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stealthrider

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  1. I look through this thread and I see something funny. Remember that thread about making pre-order color crystals 10/41s? The people that were against that idea are largely supportive of the new speeder. Not sure what to make of that.
  2. Try using EMP field to take out mines/drones. No, wait, don't, 'cause it's suicide and you'll be lucky to destroy an already-damaged mine. And then if you survive you'll have to wait 45 seconds before you can do it again, meanwhile you're probably in range of the fresh set of mines the bomber just dropped on his 15sec cooldown. Only reliable way to take out mines/drones is Ion Railgun. Which blows **** up while ignoring LOS.
  3. Okay, so even though I bolded it you didn't understand. I'm talking about Warzones that are ENDED BY THE SERVER You know, the "Warzone will shut down in 30 seconds if no other players join" ones. Not exploitable. Just pointless wastes of time that happen to count against the WZ limit for no reason. Again, this is NOT SOMETHING PLAYERS CAN CONTROL. It is all server-side. NOT TALKING ABOUT LEAVING WARZONES PREMATURELY. Talking about WZs that are FORCIBLY ENDED BY THE SERVER. WZs that are ENDED BY THE SERVER. Was that clear enough?
  4. Level a Pureblood to 50. Get Legacy unlock. Profit. Or just buy the unlock with credits.
  5. Since the F2P/Preferred WZ limit still hasn't gone away and likely won't anytime soon, there's one thing about it that should at least be addressed. Unfinished Warzones--that is to say, Warzones that are ended prematurely due to not enough players joining--currently count against the WZ limit. Frankly, it's a massive problem with the system and extremely frustrating for Preferred players when it happens and they haven't been able to acquire a pass (which aren't always on the GTN). A Warzone that is closed by the server in under a minute should not count against the weekly 5 that Preferreds are subject to. It's just plain unfair and ridiculous. Please fix this Bioware, or just remove the limit already.
  6. IIRC exp rewards are related to the length of the WZ. Could be wrong, though.
  7. It gets worse. If, as a preferred player, your app stops working or you get a new phone then Bioware will not let you set up a new one without resubscribing.
  8. Those numbers are meaningless. The numbers that matter are the ones flying above your head and coming off your lifebar.
  9. I don't think the issue is CC so much as it is in the burst *and* sustained DPS Scoups have now. Like, with a squishy stealth class the idea is generally to survive their burst, CC them and win that way. With Scoups atm, you have to survive the burst, CC them and kill them during the CC or be subject to DPS you can't survive and can't out-do. That's what makes it so frustrating, it feels like there's no answer except "don't get bursted in the first place."
  10. This. Though I still wonder why they didn't take *any* cues from Battlefront's map design (background ship combat, capital ships meaning something, less clutter/more space) or objective design. Battlefront felt big, GSF feels small.
  11. It's fine that Scoups have strong burst. What's not fine is that that burst isn't burst, it's sustainable for quite a while. Their burst was buffed and that's great, but their sustained DPS went from crap to fantastic along *with* their burst being buffed. That's what's making them ridiculous. My geared Assassin tank is being *obliterated* by Scoups. You might say, "survive the burst and you'll win" and that's exactly how it *should* be with a stealth squishy against a damage-heavy tank, but it's not just the burst. The burst comes, I pop a cooldown and survive it then work on killing the Scoup...and I can't even come close 'cause their DPS massively outdoes mine. So they bring me down to nearly nothing right away, and despite surviving it and popping a medpack/cooldowns they still bring me down. Alone. No other class has that much burst coupled with that much DPS. One or the other can be dealt with, but both is just insane. Deception Assassins can burst that hard or harder, but can't follow it up like Scoups can. Snipers, PTs and Smashmonkeys can do plenty of DPS but not nearly as much burst. Now you might say, "the low survivability offsets their burst and DPS." And you'd be right, *if* they didn't have rolls, Evasion and re-stealth (which lets them start over with their burst a second time, making them even scarier). If a fight isn't going their way they can be 40m away and stealthed in seconds. A smart Scoup will be ready to do just that. Plenty of less-smart ones won't, and that's where the "they aren't OP" claims come from. There are a lot more crappy Scoups than there are good ones, and the good ones are making WZs an absolute nightmare right now. Either their burst or their DPS needs to be toned down. Preferably not both so we're not back to the lolConcealment days, so the Devs need to decide whether they want Concealment to be a good DPS spec and thus viable in raids or a good burst spec and thus viable in PvP. Both is too much.
  12. Enhancement cost especially is ridiculous. It's even worse when you consider that 46s are just-as-good if not better, and take virtually no effort to get. Why even have this gear if the people that would use it (min-max PvPers) won't get it and the people that would get it (dedicated raiders) won't use it? It's mindboggling.
  13. Better than most due to Entrench and Evasion. Not being able to OS ourselves is kind of painful, but Snipers have never really had it all that bad against stealth classes (not since Spotter, at least) and that hasn't changed much. If you're caught unaware you'll die immediately, but that'll happen with any class.
  14. These powerups should not exist in the PvP game. They SHOULD have existed in the original PvE space game. If you're going to make a Star Fox-like rail-shooter, it should at least have some of the fun parts of Star Fox-likes, like powerups. However, the Devs stated at the time that they didn't want to include powerups due to it being too arcade-y and unrealistic. ...So now they include them in the much less arcade-y, much more "realistic" GSF. It's going back on everything they previously said. Powerups wouldve been great in a PvE rail-shooter, but not a dogfight sim with paper-thin hulls and shields. Bioware's decisions make no sense sometimes.
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