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FrothyPint

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  1. Use the Crouch ability. It just drops you into cover wherever you happen to be standing no rolling at all.
  2. Haven't had a chance yet to see the fix for myself. Sounds like the issue on rolling into cover is still broken but what you describe about double hitting cover and popping out of cover sounds like the way it should work. Hypothetically , you could avoid this by using the cover abilities bar and binding the wheel to something else other than taking cover (like charged burst ). So the first click puts you in cover and the second click fires off an instant charged burst ( or whatever you normally do immediately on taking cover).
  3. Yeah it's messed up. Thread is here for um discussion I guess? http://www.swtor.com/community/showthread.php?t=440219
  4. It's a lot more noticeable in warzones for me where I'm moving a lot. You're right, though, it doesn't make you completely useless. It does, however, reduce your mobility. I normally just work around bugs like this until it's fixed, but this one has seriously reduced the fun when playing my sharpshooter. Setting up a knockback in the correct direction on a moving target is super tough and popping in and out of cover to refresh BD takes too long to be optimally effective against skilled opponents. I spent a large portion of my time in a Hutball match last night just spamming my standard attack and root just to be somewhat helpful and be able to move around quickly. Hope it's fixed soon.
  5. Dirty Kick never gets old. It's even funny when you see other people do it. Though I do sometimes audibly shout "Hiiiyyah!" as I force leap in after a knockback with my sentinel or "Thwap!" after using Crippling Throw.
  6. FrothyPint

    DoTs

    My point is still that a DoT requires much less resources (esp. Time) to accomplish something than other abilities. You can drop a DoT on someone and go do something else while most other abilities require you to continue expending resources in order to interrupt. This is also why DoT damage should not expire when you die. You DoT someone using resources to damage someone same as direct damage so the damage should continue even after death. Otherwise the opportunity cost of direct damage would be disproportionately low when compared to DoTs.
  7. FrothyPint

    DoTs

    Just because there are some other abilities that might need to be looked at does not make this an erroneous change. Having said that, I thought this was a channeled ability (I'm not sure honestly). If it is, then it is not a good comparison because you can't do anything else while channeling. Repeated casts are also different because you are required to actively cast it again and again using additional resources.
  8. FrothyPint

    DoTs

    I'm not understanding how this was a warped perspective. Would you explain? The only thing I can think of is you are saying that you do not get all the ticks of a DoT because the target dies or that the DoT is cleansed. If that is what is happening and let's say none of your DoTs ever even get a single tick in, then the whole discussion is moot. The change does not matter in that instance because you were never interrupting to being with. For the change to even make any difference your DoT has to at least tick once. So take the direct damage interrupt and then the one tick interrupt. My point is still valid. You get multiple interrupts for a single action and the cost of that DoT in regards to interrupting is only 1.5 ammo.
  9. FrothyPint

    DoTs

    So you can Dot 4 people before you're out of ammo. But what is the number of potential interrupts? That's what you need to look at in terms of cost. I don't know how many times it ticks but lets say it ticks every 6 seconds for 18 seconds. You get the initial direct damage interrupt plus 3 more interrupts. Your cost in regards to preventing objective capping is then actually less than one ammo.
  10. FrothyPint

    DoTs

    Yes, but tab targeting a ranged attack is not a single action like dropping a DoT on someone is. Regarding the AoEs ( and channeled abilities): can you do another action while your AoE is still interrupting someone? If you can AoE at say one door in Voidstar then run over to the other and AoE thereby allowing you to simultaneously interrupt at both doors, then that would be an issue as well.
  11. FrothyPint

    DoTs

    Regarding capping, the opportunity cost for DoTs was too low when compared to direct damage. A DoT could effectively prevent capping multiple times for a single cast. Whereas direct damage and even AoE only prevent the cap once at the time of the initial action. Doesn't matter if you can cleanse them or avoid them. DoTs had the potential to do something multiple times for similar cost to abilities that can only prevent the cap once.
  12. Same experience here last night. The ships appeared to fall after destroying basically everything on them. Could be new, I didn't notice it the first few times I ran through the easier missions.
  13. OK I didn't read the entire thread so sorry if someone already mentioned this. For the tougher jumps I don't do a running leap; I carefully find my jump start location, stop and then hit space bar and forward keys at the same time. It appears to jump just as far forward as a running jump and doesn't require super precise timing like a running jump does.
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