock on to the really tough shielded targets anyway (with the exception of shield generators in Makem Te Assault, and the harder / imperial copies of that mission, the generators take 5 concussion missiles to destroy, rather than 20+, but even then just fire protons at command deck first, then each generator til you're out of them, and then use normal missiles to take out the last generator. I don't know how people can't grasp using proton torpedoes.
  16. And by "on sale" that doesn't mean "available to buy" it means "has had the price reduced from the previous, higher price" The only ones being removed from vendors after 1.2 are the big blocky hovercars, everything that looks like a speeder bike or crazy Darth Maul smartcar speeder will be staying.
  17. Yeah the one thing I really wanted to happen but never did, is that once you take out all possible targets on a small capital ship, for it to either go boom in spectacular fashion, or reveal a second set of critical targets, blow those and then boom as before. Would be so satisfying to have the end of Makem Te Assault (and the harder version / 2 Imperial versions) end with the destroyer exploding as you make your final pass (a camera turn to make sure you see it properly just before you jump to hyperspace)
  18. Agreed, no issues with space here, it's classic Rebel Assault (that's an old Star Wars game) updated. I do multiple space dailies and haven't got bored of them yet.
  19. Yeah I think the OP causes more harm than good for new players. If anything, get rid of this thread and re-post the "dictionary" of translations, with an accurate explanation of the origin of the ones that make less sense to you, without the complaints about using the wrong term and the weird less-useful suggestions for replacement terms. MMO's will always have the majority if the terms you listed, they are ingrained from the very beginning of the genre.
  20. Recent thread in the Crew Skills forum (I think it was) has a Georg Zoeller response confirming moddable techblades coming in 1.2, however he doesn't elaborate at all on whether they will bring with them aim hilts (pretty much need to unless they'll be moddable with barrels) and whether there will also be moddable techstaffs. Not so sure about belts / bracers outside of buying the pilot belt with space mission commendations!
  21. A bit of explanation perhaps? The recipe for what? Your post seems to read like you think Biochem will be able to make colour crystals?
  22. It's not due to going afk, that's just a myth. Neither is it due to companions being out (or not), or how many people were in the balloon, or whether you have auto-run on, or whether you /danced too much, all myths. It's as a previous poster stated, the balloon spawns at the point you pick it up, does an unknown number of complete loops (at least 2 from my observations) and then does a loop where it never reaches the end, but despawns just beforehand. It then almost instantly spawns at the pick-up point again, to repeat the cycle. This is especially annoying as if you get dumped out, you have to wait for it to go all the way round before you can even get on it. On the other hand, if you are waiting for the balloon and it spawns right in front of you, so far it has always completed the next loop without incident. All in all though, definitely better to get force pushed up onto the datacron sandcrawler than to take the intended route.
  23. So having watched your video... Why didn't you just fire a proton torpedo? Scratch command deck, you can get off 5 missiles while the proton is reloading (scratch one shield generator), and the remaining proton torpedoes then take care of the other 3 shield generators.
  24. You'll find that you still have 1 proton torpedo left, you definitely CAN fire normal missiles once you are totally out of proton torpedo's. Note that when your torpedo counter says "0", if the torpedo icon is still lit up, you still have one loaded to fire. The "0" indicates you have no spare to reload, once the last one is fired. Honestly protons make these missions much easier, there's never a situation where you'd want to use normal missiles over protons (they only work against a few targets each mission) and once you've used all 4, you can fire normal missiles instead. If you're still getting the proton torpedo locking reticle, it means you still have a proton torpedo left, so use it!
  25. I thought this too but you actually don't need to click again. Hover over target, hold down mouse button until the targetting icon changes to a lock icon, let go and you'll fire. My biggest problem with proton torpedoes is that in some situations they lose lock for no reason, or don't properly detect that you're hovering on a valid target, and you lose your chance to get a shot off due to the locking time resetting over and over.
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