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Col_Wilson

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Everything posted by Col_Wilson

  1. lol Have you been playing the same game the rest of us are playing?
  2. Alright. Cool. Sure. Whatever. Now where's the part where this will help finding groups for both pvp and pve instances easier? Honest question: why can't they just implement cross-server ques? There either needs to be one server for every major region or there needs to be cross-server ques for this game to thrive. It's not that hard to see. It's a standard in so many other games.
  3. I don't care about class balance, nerfing healers, removing guard, or whatever everyone else is demanding. I'm just sick of being on a team of 0 healers fighting against a team with 3 healers. The game already detects what spec we're using, how hard is it to split them up if they aren't a premade? You can ignore dps and tank roles but for the love of whatever deity you believe in, just split up the multiple healers so that at the very least both teams have sustain.
  4. Rage Jugg 4k DPS arena: http://i.imgur.com/rhY8Y1N.jpg
  5. Grade 9 combined components don't give back augmentation slot components when disassembling them
  6. And I got 0 augmentation slot components. Is this a bug?
  7. I just disassembled the craftable grade 9 armstech combined components material and I got 0 augmentation components. I'm pretty sure I was getting aug components from the lower grades... bug?
  8. How many dps stealthers have you fought that didn't take the purge on combat stealth? This is basically an invalid point for any dot spec, no competent stealth player is going to let themselves completely waste the function of their combat stealth.
  9. I'm pretty sure the hardest hitting crit in the game is Heatseekers/Demo Round, not Furious Strike. Even Ambush still consistently hits harder than Furious. Not that Rage is weak (I main a Rage Jugg), but when it comes to hitting the hardest with a single ability, I think Mercs/Mandos take the crown as of right now. That dude must've had like 0 expertise though... hardest I've hit a Furious is 28k so far.
  10. There needs to be, at the very least, a class/spec MM for regs. I've been sent into an arena on a team with 4 dps vs 2 tanks and 2 healers... WHY couldn't the game just evenly split those teams? No one was in a 4-man premade there. Or even just teams of 4/8 dps/tank vs a team with more than one healer, why is it that we can't get a MM where at the very least, if there are multiple healers in que, one team will at least get ONE of those healers? Instead of all 3 going to one team? Cross server ques would only help... literally everything, not just pvp.
  11. So I finally hit 65 on my assassin and geared it up to hit 40% crit rate thinking, "now whenever I use recklessness I'll get some tasty super crits!". Nope. It makes crit chance reach 100% so why doesn't this work? Or am I misunderstanding how super crits work?
  12. Any place for biggest hits? I think I hit a low expertise dude and I thought it was pretty funny... rage juggy on NC: http://i.imgur.com/vyVKxPs.jpg
  13. Something else that needs to be reworked/updated are the in-warzone medals. I once got a medal for using medshot on myself once. The values are a joke now. 2.5k in a single attack? You can do that with a basic attack... Back in the day 5K was actually a massive hit, so the medals made sense, but now you get them just by existing in a warzone.
  14. Merc and Vanguard. They're all fun, but bubblestorm sucks. So if you have to leave one out, leave out the commando (shame that I'm even saying this because they used to be the most entertaining class for me). Unless you're gonna play it Assault, then they're still awesome.
  15. Col_Wilson

    the medals

    Considering they haven't adjusted the medals since launch, a lot of them actually are pointless. The solo kill medal may still mean something by definition, but hitting for 3k or 5k? That's a regular non-crit attack now.
  16. Defense is a worthless stat for PvP so most people will swap their mods out for high power endurance ones (since there are no other tank mods anymore). Shield and Absorb are still useful so you can keep those enhancements, but look for high endurance ones.
  17. Say I'm playing a sniper/mara, and I was trying to solo a juggernaut or PT. Would inflicting trauma on them do anything for me? Is a a juggernaut's self healing diminished by it? That would make sense to me, but the bigger question is does it diminish a PT's healing? Their primary self heal automatically attempts to stabilize them at 40% health, but does it lower the rate at which they gain health back? Also, if they took the shoulder cannon heal, which gives them 5% health back per missile, does it always give them 5% of their health regardless, or does the healing received from that also get diminished by trauma? Basically the big question for me is, does it really reduce ALL healing someone receives or just most of it?
  18. No, what's wrong with the tracer missile animation? It could use a better sound effect but the animation is fine. Boltstorm is so bad it made me quit playing my commando entirely. Full auto was the BIGGEST reason I started playing gunnery way back before assault made any real use of it. I know assault actually uses full auto effectively now, and setting people on fire is always fun, but I want to play a burst spec. Blazing bolts is almost as ridiculous but at least looking flashy was already something mercs did anyway with the way they hold their pistols. It also actually looks like somewhat of a streamlined flurry of bolts instead of something that weaves in and out as if it were a magical spell. There's a very simple fix to the animation... just take out that stupid weaving in and out effect it has and just make the bolts travel in a straight cone, so it actually looks like you're shooting a ton of lasers out of your cannon at the same time. I'd still prefer the old full auto animation but it'd be a hell of a lot better than what it is now.
  19. This joke has gone on long enough. Please give us the real animation now. The one that doesn't look like a bubblebeam attack from Pokemon. I know you're hiding it somewhere.
  20. I think the first step would be making it feel like defensive stats actually felt like they mattered in PvP. Juggs being able to survive more could be something to address later on after they've admitted that their damage model is drastically different in PvP than it is in PvE and actually do something about it... BW seems to make a lot big changes without any regard to how it will effect PvP. They've changed things before. If I remember correctly, shields didn't work at all against yellow attacks once upon a time. Once everyone realized how absurd that is for PvP, they HAD to change it. Hopefully something similar happens again soon.
  21. Well if you're going to go full mitigation mods then you're going to wind up with some defense anyway. But the fact remains that defense is the least useful mitigation stat in PvP (especially for VGs/PTs, since their primary focus is shielding) and will remain so unless BW changes it so that it it also increases the chance to resist force and tech attacks. Even if you're finding that there are more snipers/maras, whenever you're getting attacked by a sorc, operative or PT, remember that your defense stat basically doesn't exist. At least your shield has a chance to help you here, but you want high endurance overall so that when their auto crits kick in (and even regular crits which are pretty often now) you don't see your health bar drop as dramatically because that's when even your shield can't help you.
  22. PvP has always favored high endurance because of how much can't be mitigated. Problem is right now, with the way the new mods are set up and with the new crit changes, it's even harder to mitigate. Used to be you'd build high endurance with shield and absorb... now we're forced to take defense which doesn't even work against half of the damage you'll be taking, and with how high crit chances are, absorption isn't as reliable either. Either way, high endurance is always the answer for PvP tanking because of how much gets around mitigation.
  23. You can buy 204/208 pvp mod/enhancement standalones in the combat training area with the rest of the pvp gear. The 204 vendor is between the non-force wielder vendors and the 208 is between the force wielder vendors (if I remember correctly).
  24. BW should seriously consider reworking how tank stats work. PvP tanks are now forced to take a stat that isn't all that useful for them comparatively (defense) if they wish to take tank specific modifications, because it only helps defend against specific attack types that some classes don't even utilize (such as sorcs, and PTs aside from railshot). Auto crits have also been a bit of a killjoy, but now with the changes to crit and DPSs having around 40% crit, even trying to build shield seems like a futile attempt at trying to mitigate damage. I feel one or two things should happen - crits should be able to be shielded. This seems like a pretty simple solution. The other thing, especially since we're being forced to take defense, is that the defense stat should also add to our resist chance. It's silly that we have no other option to take when this stat only helps against half (or probably even less) than the damage we're going to be taking in warzones. I just feel like something is wrong when tanks are deciding to take DPS mods rather than tank mods because the tank mods/stats are that bad.
  25. You don't (aside from certain abilities that temporarily increase it), which is one of the issues being discussed here. The defense stat only increases your chance to resist melee and ranged attacks, and the majority of attacks in PvP are tech/force, so the only thing that can defend against them are shield... and then you have auto crits.
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