Jump to content

Tythonians

Members
  • Posts

    90
  • Joined

Reputation

10 Good
  1. I want to see the screenshots.
  2. You've been drinking too much of Sifu's kool-aid (or Trumoo?). First you claimed the no bubble stun/smash agreement was to hold down Synergy (false), and now you claim that DP refused to play Synergy when they were running smash (false). Maybe Synergy members just don't question Sifu's impeccable logic. After all, he only runs three Scoundrels because there was no available Shadow right?
  3. Is that what someone from Synergy told you? The no smash/bubble stun agreement had nothing to do with Synergy at all. It started from MVP and DP wanting to play each other without being CC'd half of the game. What you might be confusing is when certain members of MVP didn't want to queue against Synergy running 3-4 smash with no tank. The difference there was that Synergy stopped running the comp because it stopped being successful beyond the first night anyways.
  4. I'd love to see statistic of total player hours spent in WZs versus FPs/OPs. At least on my PvP server, the former seems to blow the latter away.
  5. It's the turtle comps that are killing ranked, not the other way around. Long-time guildies are being excluded just so that these guilds can run three Scoundrels. Rateds have slowed down considerably because of how boring these games are.
  6. ^ Well said. The ironic thing is that the OP runs 3 scoundrel healers + 2 tanks and uses the most turtley strats possible. I'm perfectly fine with Hypergates kicking people out after an hour. I'd rather they fix the root cause of kills being too difficult against certain class composition. Restricting one of each advanced class will certainly help the current state of RWZ, but it isn't the ideal solution. Advanced classes would be pigeon holed into the spec/role that is considered the best. For example, a DPS Scoundrel/DPS Shadow would have even less of a chance to make it into a RWZ team. A better solution would be to restrict one of each spec per advanced class (i.e. one healing Scoundrel and one dps Scoundrel is fine) and disable field respecs.
  7. The problem with deciding it on kills (when no pylon is capped) is that it becomes too luck based with which team gets the better splits. Whichever team guesses correctly and forces the other team to rotate a member is most likely going to win the round. A better solution is that if no side is capped by the end of the round, the round is extended for 1 minute at a time but respawns are disabled.
  8. Oh, the joy of fighting a 3v3 against two scoundrel and one tank on a hypergate split. Might as well stop attacking because the only buttons that are of importance for the next two minutes are CCs and CC breaks. Then repeat this for the next 20 rounds. Don't blame it on a lack of shadow tanks. Synergy runs with two tanks and three scoundrels for most of their matches. As of now, the best comp is probably four scoundrel, two slingers, and two guardian tanks. Gameplay would boil around coordinating CC caps and stopping caps (and macro clicking huttball pickups). Everyone would quit RWZs within a week though.
  9. Wasn't that a usual Synergy RWZ night before switching to a three scoundrel comp?
  10. I prefer 8v8 mid (shadows want to have fun too!) and no capping the other team's pylon. Only objectives should be orbs (just so that teams can't leave mid completely).
  11. You say that as if Synergy doesn't get the longest games against other good teams. Ever since you've switched to three Scoundrels, I've seen more Novare 30 minute time outs, 20+ round Hypergates, 10+ minutes before the first cap in CW. Huttball becomes even more about who can pick up (macro) the first ball. Running three Scoundrels takes the more boring parts of the game and makes it the entire game. http://www.twitch.tv/gudarz/b/435048822?t=135m Examples of fun games (8v8 Hypergate mid fight + back and forth Huttball)
  12. Full partisan should give you max expertise (2018). Since you aren't using the default shells, it's possible that you didn't transfer everything correctly. That is, one of your item modifications may not have expertise in it. This includes the color crystals (use +41 expertise crystals if your weapons have expertise mods in it).
  13. How many competitive ranked teams transferred to POT5? I.e. doesn't have to pug often to fill their team, hasn't quit after losing a handful of games. * there's another thread for those who want to discuss regs.
  14. Another transfer to POT5 thread. Why does it seem like the server is so insecure? West -> Bastion East -> POT5
  15. Ironic that the whiners complain how important idle animations are, oblivious to the fact that there already are idle animations (with or without weapons drawn).
×
×
  • Create New...