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Xenotoxic

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Everything posted by Xenotoxic

  1. EDIT - Post idea #2 in the suggestion forums, IMO. I completely agree, Mercs/Commandos need some kind of mobility tool. Though, I think #1 would exploit terrain too well and make Mercs the best huttball carriers. #2, as a Disengage, would be the best option IMO. It would utilize the jetpack and jump backwards in a straight line -Snipers/Slingers are more like turrets and are good at facetanking. Where they lack mobility, they make up for it with defensive abilities. Additionally, I've had snipers roll into cover right out of my jugg's ravage. (I'm in no way saying that rolling into cover is RELIABLE mobility.) -Sorcerers/Sages have force speed, which is a pretty reliable gap opener. They also have 2 talented roots and a baseline on-use slow in addition to their knockback. What do Commandos and Mercenaries have? -They have 1 baseline knockback, 1 talented knockback (which is being turned into a melee range root), and 1 talented RNG slow (will be knocked down to 30% from 50% next patch) All 3 of these classes have a hard stun, a mez, and an interrupt (as of next patch). Adding the disengage would work well for Mercs and for Commandos it could be a "Defensive Roll" kind of thing. I support idea #2.
  2. I'd have to agree with EirikDahl. My reasoning is this: Bounty Hunters don't seem like they'd fit as a turret class. Why? Because of the jet packs. I realize that in-game they aren't used VERY often (not counting jet charge), but the point of having a jet pack in the first place is for mobility, is it not? This is why this class strikes me as one that should be designed with decent mobility instead of defenses.
  3. This. I'll stick around for a loss against another pug, but going against premades while solo queuing is not fun. I'd rather leave than get farmed without a chance.
  4. I think a gear contest would just be insulting to the concept artists and modelers that are still around. Many players are not happy with the Black Hole / Terror From Beyond gear and they know it. If they were hiring 3D modelers, I'd apply in a heartbeat, but that's not the case.
  5. If you stop adding armor sets to the game then gear begins to get stale and customization options become limited. It's good that some of you are happy with the way your characters look and you don't intend to change them. If you don't care one way or the other, why are you bothering to post here? Do you really expect everyone to feel the same way? Also, Andryah, there aren't as many sets available as you say there are. You'd be correct if they removed faction requirements for specific looks, but that is unlikely to happen. Maybe as a whole, it feels like there are a lot of custom pieces, but you need to keep in mind that people are limited to certain armor types and factions.
  6. The point of new gear is that IT IS NEW. Yes, modable gear gives us options, not as many as you say there are, though. Using that logic, does that mean it's okay to stop adding new looks to the game? NO! But that's what you're saying. Our complaints are valid. New colors =/= Unique It's like republishing the Harry Potter books using different fonts and calling them new.
  7. Why are you disregarding the real problem here: No new looks being added to the game?
  8. Have a look at this article from DarthHater: http://www.darthhater.com/articles/swtor-news/21582-dread-guard-armor-preview I REALLY hope that these are just placeholders for use on the PTS. Reusing armor models for a new tier of content is a VERY bad move. Recolors are for greens, blues, and customs. New tiers of pvp and pve content should always have completely new and original sets.
  9. 1.) Is the new warzone going to be available with 1.4? 2.) Is HK-51 going to become available with 1.4? 3.) Will we see Cathar in 1.4? 4.) Are THESE armor sets just placeholders for the real sets coming in 1.4? 5.) Will we have to wait for 1.5 for any of these things to be implemented? I'd say that these are very important questions that the community needs answers to.
  10. Did you notice that we have 1-2 less kiting tools than the other ranged classes? I doubt that our intended design is to face-tank melee because our casts are easily interrupted. Repost this in the suggestion area as you are suggesting clarification on the Mercenary / Commando 's intended design. I also have my own post in there, suggesting different ideas and alternatives to the Afterburners / Concussive Force changes. http://www.swtor.com/community/showthread.php?p=5138662#post5138662 Please add your suggestions and opinions to the thread to help increase its visibility!
  11. Thanks for keeping it constructive. Roots never affected resolve. I don't quite get the point of this comment. My point was that rocket punch / stock strike require MELEE range to root the target. My enemy can keep attacking/CCing me even after I root them. This makes it a very poor ability to open the gap. A lot of instants? Thermal Detonator(delayed damage), Incendiary Missile, and Rail shot are the only instant damage dealers (not counting rapid shots). Power Shot and Unload, which require cast time, are essential to dealing damage. I cannot reset Rail Shot without them. Interrupts and mobility ARE an issue. I'll comment on having "heavy armor" further down. With the upcoming changes, there really won't be any benefit to being Pyro as Arsenal is getting the new bells and whistles and will be able to contend better with melee. I'd argue that Arsenal is more burst due to Tracer Lock, Rail Shot, and Heatseeker Missiles. No more CC than other ranged classes bring. In fact, Mercs and Commandos are short by 1-2 as they have no root. Let me give you a comparison to the other ranged classes' tool box: -Snipers/Slingers - 1 hard stun, 3 slows (Talented) 2 Roots (1 is from knockback), 2 knockbacks (1 talented from ambush), 1 instant break-on-damage CC. -Sorcerers/Sages - 1 hard stun, 2 roots (both talented), 1 knockback, 3 slows, 1 talented AOE break-on-damage CC. -Mercenaries/Commandos - 2 knockbacks (1 talented), 1 hard stun, 1 casted break-on-damage CC, 3 slows (2 talented) I'll skip the other 2 suggestions as they were more about QoL. Our main worry from damage is melee, as very few dots do meaningful damage over their duration. You make it sound as though armor completely stops non-dot damage or that it can be ignored, which is not true. The difference in armor between medium (about 24%) and heavy (about 30%) is about 6% damage reduction, give or take 1%. I am unsure of light armor and am guessing that it is somewhere between 16-18% damage reduction in appropriate gear. At the moment, there is no mention of any direct nerfs to damage. Keep in mind that they reduced the range of ranged hard stuns across the board. Please see my reply to your first quote. If you walk up to them and root them, they will CC you to waste your root. The same could be said about ranged being able to get away from melee, at least long enough to do meaningful damage. A reliable ranged root is what I'm suggesting in place of the rocket punch / stock strike talented root. The other ranged classes, talented or not, all have a ranged root and a knockback root. Mercenaries and Commandos do not, leaving them short on the kiting race overall. The other suggestions were just that, individual suggestions to get some ideas going. I hope you read my original post carefully, as I tried to be thorough.
  12. Mavrix Varad's armor. http://tor.zamimg.com/torhead/uploads/screenshots/793.jpg
  13. (PLEASE KEEP THE POSTS CONSTRUCTIVE and support this thread if you feel the same way. Any numbers used are simply examples.) The suggested changes are a step in the right direction, but could be done differently, IMO. Sure, the interrupt is nice, but it doesn't help us when we're getting eaten alive by melee. I know that the posted changes are NOT YET SET IN STONE. That is why I'm here to make some suggestions and hopefully get some support from fellow players. What's wrong with the change to Afterburners / Concussive Force? --1. It requires the user to already be in melee range. This is bad because it gives melee the chance to stop us before we can get distance. If dots are rolling on the target, it will only last 2 seconds and we won't have gained much ground by that time. The argument "Well, root then knock back" is not valid because it shouldn't be required to use 2 GCDs to effectively use the root whereas other classes only need 1. --2. It's strictly limited to Arsenal/Gunnery, leaving Assault/Pyro behind. Pyro/Assault has no RELIABLE kiting tools. --3. It will force people to pvp as Arsenal/Gunnery if they even want a chance of keeping distance from melee, making Pyro/Assault even less desirable as Commandos/Mercenaries. -------------------------- Mercenaries and Commandos are missing RELIABLE kiting tools. Here are some suggestions: (Please note that I'm not suggesting that they ALL be implemented. These are SEPARATE suggestions.) --1. Electronet - A simple ranged 4 second (2 if damaged) root on about 15-20 second cooldown. (baseline ability) --2. This one has 2 parts: A) Arsenal / Gunnery - Keep the knockback on Rocket Punch / Stock Strike through Afterburners / Concussive Force and add a root. If the target is Immune to the knockback, the root should still be applied. B) Pyrotech / Assault Specialist - Thermal Detonator / Assault Plastique roots the target until the explosion. This way both specs benefit and still play differently. --3. Retreat / Jet Jump - You roll or jump back 20 meters to give yourself some space. (baseline ability) --------Quality of life: --4. Chaff Flare / Diversion - Slows all targets within 15 meters for 5 seconds in addition to its current effects. (baseline) --5. Unload / Full Auto - 50% slow over duration. baseline for Commandos and Mercenaries. Any additional Suggestions? Please share your ideas. For those who want to look at the current changes but don't want to go search for them:
  14. Red Reaper Specialist's Helmet Has anyone managed to get a hold of this yet? If so, how did it drop? Trash? Darth Ikoral? The reason I ask is because I've been running Red Reaper like crazy and have yet to find one. Torhead says it drops from Darth Ikoral whereas Torfashion says it drops from trash mobs. Which is it? Thanks for reading my post!
  15. 1) No 2) Because I feel new races should be released in pairs. Cathar for one faction, another for the other faction. 3) I'd rather see Kaleesh, Devaronians, and Gen'dai, 4) Yes. 5) Yes. I feel we need some more outlandish races. 6) To me, they just do not feel right as a new race selection. They seem far too plain. Not everyone will share my opinion. All the animations are there. Releasing new races regularly shouldn't be a problem. Having a lot of new races to choose from would be a VERY good thing. While some races like Gen'dai would probably be hard (because they're somewhat formless without armor) others such as devaronians, kaleesh, etc already have plenty of animations and should be very easy to implement.
  16. Thank you Kubernetic for finding this quote. We now know that their "super secret space project" is at least still in the works. I will edit this into the original post.
  17. I agree with this. They really need to communicate with us and tell us if they're even working on this "Secret Space Project" still. The fact that we haven't heard anything since PAX East kinda worries me. Who knows, maybe they scrapped it with the F2P announcement. They probably don't realize that 3D Space can do wonders for the game.
  18. http://www.youtube.com/watch?v=Lt-Jk3TmodY I was pointed towards this video. Bioware really needs to communicate with us and tell us if they're still working on their "Secret Space Project." It's definitely possible to make one, even with all of the modifications they made to the Hero Engine.
  19. On pvp servers, yes. On pve servers, I assume something would be implemented for people that don't want to take part in pvp. Keep in mind, you can complete your dailies/weeklies in any region of the galaxy.
  20. IMO this would only work if they allowed cross server queuing. I don't think anyone would queue for Voidstar then, seeing as it doesn't rewards as many comms as other warzones. Also, I love Huttball, but hate Novare Coast.
  21. Additional mission Ideas: Escort missions - escort a ship from point A to point B without letting it get destroyed. Boarding missions - board the enemy vessel and eliminate the crew.
  22. I disagree with this. Low level players are usually leveling up solo. They usually queue solo as well. No one, especially not new players, wants to get steamrolled by an 8man premade while leveling up.
  23. If guild capital ships become available after a space revamp, how do you think they'll work? Will they require a player to pilot or will they be on autopilot, leaving only turrets available for player interaction? Give me your thoughts so I can add them to the "Guild Capital Ship" section!
  24. 1.) 3D space (Bump my post in suggestion forums!) http://www.swtor.com/community/showthread.php?p=5097652#post5097652 2.) Incentive for world PVP 3.) NPCs wear lots of variations of gear that aren't available to us. How about some of those in custom form in addition to certain greens that don't have custom versions.
  25. Edit: Thank you Kubernetic for finding this quote. While "super secret space project" is extremely vague, I don't think they'd make such a big deal out of it if they simply intended to give us more rail shooter missions. As we do not know the progress of the project, I think it's safe to say that they're still working on everything. I'm changing the purpose of this thread. It is now about suggesting things we'd like to see in the "Super Secret Space Project" ASSUMING it's going to be some kind of free-roam game. Suggestions: -Give players a wider selection of ships - Unlockable and Purchasable Ships -Ship exterior customization (Color, Emblems, Engine/Laser colors) -PVP and PVE quests -Rare spawns -Ability to board enemy ships -Don't delete the old space missions, Instead put them into a separate terminal on the ship and call them "Combat simulations". -Add Air to Ground missions for certain planets. Feel free to add anything else you might like. Let's keep telling Bioware that we want them to put their space project on a higher priority! I'm going to keep my original post here in case people want to read it to get their own ideas. Thanks for reading! ------------------------------------------------------------------------------------------------------------------- Original Post: "Space Combat Revamp Proposal" (Please read carefully before posting. Also, PLEASE keep it constructive. This is a long read, so please bear with me.) >>>Introduction Remember Star Wars: Rogue Squadron for the N64? Star Wars: Starfighter for the PS2 and Gamecube? Space combat in SWG? While there are more games I could mention, I'll just stop there. This is what I imagine when I hear "Star Wars" and "Space Combat" used together. At the moment, what Bioware has given us is a very small taste of space. Traveling from planet to planet or using our holo terminal are really the only reasons we use our ships. I mean in addition to space missions and some companion conversations. The rail shooter that we have right now just feels very restricted. While it is quite pretty to look at and very simple to play, it does not give us a feeling of how vast the Star Wars universe truly is. The missions are very repetitive and are also reused at higher levels. Proper implementation of space could very well bring old players back and attract new ones. Bioware already has all of the art assets they could possibly need. All they need now is coding. I know, that is no easy task and cannot be done overnight. Bioware has been VERY quiet about their plans to update space since PAX2012. At least that was the last time I heard about it. With SWTOR going free to play, we do not know what they intend to do with space from here on. It is possible that they have since scrapped it to focus on other content. I have a feeling that this is true because they are still developing and releasing more rail shooter space missions. As a player that loves flight/combat sims, I would LOVE to see space come to life in SWTOR. But if Bioware has truly scrapped their plans for a space revamp, then I urge them to reconsider. >>>Proposal / Ideas What is it that us players are asking for? To my understanding, we all want free-roam space flight with PVP/PVE and Quest/Group content. From here, I'm going to suggest features and provide examples using (poorly) photoshopped screenshots. >>>Ships Let's start with where to go. On your faction's fleet or any space station/port there will be a terminal near your ship. Click it and you will get a window with 2 options, "Select Ship" and "Depart with selected ship". You can also just walk up to your ship's door and click it to get "Depart with this ship" or "Enter Ship". From within your ship, you can still go to the galaxy map and travel quickly from planet to planet. If you decide to go to space from your hangar, you may roam your current region or activate your hyperdrive and jump to another region within the galaxy. >>>Getting Ships You will start out with your class ship and can acquire others through credits, fleet commendations, or random drops. Example: [Mark VII Security Code] You will buy a datapad with a security code from a vendor located next to the fleet speeder vendor. Go into your inventory and click the datapad to learn the security code. This will unlock your new ship for use next time you leave for space. >>>Imperial Ships -Mark VII Interceptor http://i555.photobucket.com/albums/jj462/Xenotoxic/ship_4.jpg Top Speed: * * * Maneuverability: * * * Firepower: * * * Armor: * Shields: * The Mark VII Interceptor is a fighter type ship that sacrifices armor and shields for maneuverability and speed. -Extinction Bomber http://i555.photobucket.com/albums/jj462/Xenotoxic/ship_3.jpg Top Speed: * Maneuverability: * Firepower: * * * Armor: * * * Shields: * * * The Extinction Bomber is a bomber type that sacrifices maneuverability and speed for increased armor and shield effectiveness. >>>Republic Ships -Talon Fighter http://i555.photobucket.com/albums/jj462/Xenotoxic/ship_1.jpg Top Speed: * * * Maneuverability: * * * Firepower: * * * Armor: * Shields: * The mirror to the Mark VII Interceptor -Raven Bomber http://i555.photobucket.com/albums/jj462/Xenotoxic/ship_2.jpg Top Speed: * Maneuverability: * Firepower: * * * Armor: * * * Shields: * * * The mirror to the Extinction Bomber >>> Class Ships Top Speed: * * Maneuverability: * * Firepower: * * Armor: * * Shields: * * Stat-wise, class specific ships will be the middle ground between fighters and bombers. These ships will also be free since you receive them from your class quests. More ships can be added as time goes on. In my opinion, giving players the ability to choose which ship they want to use is important. >>> Legacy Ships Legacy Ships would give players a slightly wider selection of ships to choose from. They can unlock these ships by getting the appropriate classes to 50. (Faction restricted) Example. I'm on my Bounty Hunter, but I want to use my Level 50 Agent's ship instead. >>> Ship Visual Customization -Additional Color Schemes -Markings/Emblems selection -Laser Color selection -Engine Color selection >>> Guild Capital Ships I am open to suggestions on how these could be implemented. >>>Controls and Movement Here is a (poorly made) diagram showing the control layout for your ship when out in space. http://i555.photobucket.com/albums/jj462/Xenotoxic/ship_diagram.jpg Some things I forgot to add: -Your ship is fixed into the middle of your screen just as your player character is. -Your mouse turns the ship left and right, up and down as you move freely through 3D space. -Double tapping S or W will instantly increase or decrease your acceleration level to the maximum/minimum. -Holding alt unlocks your camera, letting you look around space without moving your ship. -U-turn (don't know if there's a better word) useful for getting your sights on an enemy that is chasing you. -Abilities bought using fleet commendations are activated via keybinds. (like they are now) -Tab cycles through secondary weapons. >>> User Interface The current space combat UI is very nice and is not too intrusive. In order to revamp space though, we may need some additional things such as a minimap with radar and a meter that shows your current speed. >>>Weapons / Combat Space combat will feel just like a fighter sim (Think Ace Combat). You can shoot your lasers at a target by aiming your crosshairs at them. If your target is within your sights long enough, you will lock onto them, allowing you to fire your secondary weapon. Each ship will have the following: -Standard Laser weapon -Missiles (secondary weapon) -Shields (Only recharges after combat ends) -Hyperdrive (used for jumping between regions) You may buy these upgrades for your ship using fleet commendations: Secondary Weapons: -Focus Laser - (A laser that shoots a stream over 3 seconds, damaging enemies.) -Proton Torpedo ( Intended for use against large ships.) Defensive Upgrades: -Countermeasures (Attacks do not hit you for 3 seconds. 3 charges per engagement) -Repair Droids (astromech droids repair your ship, restoring 15% HP over 10 seconds. 2 minute cooldown) -Emergency Jump (Jump to Light Speed and travel to the safety of your faction's fleet. Only useable in combat. 1 hour cooldown) >>> Space Missions You can pick up PVP/PVE daily and weekly missions in the supplies and combat training sections of your fleet respectively. Examples: [space Daily] (PVE) Destroy 3 large-scale enemy ships. [space Daily] (PVP) Destroy 15 enemy player ships. [space Weekly] (PVE/PVP) Destroy 200 turrets or player ships. [space Weekly] (PVE) Group with other players to destroy the enemy Capital Ship and its escort. [space Weekly](PVP) Kill 50 players attacking our allied Capital ship. >>> Surface Missions While I like this idea. I think we should take one step at a time and get into space first. Flying above the snow on Hoth and blowing up Wampas and walkers from the air would be fun, IMO. >>> Enemies Types: -Players -Small Ships (fighters, bombers, Rares, Aces) -Medium Ships (Carriers and Transports. Usually neutral, but still attackable) -Large Ships (Cruisers and Capital ships, hardest to destroy.) You will find your enemies in their respective territories and in contested space. You may come across a patrolling capital ship and its escort or you may find a small scouting party. You may also come across a neutral ship carrying civilians or cargo. You can blow it up if you feel like it! Larger ships can be destroyed by blowing up their command centers. You must first destroy their shield generators. >>>Rewards Destroying enemy (NPC) ships and turrets grants XP. You get double XP and 1 fleet commendation for destroying enemy player ships. Destroying a cruiser or capital ship grants the most XP and gives 10 fleet commendations. Destroying a rare spawn or Ace ship gives normal XP, but will likely drop a ship security code, or some kind of ship customization. Every ship you shoot down, you gain another mark on your kill score. Your score is separated into the following categories: -Players -Enemies (NPC) -Neutral Titles and in-game custom gear could be some rewards for reaching certain numbers. >>>Space Space is divided into 5 regions: The Seat of the Empire, Hutt Space, Coreward Worlds, The Distant Outer Rim, and The Unknown Regions. This gives us 5 potential zones, each with their own maps and loading screens. This way loading becomes less of an issue and also gives you a reason to use your hyperdrive to travel to other regions. (Does not effect quick travel from the galaxy map on your ship) Each region is already divided into Imperial Space, Republic Space, contested space, or neutral space. Things you will find in space: -Friendly/Enemy Players -Enemy/Friendly/Neutral NPCs -Enemy/Friendly stations -Star Ship Graveyards -Mine Fields -Ice Fields -Asteroids -Planets and Faction Fleets -Random ship wrecks (some may be explorable) -Find Scavenging, Archaeology, Treasure hunting, and other gathering profession items by clicking (clickable) debris found in space. -Rare Spawn ships -Ace ships/squadrons >>>Space Stations and Planets Simply fly within range of a planet and click it to pop up a window with 2 (3 possible) options reading "Land on [Planet]" or "Enter Station Hangar", and"Return to Space". Class quest ships and stations can only be accessed through the galaxy map. Unless someone is up for some extra work. I feel that (class quest) ships that everyone can see, but not everyone can interact with would be a waste of space. >>>Old space Content There will be no need to delete old space missions. All you need to do is relabel them as combat simulations and move them onto a separate terminal within the player's ship. They will still grant XP and fleet commendations. >>>The End I know that not everyone will agree with my ideas, but that's just what they are - ideas. If I give numbers, then keep in mind they are examples only. The overall point is that we want a free-roam space environment for our ships. If I forgot to add anything obvious, tell me nicely. Please keep bumping this thread with your constructive feedback. Let Bioware know what you like and don't like! Thanks for reading my post! (Image source: Swtor gameplay)
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