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RabidTreeMonkey

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  1. Good stuff there Hazze. That'd be pretty sweet if we could get adjustable tab targeting. Never seen it in a game before, but maybe SWtOR could be the first? Sweet!
  2. The game has been out for going on 4 months now. Tab targeting is a CORE FUNCTION of mmo games and as nice as all the stuff in patch 1.2 looks, tab targeting is more important than 90% of the upcoming goodies. As it currently stands, SWtOR pvp is UN-fun to play simply because Bioware hasn't covered basic stuff that other mmos get right out-of-the-box. Given that ranked warzones are on the horizon, tab targeting needs to be fixed ASAP. I'm not going to make a video detailing how this should be done because that's Bioware's JOB, but here's a few pointers: there should be a cone area in the direction of of the player's camera that is prioritized. The cone has nothing to do with which direction the player's character is facing, and is entirely based on what is in the camera's field of vision. the cone should not extend too far away from the player nor be so wide as to cover the entire screen. Typically, the cone extends not much further than the longest ranged attacks in the game so for SWtOR I'd say no more than 35-40 meters. width-wise, envision that the point/tip of the imaginary cone is actually behind the player, and the player's character is inside the cone itself. This gives added width to the cone allowing it to cover targets close to the player character that would otherwise be outside the cone. repeatedly hitting the tab key should move target selection in a- consistent left-to-right or else right-to-left manner, and then- jump to the next "row" slightly further away from the player character. Again, prioritizing targets within the cone in a left-to-right etc fashion. [*] after targets within this cone area have all been run through via tab targeting, players on the periphery of the camera view are also selected via the tab key. This is also to be done in a consistent/predictable/logical fashion or else tab becomes near-useless (much as it is now) because in the heat of battle, players need to be able to quickly select targets. [*] targets outside the cone can be selected in a number of ways so long as that method is consistent (getting the point here Bioware?). One method for targets outside the cone would be an imaginary arc that starts with targets on the left, and moves progressively further away from the player selecting targets outside the cone, then the targets in the center of the screen too far away to be covered by the cone, and then, finally, to the targets outside the left edge of the cone (front to back or else back to front). Example of how this should work: it is quite common for players to see an enemy who is in the second "row" from the player, 4th enemy over. The player can then quickly hit the tab key x number of times to quickly select that player who would otherwise be difficult to click in the midst of all the battlefield chaos. Tangentially, I'm also dumbfounded why we are unable to select players by simply clicking on their nameplates, but that's a discussion for another post and IMO tab targeting is more important at this stage in the game. The keys to tab targeting are the cone area and the PREDICTABLE pattern in which hitting the tab key selects targets. Make a decent system and the players will adapt. The junk we have now is not predictable and is especially frustrating for pvp. As of this moment I'm valor 82 in the game, and it's a miracle I made it this far with such an important core function being so terribly useless. Bioware got tab targeting right in Neverwinter Nights, and just about every mmo I've tried also succeeds at implementing a useful method for selecting enemies w/o mouse clicking everything. This is not an impossible task Bioware, so GET TO WORK ON IT ASAP PLEASE KTHNX.
  3. Been chatting with some people on the test server who said they support dueling areas and they said they didn't see the post, hopefully this makes it more visible. Additionally, a lot of people on our server (Nadd's Sarcophagus) have decided to take matters into our own hands with a 3v3 tournament, and the topic came up of how we'd like Bioware to implement the ability for group duels outside of players having to fly to Outlaw's Den on Tattoine every time we want more than a 1v1. In the early going, anything simple that gets us 1v1 dueling in fleet would be great, but in the longer term, group duels are the way to go. Sure the ranked WZs are gonna be sweet, but you can't pick your specific group or opponent composition to practice against.
  4. Have faith BravilRennd! It'll likely take them time to create and test a solution that doesn't screw up existing content, but if there's enough desire, a dueling area is a reasonable enough request that I can definitely see Bioware accommodating the playerbase's wishes. Never saw the original post till just now, but I like it! I know quite a few people on our server have been talking about this for a couple months now, but since Bioware still hadn't given any indication of doing anything, that was the reason for this thread. If this thread gets just a little more support, with your permission, I'd like to link your original post's content in this thread's OP (along with ideas from a number of other posts thus far.
  5. Thanks fellas, I aim to please (cheap thrills trooper joke. "AIM to please", get it? haHA!). CaptFalc, I like the build and it's exactly how I feel about Assault in that it really demands players go all the way for it to shine. My fav Assault builds have been the one I posted above, or else one that goes 34 points deep. Although I never could decide if it was better to pull one point from Havoc Rounds and put it into Rain of Fire, or vice versa. I'm hoping that when patch 1.2 hits, we'll have better ability to stack Aim to the moon much like what I mentioned my friends have done on their sages instead of the current mish-mash of crit/power/surge/alacrity/etc. I do have a question about your build. Are the 2 points in Weapon Calibrations (increased alacrity) there for your heals and Charged Bolts? Accuracy and alacrity are probably the two statistics that I've spent the most time re-slotting in my gear to find what impact they have, and I'm still not set on either of them. With Medic builds, I like to get up to around 10% alacrity so my heals are damn hard to interrupt or differentiate, but I can do just fine with around 6% alacrtiy and instead stack a bit more crit/HP/power. Accuracy on the other hand seems to make no difference to me except against those few juggernauts who dodge a lot of my hammer shots. Since you're Assault and much of what you do is instant cast, i'm curious what your total alacrity and accuracy percentages are, and if you've noticed any significant impact from either. Clintak, awesome to see a fellow trooper from Nadds! I haven't tried the Tech set yet but it's great to know that someone is giving it a crack. I'll definitely have to give the Tech set a try because having a stunbreak nearly every minute does sound pretty freakin' awesome in pvp, and Concussion Charge would still be useable 3x per minute which isn't too shabby. Currently, I'm just so freakin' happy with my gear composition, I'm having a ball in warzones/ilum/duels. I'm packing just shy of 18k HP and 600+ Expertise while wearing mostly Battlemaster Medic/Eliminator gear. But the magic comes from the 2 pve Eliminators set for a 48% crit rate on Grav Round. Only one of the two pve pieces I wear is Rakata with the other being Columi, but I've reslotted them a few times with mods from Battlemaster/Rakata/Columi gear. The biggest thing I really want to find out, is if troopers get the same benefits I've seen Inkeri/Juanadonde get on their sages. Once they were able to hit ~1850 Willpower, the results made it pretty clear that was the way to go and so they pursued stacking as much as possible while ignoring crit/power/etc. Inkeri topped 2000 Willpower about a month ago and Juan was always very close as well. I'm hoping that when the loot/mods/enhancements are there, we troopers can stack Aim in the same fashion.
  6. Thank you for the kind words. Definitely planning on covering the companions, although I think that will likely come sometime after patch 1.2 is deployed. I'm still in the midst of trying variations on my own gear with stacking Aim, crit, power/etc, so I don't expect there to be much time to really dial in companions before the patch.
  7. Lots of good ideas posted so far, great stuff. Another alternative location would be in the lower levels where player ships are. It's a 4-pronged layout leading to each of the classes' ship docks. In between each of these could be a doorway or tunnel leading to the training area/dueling location. This would essentially place the dueling area below the central part of the fleet main floors.
  8. Reserved for future content. P.S. Please check this thread in the Bioware suggestions forum if you are in support of Bioware adding some sort of easily accessible dueling area within the fleet. If you approve of this idea, please spread the word to your server so we can hopefully get Bioware to implement something sooner rather than later.
  9. GO COMMANDO! A pvp beginner's guide to skills, abilities and more. Current as of Patch 1.1.5, this thread is meant to be a pvp-oriented reference aid to both new and experienced commandos. If you'd prefer a guide that tends to have more of a pve flavor, check out B-rub's detailed post in these forums. For vanguard troopers, look to Yojack's excellent thread. This is NOT the be-all-end-all of how to spec/play a commando, but a place for thoughtful discussion about the class. I'll admit up front that I am definitely biased towards pvp which is why this guide is focused towards that end. That said, pve is given some attention as well. I plan to continually update this guide due to player input, and as SWToR evolves and changes. Useful criticism/opinions are appreciated. Hopefully, with enough support, we players can make this guide a useful reference to all players interested in GOING COMMANDO. Since many players look to these guides for talent tree builds, I'll begin with those and detailed descriptions of each, then follow up that section with others focused on ability descriptions, FAQs, reader input, reference links, and a few images. On a personal note, even as a 76 Valor War Hero with 2 full sets of Battlemaster Gear, I feel like I still have a lot to learn when playing my commando and I know I make mistakes EVERY warzone I play. However, I do constantly strive to be better and hopefully through this thread, I will discover more ways to improve with help/advice from other players. With that in mind, please post and share your opinions/facts to help make this thread better. This guide is by no means finalized, nor will it likely ever be, and that's a good thing. Fellow troopers, I salute you! Jezazel, commando, Nadd's Sarcophagus This guide is in a beta state, and still needs work. I'm posting it now because a few people asked me to throw up what I've typed to this point. Also, by posting it, maybe it'll motivate me to finish it faster rather than play more SWtOR! Update: I'm slowly but surely plugging away and hopefully by the end of this weekend the guide will be in a relatively fleshed-out state. TY for the comments both on these boards and in-game. Please post your criticisms/views. The good stuff will be added in the Community Commentary section. 1. [jumpto=SkillTrees]Skill Tree Builds[/jumpto] 2. [jumpto=TalentDesc]Skill Tree Descriptions[/jumpto] 3. [jumpto=AbilityDesc] Ability Descriptions[/jumpto] 4. [jumpto=CommandoFAQs] Frequently Asked Questions and Tips[/jumpto] 5. [jumpto=FeedbackCommentary]Community Commentary[/jumpto] 6. [jumpto=MoLinkage]Useful Links[/jumpto] 7. [jumpto=TroopahPix]Commando Images[/jumpto] [aname=SkillTrees]Skill Tree Builds:[/aname] The Supercharged Hybrid (heals and Grav Round): The Immortal Healer: Solo Act Superstar (Gunnery/Medic hybrid): The Demolition Man (maxed Gunnery tree for pvp dps): Some Like It Hot, or, the Pyromaniac (31pt Assault Specialist): [aname=TalentDesc]SKill Tree Descriptions:[/aname] [aname=AbilityDesc]Ability Descriptions:[/aname] [aname=CommandoFAQs]FAQs and Tips:[/aname] [aname=FeedbackCommentary]Community Commentary:[/aname] [aname=MoLinkage]Useful Links:[/aname] [aname=TroopahPix]Equipment Images:[/aname]
  10. Bump. Please if spread the word to your server's general chat if you support this.
  11. So, you're saying that when you hit the Dromund Kaas spaceport, you regularly see lots of people dueling? Lucky you because on my imp toons I have never seen this, not even once... ever. It also doesn't address even half the points mentioned earlier about being closer to the pvp vendors/quest givers etc. To top it all off, how many level 50 Imperials hang out on Dromund Kaas/Coruscant? Not nearly as many as the fleet which is the main point in all this. Many (most?) level 50 Republic/Imperials spend a lot of time at their respective fleets and would like something fun to do in between hitting the Galactic Trade Market or warzones. Dueling is an easy method for Bioware to allow more player generated content. The current problem is that it is not located at the major gathering places.
  12. Bump for more support. Please pass the word along to your friends and servers. I know dueling isn't for everyone, but it's a great way to pass the time when bored with nothing to do. Maybe I should take my own advice and let people on my own server know, too. =o
  13. Wait, what? We tried dueling in a few Flashpoints, didn't work. Are you sure it works within Essels? And even if it does, players must then zone in/out each time to find more opponents that just the few grouped up for the flashpoint. Or what if you're in a WZ group and wanna duel someone outside your group? Then what? You'd have to group up and then zone into the same flashpoint (which would be after queuing with your WZ group, and then leaving to duel). It's just not as easy as it should be ya know?
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