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TommyDe

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Everything posted by TommyDe

  1. I apologize if this is a feature that we already have, but I think it would be pretty cool to see what your stats would be like bolstered without having to be in a WZ. That way you can see what effect different gear has or if you have something on that is screwing it up before you queue up for WZ's. Maybe it could be some type of toggle to go back and forth on the character sheet. I know there is always a lot of debate in the forums of bolster theory (is matrix cube the BIS for example) and maybe seeing this information outside of the WZ's could help theorycrafters. It could also help lowbies to see what kind of stats they would have while in PVP
  2. I also wish they would keep re-specs in until the start of warzones only. Just having 1 or 2 people re-speccing at the start to something your team lacks can make a big difference between a stomping and an even game, especially with a random queue. Anything afterwards is manipulating the system. The only way I could see this working is if the queue could guarantee balanced teams in WZs. Otherwise, if you are matched up against any kind of a balanced team its game over. I'd hate to say it but this reeks of taking the first quickest solution that someone came up with, without looking at any others. Its feels the same way as the resetting of the stun breakers. You hear it and think "hmm doesn't seem like they even considered any alternatives".
  3. Yeah I heard they were only used to dump items while questing and then people would just leave the wz. That seems like a real jerky/convenient thing to do so I could see how that would become popular/annoying. I can see your point though. A vendor to just pick up the daily would keep people from having to ask and camp the fleet all the time. Plus you could buy things with wz comms if you forget that you're maxed out. I would be for this this only if you can't vendor regular items.
  4. As a corporate tax accountant in real life I can tell you that charging sales taxes and not remitting it to the state is against the law and would be completely stupid. No company would ever do this. Reading this post has actually made me angry. Every CC purchase (assuming the state would treat the CC's as a taxable item) is subject to taxes. Technically everyone should be self reporting the taxes on CCs (called use tax) if they are taxable. Everyone should also be self reporting use tax on Amazon purchases, however, since no one does/would do this, the states are starting to lean on the companies to self collect the tax. Thus, Amazon is starting to collect taxes in a number of states even though they do not have nexus there. TLDR - OP is completely wrong about this. There's no way Bioware or any company would do this.
  5. I've seen multiple posts that say it has to do with how long the warzones last. So matches that last for the normal amount of time (I would guess 12-15 min) get 100% xp and for matches that are shorter result in less xp. For example a 6-0 blow out in huttball, that ends early will result in less xp than a 1-0 match that goes the distance.
  6. I second this. A part of me would like to pick, but it wouldn't be worth the cost. I could easily see something like Mass Effect 3's multiplayer happen where entire strategies are built around 1 map and 1 map only (white/geth/gold anyone?) to the point where only that map is popular. Plus if some classes are having trouble getting into ranked game before when you can't plan around 1 map, imagine what it would be after. If I really want/don't want to play one map on a certain night I'll have a rule where I can leave at the beginning of a WZ as long as its there's at least 1:30 till it starts. I don't mind doing it this way.
  7. I've been able to avoid it in hypergates. I think the trick is to not run or jump directly off the platform (think of just having a walk off the start platform) . I've found its easier to practice this as a shadow since if your cloaked your not running full speed off of it anyways.
  8. I was a shadow in Huttball with the time ticking down and both sides on our half of the field in a tie game. I noticed two of them heading to mid and realized they were going to spike and turtle. I force sped over to the middle and as they headed over to their catwalk I pushed the ball carrier on their fire, stunned him and got the ball with less than 10 sec left. I bet they thought they had the easy tiebreaker win. Easily my favorite so far.
  9. I totally agree with this. I have absolutely no problem respecing my merc DPS or scoundrel into heals for either flashpoints or warzones, but I do not feel confident at all respecing my jugg or shadow for tanking. The gear is the same for DPS/heal, but I feel completely gimped either tanking FP's in DPS gear or WZ DPSing in tank gear. I would love to spec as tanking in FP to help queues but since you need two sets of gear it's not practical.
  10. Are you thinking about combat tactics - damage from shock-strike and gut have a 25% chance of making your next high impact bolt a critical hit? According to TORhead this is only a 1 point talent. As someone with a smasher, I wouldn't be opposed to a 25% chance of auto crit down from 100% for the sake of balance. However, I thought the whole outcry over this spec was the min/maxers stacking power that would get 7k crits. If we leave power alone you're still going to see the 7k crits, just at 1/4 of the time. I think people would still be outraged (even if it was balanced) from the number shock. I do see your point that it would affect other specs though. Maybe changing the talents would be a more reasonable fix.
  11. Isn't smash the only spec that basically exclusively stacks power (over crit, etc.)? If they made it so that it would only kick in when you reach an insane amount of power then I don't see the problem. Unless I'm missing something they could make it so that it only messes with smashers and no one else for PVE/PVP purposes as no other spec would stack that much power anyways (since they need to reach 30% crit, etc.)
  12. Negative, I just tested it last night in Huttball and its still exploitable. It sent me right back to spawn from their goal-line.
  13. I had a problem over the weekend where my game crashed (error 4001 cannot get server list) and had to restart every hour at 18 minutes after on the dot. It seemed like it had something to do with my firewall because after I put the swtor .exe and patcher.exe on the safe list it seemed to work fine. I've never had that problem before.
  14. Yeah I'd hate to get flamed for this but I haven't noticed a large increase at all in CC (all solo queue and all under 50). The only time it becomes crazy is when carrying the Huttball at the goal line. I thought one of the ways that they balanced this out is by decreasing the range of some of the stuns. Maybe I'm a "bad" but I don't feel like I'm stunned anymore/less than the other team. Isn't that what it's all about anyways: a level playing field from PUG to premade?
  15. TommyDe

    I'm a crappy pug

    Yeah, I'm not going to lie, I did this in my first Huttball match. /sadface
  16. Well I can only speak for myself, but under the old system when a FP popped for me and was declined by someone else, I completely stopped queuing for WZ's knowing I was at the top of the list. For the times when I had to decline because I was in a WZ I would again stop queuing for anything but FP's afterward because I could see they were popping. For me the solution would work. I can't imagine it would take more resources then keeping track of all the people that queue now anyways. It's the same population size, and the way they have it now is flagging people that are in WZ's so they can't be queued for FP. I can't imagine its that much more to keep everyone in it (like it was before) but just adding a bypass. I'd be fine with this new way, as long as I could see where I was in the queue. Not knowing if I could spend entire gaming sessions waiting for a FP is enough for me (and I'm sure a good amount of people) to stay out of it completely, which sucks. I like the FP's, but they are not worth spending hours waiting to pop. I'm just having a hard time seeing the value added with this feature to stop a small fraction of people leaving WZ's
  17. Boom. I don't see a thing wrong with this idea. Doesn't seem like a difficult thing to implement either. I cannot see how having to give up a huge part of the game to queue for FP for hours is preferred. What we have now was probably the first/quickest solution that popped.
  18. Yeah I've actually critted on a level 1 moderate diplomacy mission. Very cool to make one of my first biochem items reusable
  19. I've gotten some pretty nice things out of this as well. I think the key that makes them worth it is if you PVP/Flashpoint/Space mission a lot. If you enjoy these more than planet questing you will probably get to a point where you severely out-level/gear the planet (accidently or otherwise) and have nothing else worth the comms on the planet. Then you either sell it or send to an alt.
  20. To be honest, the change feels much more natural than the old version. Now I feel like I'm actually aiming the wave instead of crossing my fingers that it goes as planned. Once you see a sniper in cover by an edge in Voidstar and blast them over it, the old way kinda looses its appeal. You know what else I've noticed, the wave didn't need to be 360 degrees in the first place. It's not difficult to position yourself in such a way that it hits every enemy on an Alderan side platform that you need to hit. When running away I just hit the wave first before I start to run and I'm good to go. In fact I'd go far as to say I'm probably hitting more enemies effectively than the old wave because (1) the range increase, and (2) timing. I would be very disappointed to go back to the old wave.
  21. I've only ever noticed this as a legit tactic (throw to low-health opposing player when you are low on health so when they die it switches to a teammate of higher health), but I would think the counter to this would be to spike it and send the ball to the middle (assuming you are near your goal/pit and no teammates are around). Either they (1) intercept the ball (they would get it anyway if they killed you), or (2) kill you but loose the ball. For the most part I don't think I would see it as point farming though.
  22. You could be on to something with this one. If the 2nd team didn't get the shortened clock, and it started at 8 min, the game would end with them loosing at 1:29 left. So even though it could look like they had 1:29 left to get further, they really lost. It looks like we're all going to have to track the clock a little more for the foreseeable future to see if this is a bug.
  23. Yeah, I've never seen the pre 1.4 mechanics let the match get cut short while they could still get further than team #1. I was thinking the match ended with them winning. That does seem like a bug. Although, with them shortening Huttball maybe they are adding additional ways to cut a match short.
  24. I had to read the scenario a few times to understand that its not the normal time mechanics. They still could have made it further than you, but the match was cut short. That is strange.
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