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unK_

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  1. Nah man, it was Quesh lowest level, so there was no pit and that commando was full health and not getting attacked by anyone. Your situation is much different, when you have the ball, half the enemy team is on you and you realize you have approximately 1 second before you blow up while you can't see anyone to pass to, **** happens. Hell, I had a lot of similar situations to yours when I pass to someone away from the cluster**** and he either moves away and the ball resets (and gets picked by enemy) or an enemy leaps/holotraverses/ccs him and gets the ball instead.
  2. I played yesterday and was surprised at the quality of matches - it looks like there were more people who knew how to play maps than I experienced recently. Note that this week there is no "get 8 medals in a warzone for a crystal" weekly mission. Coincidence? I don't think so. I'd wager that's the problem - people who don't give a flying **** about PvP queue in droves because "mah crystal". One somewhat hilarious exception was quesh huttball. Game starts, I got the ball, my team moves as a group - seems good so far. I pass the ball to the group as I'm dying - everyone disperses and the pass goes nowhere. Ok, take two - I go get the ball, half of the enemy team gets on me again. I pass to a commando on my team. He stands there for a moment, backpedals, then passes to the enemy team. I can only imagine how that looked in real life for him: "Ok, I'm pressing buttons, I'm doing damage, good, good... OH**** OH****, I GOT THE BALL, WHAT DO I DO, WHAAAT DOO I DOO. LET ME JUST MASH THE TEMPORARY QUICKBAR, OH GOOD IT WENT AWAY, back to pressing buttons I go" I promptly left to preserve my sanity.
  3. As a returning player who was around during 2.0-3.0 era and mostly plays WZs I find the current state of warzones really unfortunate. Defenders who didn't call incomings, didn't pay attention to a node and would lose it with 3 people there, people who don't do dps etc. were obviously always there and it can be attributed to simply being new to PvP, but things seem to be on a completely different (worse) level now. I suspect the reason for that is twofold: - since ranked actually pops now, most skilled players play ranked - in the past you were getting a lot more commendations for a win (130-140) than a loss (around 40 afair) You might say that a true PvPer doesn't care about rewards, only about winning and I feel you (I really do like to see the Victory screen at the end of a wz, especially if I know I contributed to that), but clearly that doesn't seem to be an incentive enough for most people. Bringing back the wz comms and PvP gear would (will?) obviously fix the second issue, but perhaps there is more to be done.
  4. For future reference, this is for 5.10. TL;DR: You can craft (or buy from GTN) 228 rated full set of purple gear (including relics) that gives you very good starting stats for PvP without having to spend any command tokens / unassembled components. AUGMENTS ARE NOT NEEDED. As a returning player without any command tokens, but having around 5 characters with almost fully developed array of crafting skills I took a look at craftable gear and found out that you can quite easily craft full set of purple 228 gear (all schematics are learnable from trainers, though you need to RE blue variants first). It has very similar stats to 230 gear that you can buy with command tokens (minus set bonus) and bolsters very well. The example is for Sith Assassin, for tech users you'll need barrels instead of hilts (craftable with Armormech). You'll need: 1) Synthweaving for: a) Advanced versatille armoring 45 x9 (GTN price: ~90k) 2) Cybertech for: a) (earpiece, alacrity) Madilon quick savant device (GTN price: ~70k) b) Advanced lethal mod 45 x9 (GTN price: ~90k) c) (critical chance) Advanced adept enhancement 45 x7 (GTN price: ~90k) 3) Biochem for: a) (implant, alacrity) Synaptic quick savant device x2 (GTN price: ~90k) 4) Artifice for: a) Ranrt relic of focused retribution (GTN price: ~75k) b) Ranrt relic of serendipitous assault (GTN price: ~75k) c) Advanced versatile hilt 45 (GTN price: ~50k) You don't need all of them (e.g. I don't have artifice), but each absent crafting skill increases the amount of credits you have to spend. In general Cybertech and Synthweaving is enough to significantly reduce costs. Full set with credits: 2.7kk Full set with Cybertech and Synthweaving: 380k (+ materials for armorings/mods/enhancements/earpiece, but I got them in one day in I think less than 500k by sending companions on slicing/scavenging/underworld trading missions, no running around and clicking on nodes required). Augments are not required, if a piece of gear has empty augment slot or no slot at all, bolster treats it as if it had Versatile Augment in it. If you get legacy bound set of gear and put mods in it, you have a set for any character (stats are universal, it's mastery/power/critical rating). You can add character specific stats (either alacrity of accuracy) with implants/earpiece. Here's how it bolsters: https://imgur.com/a/YPZdTV1 https://imgur.com/a/pxD0iBJ Weapon damage is subpar because main hand doesn't fully bolster, but all other stats are very good. Main hand not bolstering can be solved by either: - getting 252 main hand from Ossus quest, or - buying Advanced versatile hilt 54 (rated 246) from the GTN, but it costs 2kk, so I didn't check how well that works.
  5. This also started happening to me (I tested Intel HD4000, HD6850, R9 280x and GTX 1080 - all of them exhibit this problem on my system). I traced it back to "Enhanced shadows" option - I get such artefacts only with Enhanced shadows OFF. The problem obviously is that enabling this option slows things down quite a lot. You can test enabling this and checking if that's also the case for you. BTW, the best planet to test that is Voss.
  6. I think it was pretty well played. A few suggestions: - There were a couple of times that you were hitting people with "cull" (sorry, I don't remember the republic name for this ability) who had none or one of the dots on them. There weren't many of these though and the majority of times this happened was when an assassin you were hitting used shroud, so overall quite good job on that. - If you have insta-infusion buff on you and are not doing anything in particular at the moment, you can try to offheal others. - When you're fighting sorcs with bubble mezz, do not go into melee range immediately, stay at 10 meters range and blow the bubble off of them from the distance, since now you can generate UH with the dot-damage increasing attack. - Building on that, if you're fighting melee, try to stay at 10m range most of the time, apply the slow etc. and kite them while simultaneously dealing damage.
  7. unK_

    How to fix reg WZ

    Op is sporting extremely entertaining tactic of arguing, mainly "I'm right because I'm right", simultaneously calling people names when they try to discuss the issue. Here's your screenshot: http://i.imgur.com/Yxyx9UL.jpg Now I'm waiting for the excuse, like "one of the healers did less than 800k", even though combined they did more than 1.6kk.
  8. http://www.twitch.tv/itchyeyes05 - this guy knows his ****.
  9. Now that the chain culling burst is gone, lethality kinda sucks for PvP, but concealment is quite strong if played right.
  10. FoE_Khorne, do you happen to have something more than screenshots? A video of (at least semi-competitive) match maybe? I'm asking because it looks like you are a good player and it would be nice to see how you manage to get such numbers.
  11. The key thing to realize is that lost game is a lost game, it doesn't matter whether you lose 600:0 or 10:0. People may perceive it as different because it's easier to think "we put up a good fight and tried to take the second node from them, but unfortunately it didn't work out" than "we were absolutely and completely overwhelmed". Therefore, if you are almost certain you are about to lose, it's perfectly reasonable to even abandon the only node you have, because in this situation by doing so you actually increase the chances of winning. Sadly I don't think most people get that.
  12. Lethality was nerfed both directly and indirectly in 3.0, which is hilarious, considering that it wasn't really powerful to begin with. Examples: - Quickening now has internal cooldown; before 3.0 you could roll, pop infusion, then roll again and you would get another insta-infusion proc ready. Not anymore. - Shield probe used to have 14 seconds cooldown, now it's on 30 seconds and you can get it down to 25 with heroic utility, which you almost certainly won't do. - Both dots and cull do less damage now than pre-3.0. Combine that with much bigger health pools to see that our only ability to be somehow dangerous is gone. Overall, I played lethality a lot before 3.0 and enjoyed it. Not only you could be really annoying to the enemy team (slow on corrosive grenade ftw), be somehow durable if managing cooldowns properly, but you could really wreck people with chain culling. Now it feels like you're a fly - annoying, but harmless. Also, this has nothing to do with useability, but I absolutely hate the fact that lethal strike replaced backstab. Hidden strike/backstab animations are absolutely hilarious whereas lethal strike looks and sounds like **** (imo).
  13. Bolster is completely broken now - I have operative wearing Dark Reaver relics and earpiece, the rest Exhumed, top tier purple cunning augments in all the slots and I have ~40500 HP both inside and outside warzones. I also saw people with old PvP gear, old augments / weird mixture of PvP and PvE gear being bolstered to ~45k HP and better stats than mine.
  14. I played lethality before 3.0 and it was squishy, needed a lot of micromanaging to be somewhat viable etc., but at least if you picked your targets right, you could eliminate people with chain culling quite effectively. Now we are just as squishy, but we can't kill anything due to the bigger health pools. Then I tried concealment and it was horrible. Granted, I don't play it so it may be that I just suck at it, but this time the problem was not the damage (actually, concealment's damage is quite awesome), it's getting to the enemy that is the problem. You go out of stealth, are immediately knocked back 20m (did then buff knockbacks?), then either rooted, slowed or netted repeatedly and you die. 100% dodge on roll is great in theory, but when you can't even move due to controlling effects, you go down almost instantly.
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