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S__T

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Posts posted by S__T

  1. I disagree completely for voidstar. It's already hard enough to cap agianst a good team, if they can respawn so easily and one by one, it'll be almost impossible, unless you completely outgear them. Also, just running to stop a cap and die almost instantly, over and over is not what I'd call fun.

     

    In huttball, I agree. It's just really annoying and it feels pointless to be stuck behind a gate when you die and the rush of players to gank on the ball carrier sometimes makes it very rng based.

     

    Novare, not sure. The fact that the cap is not a failure or success but rather a progression makes me think it would be better than voidstar. But then if you get separated from your team and they can all respawn at a different time, it might be harder to regroup sometimes and make you feel like you're waiting behind a gate of some sort anyways.

     

    I'm only talking the specific case of being stuck behind a full respawn door as people sprint across bridges and cap, while you're entire team is dead from being AT bridges. Thats not a fun mechanic at all.

    • 1.Cross-server que (plenty of threads about this, no explanation needed)
       
    • 2.Solo-ranked que (When #1 is completed, obviously)
       
    • 3.When bridges are opened in voidstar, have the defending doors instantly open – it is not an enjoyable mechanic to be stuck waiting to respawn as players speed across and cap the 2nd doors while you are left hopelessly waiting.
       
    • 4.(Any of the following):
       
       
      1. 4a.Change Sorc/Sage’s talents of Sith Efficacy/Psychic Barrier to give back 2/2.5% force back or to prevent too much efficiency of hybridization, read 4b.
      2. 4b. Attach a ~.5% force back to Psychic Absorption/Devour instead. This will allow the Sorc and Sage DPS to actually moderately sustain in extended combat (most notably in Void Star, where they hurt the most)
      3. 4c.Roll into Psychic Absorption/Devour that when any of the Sorc/Sage’s dots are cleansed off, the sorc/sage gets back 35/70% of their force back.

      [*]5.Give “Sap” mechanics a debuff icon. – There really isn’t an excuse why this doesn’t already exist.

      [*]6.( Any of the three below: )

      1. 6a.Reduce blinds, whirlwind/forcelift, sap mechanics, and intimidating roar crowd (and similar) controls by 2 seconds.
      2. 6b.Or chance the resolve mechanic on these to give X amount of resolve upon cast, and y more resolve every second the player is actually crowd controlled.
      3. 6c.Or make it impossible to double-blind (or similar) players. There is nothing enjoyable about being crowd controlled for 12 seconds, it is an efficient mechanic, and it promotes well-skilled/oriented play, but its’ not enjoyable for the other player, and most definitely not enjoyable when it happens to you.

      [*]7.(Read these two as if they were one suggestion):

      • 7a.Change the middle speeders to a different color, and make them land 3-5 seconds faster than the side speeders
      • 7b.Change the side speeders to either land behind the expertise buff, or near the health powerup, increase their travel speed to a point where it looks appropriate, most likely 2-4 seconds.

      [*]8.Give DPS Mercs/Commando’s a talent near the top of their dps trees as an interrupt. Yes it’s a controversial change, but they really should have one, make its range between 15-25 yards, lower than the other ranged interrupts, with a 12 second cooldown as well.

      [*]9.Single map que, for when cross que comes out.

      [*]10.When round 2 starts in voidstar, have all players have their “mana” bar full/empty, depending on class. For example Sage/Assassin would have full force, Commando would have full ammo, and Juggernaughts would have 0 rage. Also debuffs should cleanse off (excluding nightmare pilgrim and similar), and resolve should reset to 0.

     

    TL;DR: Just some good changes for pvp.

    Thoughts?

  2. I can share the pain, when I play my Sorc in voidstar I'll NEVER sit on a door. Roaming in the mid checking both doors, ccing incoming players and dotting targets keeps me highly mobile and never capable of getting defender points (outside of stopping caps)
  3. while not exactly a solution

     

    to get the 5k damage medal:

     

    Balance Spec: force in balance

     

    dirty fighting: cull or whatever smuggler version is

     

    i have no clue for marauders

     

    and pyro: rail shot

     

    advaned Prototype: i dont know

     

    edit: please correct me if im mistaken

     

    Force in balance/Death Field Do not crit for 5k in under any normal circumstance.

     

    They hit for 4k with exp+relics on undergeared people. If you hit for 5k you must have had bloodthirst.

  4. I personally use this:

     

    Healer 1: Green lightsaber

    Healer 2: Blue Shield

    Healer 3/Target Priority #3: Blaster/Fire

     

    The first two stand out really well in all the warzones (blue can be tough in snow-areas on alderaan but otherwise)

     

    The 5th-8th markers I usually use for my own premades in voidstar. (So we can easily flip our camera to see if a mark exists on a side or not)

  5. But will the new and improved in-server LFG utility have a "teleport" to instance function?

     

    It's tiresome running across the game world, fending off trash mobs to get to the entrance of the instance. I would not call that immersion. I would call that tedium.

     

    Management regerts the era...

     

    The majority of flashpoints exist on the fleet/another ship on the fleet. The only two I know of that aren't are on ilum, right below where you get off of on your ship. Unless you mean heroic missions, then I could see the usefulness of that.

    1. I'm personally a fan of "grass" and "snow" impossible to confuse, even if you are directionally challenged.
    2. The guide should cover terrain manipulation, liking hoping the side of the middle building to shortcut your way in.
    3. The guide should also cover the "lesser known" way of attacking, like going the long way around to come-behind middle, or going the long way underneath middle to attack the opposing side.
    4. The guide should also cover proper use of crowd control when defending, things like blind/concussion/whirlwind that are VERY effective at stopping caps for reinforcements.

     

    Otherwise I really like your guide. I hope many people read it and understand a bit of the strategy.

  6. people just don't know how to play a sage. If you think you should be sitting their face tanking a melee while shooting pebbles at them of course you are going to die.

     

    Sages have so many escape abilities its not even funny. The class is tailor made for the kiter. If you can't/ don't want to kite then I suggest you re-roll to a sniper.

     

     

    little vid a sorc on my server made post 1.2. Watch the first fight sequence.

     

    As one of the best Sorcs on my server I can point out a few problems with that first fight in question:

     

    1.He went into a node 3v1. That they owned. This, under normal circumstances and against equally skilled (much less equally geared) is a waste of time in every practicality.

    2.That sith juggernaught, if he knew any idea how to play would easily screw that sorc over very badly, the sorc was hiding behind the hut, at any point (especially when the powertech pulls him) he could have force-pushed him off that ledge, ruining that sorc's day, and putting him out of the picture for a good 15 seconds.

    3.The third guy left the node at some point during him hiding, which made this fight a 2v1. A silly risk initially anyway.

    4.The two vs one, if the powertech and juggernaught had both STAYED ON HIM, (right after the jugg gets shield-blinded, knock-backed into root into whirlwind) they could have shut him down and killed him. Hes lightning, a very immobile spec.

    5.Hes clearly in battlemaster/war hero gear, they were both in recruit and a little battlemaster (check their hp pools)

    6.He didn't do any kiting except in the beginning and against the jugg. The jugg played terribly, but that powertech was basically being stupid running away from the sorc over, and over, again. That isn't kiting so much as the powertech thought he was a pillar kiting healer.

    7.On numerous occasions the jugg and powertech don't even use their attacks.

  7. The only way this would work is if everyone is bolstered to the same gear stats and abilities.

     

    Which would not be a bad thing IMO. It would make for much better balance and rely on player skill much more than gear stats.

     

    I know, I know ....."I worked hard for my gear, now you are just going to give it to noobs for free?" I understand the attraction to "gear progression" and the feeling of achievement along with the reward a buff. But to me that is a PvE thing. PvP should be about skill vs skill not gear vs gear.

     

    Cross-server que and merge/transfers would fix population problem.

     

    Just make bolster gives 1000 expertise and stats equal to a level 52 (centurion gear/recruit), instead of 49.

     

    I just don't want to see the low-pop servers that enjoy pvp quit entirely due to not seeing ques for more than an hour/all day.

  8. low pop servers could use something like this,

     

    but instead of wasting time doing this? why not just simply fix the pop problems... by you know... server mergers or transfers?

     

    Because this functionality exists. They would just need to disable the separation/roll back to the old way.

    I'm not saying what you suggested is bad; in fact I want that just as much. We just need something *now* until that can be achieved.

     

    Do you know how bad people <50 would get smoked by the WH+ people?:rolleyes:

     

    Yes, I know exactly how bad it would be, but no que pop is not better than a mixed-bag que.

  9. carnage specced marauders - force camouflauge

    vengeance specced juggs - force charge

    Darkness specced assassins - force speed

    ]Sorcerors cannot talent any ability to remove roots or snares, but do have force speed base ability.

    Both mercenaries and powertechs specced as pyrotechs can remove impairment effects with energy shield

    Advanced prototype powertechs can remove impairment effects with hydraulic overrides

    Snipers cannot be leapt to while in cover

    lethalitc ops and snipers can talent countermeasures to remove impairments.

     

     

    so yes, pretty much every class has an escape mechanism for you

    Bolded this because force speed does not make you immune to roots/slows, but it does ignore any slows you currently have on yourself.

  10. Dead servers can't finish the daily...

     

    It was easier to win 3 WZs than to participate in 6 WZs in one day.....

     

    Bioware.....

     

    What the hell are you doing?

     

    Perhaps you're uninformed, as any logical person would see the benefit in the change.

     

    Its 6 units to complete quest.

     

    For a win you get 2 units. For a loss you get 1 unit.

     

    So you can still win 3 matches, and complete your daily getting 6 units:

    Game1 : Win : 2 units

    Game2: Win : 2 units

    Game3: Win : 2 units

    = 6 = daily done.

     

    Alternatively you could lose all 6 games and still complete it. Or get 1 win and 4 losses, or 2 wins and 2 losses.

     

    Worst case is 6 losses, followed by 5 losses and 1 win followed by 4 losses and 1 win.

    That's still 6/6/5 games played.

     

    where you still get the daily done.

  11. Losing should give you nothing. No points, no credits, nothing.

     

    What's next? People getting gear for failing to kill raid bosses? Or shall we just log in every week and find our mailboxes full of complementary "you're still playing the game!!!" gear?

     

    Technically you can get black hole gear from just doing the two rakghoul flashpoints for the weekly, and the weekly in black hole. Its slow, but you'll get equivalent gear. (just swap those mods into your rakata and boom = full campaign)...it takes you something like 1 year of doing the weeklies, but there ya go.

  12. Imo I would fix voidstar by making a gameplay change to it:

     

    Instead of having to "arm" the doors, we should be able to slice-into the doors, every second in the channel takes the health of a door down by 2%, and multiple people can click it. Once a door is down they unlock and it progresses forward.

     

    Alternatively, the arm-cast should be 2 seconds shorter.

     

    Alternatively, for the very *first* door, make a physical barrier blocking the two doors, like at the second set of doors (the platform you fall down onto,) This would require more movement of defenders and a higher chance of actually successfully capping doors.

     

    If you don't like any of these suggestions, thats cool :p but one change desperately needs to be made:

     

    If you're sitting in a respawn timer as a defender, and the bridges go down while you're waiting to revive, it should automatically open the door. Same thing with the shield doors. Its never fun to be completely stuck behind a respawn while the enemy team takes TWO objectives. (You die at bridges, they take bridges and the second door, or the case where you die defending shield doors they take shield doors AND door 3.)

     

    I also think there should be more speed powerups for offense. Especially near the bridges for offense.

  13. That screenshot is all kinds of wacky. Especially the bars. All abilities that indicate a persons spec are pulled off, and there's QUICK TRAVEL on the main bar? lol.
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