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Airees

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Posts posted by Airees

  1. If you're losing because your team sucks and not because the other team is good you could stay and wait for others to leave hoping to get some decent people joining your team. Been in plenty of WZs that completely turned around after people left early on. Even been in Alderaans where the other side held all 3 and completely shut down any aggression but we still won after we got better reinforcements.

     

    You could argue that you're not saving time I guess, but staying in a game for a few extra minutes vs staying in yet another queue hoping you don't get a bad group again is a toss-up imo. I guess it depends on how enjoyable you find the pvp in this game :p

    • FIX ABILITY DELAY. Completely.
    • FIX PREDICTION-LAG. Sick of seeing people warp all over especially on the edge of ledges etc.

    This. And add some functional and actually interesting end-game content, not just broken, undertuned, re-hashed mechanics.

  2. The people who like the PvP in SWTOR obviously dont know what good PvP is.... yeh right.

     

    Anyone with any experience of good pvp would pretty much instantly recognize the fact that a game with character placement issues and unpredictable response-times on abilities just isn't a good game. These are very basic things that are required to be able to play a game competitively at any level. If the game can't give out proper information and can't operate predictably there's just no amount of player-skill that can compensate for the randomness that will happen.

  3. so im not sure if you remember but when wow 1st came out tier 1 and tier 2 dropped from MC and Im not just talking about pants off rag. It is a new game. Yall act like everything in wow was perfect from release.

     

    So since WoW made the mistake it's ok that SwToR also makes it ? Guess I'll see you in about 2-3 years when they've gone through every single mistake WoW did before they made some pretty good raid content. Or how about the SwToR devs actually learn from the mistakes of others instead of repeating them.

  4. This video is both really awesome and really sad :p

     

    Good job working together and having fun. Your argument, however is pointless. If your gear is so far superior to the drops there was no point in doing it, except for the fun of it.

     

    In other words, "HUURRRR I WNET TU HAWTH AN TISH GAME SI SO EZ MODE WIF MA LV 50 N FULL (insert tier gear here)!! HURRRRR"

     

    Considering normal mode rewards Columi and Rakata is less than 5% better than that it's pretty much impossible to have extremely superior gear to what the instance drops.

     

    Regardless of how you look at Rakata, it IS 2 tiers of armor above Tionese. This is undisputable. It doesnt really matter if its in game now or in 2 years. Tier is tier and its two tiers of gear above.

     

    Way to ignore the fact that the big jump in stats happens between Tionese and Columi (which again both are dropped in normal mode) and that Rakata is barely an upgrade at all.

  5. we got heavy armor, energy shield and instant self heal. Also we have a detaunt against all mobs. You have 2 options:

    1: Put kolto shield on the tank, and just be ready to pop any defensive cooldowns. Some are instant cast w/o global cooldown, so it isn't a big deal. We wear heavy armor for a reason, get some dents.

    2: Wait 2 seconds upon attack to cast kolto shield, which does have a global cooldown, making your first heal rather late to the fight. Or maybe apply kolto after the first heal.

     

    Personally, i have no problem with keeping kolto shield on the tank pre-fight. If it is a big encounter with lots of mobs that cannot be CC'ed, I'll remove it. Or if the tank cannot establish aggro fast enough, I'll remove. On boss fights, if there is only a single boss, tank will have aggro faster than I'll steal it.

     

    You can always LOS enemies, or walk right next to the tank for kolto missile to be useful.

     

    There is no reason to make Kolto Shield have no aggro. It is our healing, we should be gaining aggro. Making it without aggro is as ridiculous as making a sniper's ambush cause no aggro at all.

     

    Noone's said it's impossible to deal with the current implementation. But does that make it a good implementation ? Do you really think it's good gameplay cleansing kolto shell off the tank (by casting it on someone else) between every pull in a hardmode flashpoint ?

     

    While it might be possible to just rely on surviving through the initial burst for every pull it's highly in-efficient. And considering how frontloaded the damage is for almost every pull in this game you either run the risk of tank getting bursted down quickly if casted too early, or the shell not really being worth the cast if casted too late.

  6. the healing threat should go to the healer, but no threat should be assigned until after agro occurs and no actions before agro should add to hate.

     

    That sounds like a way too complicated way of fixing it. Giving the threat to the target doesn't really give any significant threat boost, and will still be over-aggroed by basically any action (even the healer doing a normal heal). What you're suggesting is basically a major revamp of the threat system, while changing who gets the threat is probably just a few variables.

  7. My whole point is the only counter to tracer missile spammers becomes null and void when you have multiple people doing it from all levels of a butthaul match.

     

    That last butthaul round I would target one and have the other two nuke me into the ground as soon as I poped out of stealth. It requires absolutely no skill to sit there and nuke an entire team down from range this way.

     

    There is a problem and I am not an expert so I wont begin to say how to fix it but it needs to be looked at and hard.

     

    So you're saying that one melee vs 3 ranged is at a disadvantage ?

  8. Please stop using the "SwToR is new" excuse, it's non-sensical. If they already made and fixed this mistake in WoW (although I can't remember if they actually implemented it wrongly), why does swtor have to repeat the mistake instead of just implementing it correctly right away ? It makes no sense to expect that every MMO should go through the same entire refining process others have instead of learning from others and not repeating mistakes. When they're making new mistakes, sure it's excusable, but repeating old ones should not be accepted.

     

    Anyways, yes the fact that kolto shell healing counts as healer healing target instead of target healing themselves is an issue that makes it pretty useless for anything that involves pulling a pack of mobs. It's already been pointed out several times for the last month or so, but there has yet to be any sort of recognition or response to the issue.

  9. So, in the end, why do you go for operation? fun or loot? anwser that question after thinking about it for a couple of mins, i think the anwser who should come up is fun (if not, its sad)... so if 16man is more fun (often more challenging = more fun), thats the reason to do 16man

     

    How about both ? Also, while challenge is fun, bashing your head against a wall gets annoying after a while, especially when there's an open door right next to it. It's one of the major flaws with the "multiple versions of raids" system. When you only have one option it's easy to cope with it being hard, while when you have multiple options it's easier to just go for the easiest one.

     

    The fun you get from raiding comes from many different sources. Playing with friends, beating challenges, getting rewards, they all factor in. And if one option only satisfies one thing (although maybe to a higher degree) it's just more logical to go for the one that satisfies all three. Especially considering the fact that your group consists of people that might have differing goals, and will value the different source in very different ways.

  10. NO mercenary does not need blink, jet boost does its job very good + low cd if u spec it also in ur skill tree ur rocket punch will knockback the target if u learn it so i think a merc can troll around 1v1 easy by using a rocket punch-jetboost-rocketpunch-electro dart-rocketpunch-jetboost-rocketpunch all this time in between them u can cast atleast 2 offensive atacks easy so i don t see an issue with needing blink

    The only prob the arsenal really has is that its too immobile cuz of the many skills that are channeling and making him very vulnerable againts enemies that can interrupt your skills , but thats my point of view feel free to share yours

    (i have a lvl 45 merc)

     

    While I agree that the core problem lies more within the fact that we're turrets, the fact that jet boost is a pbaoe knockback instead of a jump doesn't help. It causes too much resovle to make the RP knockback useful in 1v1, it's only effective against melee classes, and it's extremely ineffective if you have multiple chasers. Making it into a jump would by no means fix our class though, but the game already has way way too many knockbacks and stuns. Changing some of them into mobility abilities instead would definitely make the game more ejoyable for both targets and aggressors. Being knockbacked/stunned is always more annoying than having your target slip away through clever play.

  11. I started the game playing a merc and has since levelled a commando to 50. Not counting expertise my merc does 20+% more damage with his abilities and has like 12% more crit, while the expertise difference is only 6%.

     

    Removing expertise will only increase the damage/crit difference making the "nerf" close to neglectible. The problem isn't expertise, it's the fact that the difference between lvl 50 introductory gear and the somewhat easily attainable is tier 2 gear is HUGE. I've mentioned this in another thread, but basically the difference between full 50 blues and full 50 columi/champion is the same as the difference between lvl 40 and lvl 50 gear.

  12. Aside the latency issue, this would be a problem if there weren't so many ledges from where to knock people off, ever played huttball?

     

    Also if your a pyrotech merc u get to snare ppl while moving.

     

    Knockbacks perform their role with or without ledges (and might I remind you that 2/3 WZs doesn't have many ledges at all). The issue however is that because you rely on controlling the opponent instead of being mobile it has to be way more limited.

     

    Let's say they replaced Jet boost with a character jump instead of pbaoe knockback. It would still serve the same purpose, but at the same time also give the player way more options. Just the simple fact that you could use it without causing a single point of resolve would be a huge boost to your ability to keep range. And you would never be in a situation where you're basically screwed because your opponent already had close to full resolve when he engaged you.

  13. Because "Bioware" doesn't have a clue about how to create a ranged class that can keep distance and dps without completely breaking the game. I mean the absurd amount of control over opponent and complete lack of mobility abilities in the game pretty much tells the story. I believe there's one single distance-creating ability in the game that involves moving the player instead of the target, while there's probably well over 10 knockbacks. And afaik there's no ranged spec in the game that allows you to continually snare your target without being immobile yourself (or atleast requiring you to be immobile to do damage).

     

    Also the engine has terrible movement latency, which would make hitting someone in melee with a cast-time spell pure luck. People are actually never where you see them on-screen.

  14. If the opposing team is using GY rush tactics to defend it's extremely easy to do a bait and switch and cap the other side. Just hammer one side for a little while, then as soon as you get a decent respawn wave you go to the other side and their entire defense is going to the wrong side of the map. For a small bonus you can leave 1-2 people to disrupt their movement through the cellar.
  15. The reason that "hardcore playing" was so acclaimed in the past is that MMOs weren't popular enough and the hardcore playerbase was the thing that sustained their profits.

     

    Nowadays, MMOs are extremely popular and casual players don't like "hard"

     

    MMOs are still a far far way from being a mainstream popular genre. Sure, WoW is, but other MMOs not as much. 2 million units sold is basically the same as some half popular console game. Just look at Homefront, a game that got slaughtering reviews and still sold 1 million in the first week (and has sold almost 3 million since release).

     

    MMOs are still very heavily carried by a hardcore genre-specific audience. Even when looking at WoW, the reason it became so huge was because it managed to capture that audience which then brought in other players. It grew steadily over time, unlike most MMOs these days which tend to come out with higher numbers but then go on a steady decline almost immediately.

  16. LOL I love the replies from people that think it isn't faceroll. It is absolutely faceroll, and every trooper/bh here knows it. Hell I know it because I play it.

     

    http://img832.imageshack.us/img832/8940/screenshot2011122717273.jpg

     

    My main is a merc, and yes I tend to do pretty well in WZs. However I have a few alts of different classes and while I'm not 50 with either of those yet, I've done pretty well with most of them too. Hell I did over 200k damage in one of my first WZs as a lvl 18 juggernaught. I've yet to see any proof that mercs do ridicolously more damage than any other class.

     

    People can talk about arsenal being too easy to play as much as they want, but unless they've played it themselves and experienced how incredibly immobile you are and the extreme lack of escapability they don't really know what they're talking about. I won't say for sure, but I'd be surprised if there's any other spec that's as easy to shut down as a merc.

  17. why are people including aoe attacks into rotations? honestly is it even worth it? you'll want to use tracer missiles up to 5 times before rail shot gets cooled down, I've never found any time in between to do a fusion missile or DFA.

     

    also if I use DFA its at the start of the fight, and by the time the cast is over, the cost would have been vented already through the duration

     

    honestly the only ability in our rotation that I find that gains the most out of it is unload.

     

    The only other spell in your arsenal that does more damage, even on a single target, than fusion missile is DFA. People aren't using fusion on CD, but when you're given the option to fire off a free ability you might aswell go with your hardest hitting most costly one. Sure you can use it on DFA but that's already cheaper and has a longer cast-time mitigating its cost, so you can probably get away with using DFA anyways. While using fusion in any rotation will probably never be viable.

  18. It's just gear advantage. You're running up against a lot of people that are either full or near full tier 2 epic, while you're probably mostly in blues yourself. The gear difference between lvl 50 blues and champion gear is basically the same as the difference between a lvl 40 and lvl 50 green item. And no you don't need battlemaster gear. BM gear is barely an upgrade from champion. All you need is to get some more champion pieces by grinding bags.
  19. Party pooper commentary:

     

    Still does nothing for your DPS though. Unless Alacrity also reduces GCD, which I doubt it does.

     

    Alacrity lowers GCD on cast-time abilities. I've chain-casted 1 sec spells with no interruption between them, however it seems it doesn't lower GCD when you cast instant abilities. Here's an example of alacrity reducing GCD

    .

     

    As for stacking alacrity as Gunnery. I could see it sorta being useful in PvP, as most fights don't last very long, but it's generally really bad. You'll burn through your ammo way too fast, especially when you're not CD'd up and have an awful rythm with your skill-procs (Cell Charger and Curtain of Fire). It can work if you're doing a lot of 1v1s, but that's not really what warzones is about.

  20. This is pretty standard behaviour of on use items in most other MMOs I have played, and while its always possible that Bioware didn't intend it, or might decided later they don't like it, I'm wouldn't call it an exploit.

     

    Well, can't say how it is in most MMOs, but I know that in WoW equipping a trinket initiates the shared trinket cooldown on that trinket (the 30 sec one).

     

    Either way though, while this will allow you to have a trinket ready every time you've been out of combat I would say it's a stretch to say you'll be able to double relic against one person very often. Duels just doesn't last that long. Sure it's probably nice to use if you vanish in the middle of a skirmish, but that's about it.

     

    Even without rotating trinkets, if you're already using 2 on-use relics you'll have one available for almost every "fresh" fight anyways. It just won't feel that way since you don't have to deal with the archaic limitation of having to get out of combat and will probably just end up using both before you even drop combat.

     

    Basically the trick is only good if all you're doing is running around ganking stragglers and avoiding the battles over objectives.

  21. Four heat would matter if the regen was extra as well. If the earlier poster is correct in stating the actual ingame calculations factor in the decimal differences, resulting in the same gains, then that's fine.

     

    Over a sustained fight that would have netted a significant advantage.

     

    You are correct that BHs have 4% extra heat, however they don't have 4% extra regen. The regen is completely mirrored 8x. However BHs also get a 4% tax on their high cost abilities (as you've talked about already) which somewhat mitigates their extra heat. There is a discrepancy there, but it's extremely tiny and will almost never have any effect.

     

    If anything, some guy was talking about regen ticks in another thread and how it appears that BH ticks faster than Trooper. I don't know if there's any truth to this, but if there is that's a much bigger issue.

  22. If you read the post above you, you'll realize that Trooper and BH regen is EXACTLY THE SAME. Also, the situation is the exact opposite of what you described. Trooper abilities cost slightly more than BH abilities, not vice versa.

     

    Neither class has more costly spells. It takes the same amount of time to regen the heat/ammo needed for any spell. The only difference is that BH has 4 heat/.5 ammo more. Sure, relative to their max troopers spells costs more, but relative to their max they also regen quicker. But as said, relative to regen and spell costs they are completely equal.

  23. What other class can use one ability that has minimal resource costs, a short cast time, extreme range AND no cooldown AND crits for 5k per cast to dominate an entire WZ over and over again? The answer is none!

     

    If you had stopped there and removed the underlined word you would've been correct =)

     

    Tracer will never ever ever crit for 5k on equal expertise targets. Even pre-patch I was only able to hit 5+k tracer crits with all 3 solo buffs stacked (wz, relic and adrenal) and only on soft target with low expertise. And I was fully champion/rakata (and no, BM wouldn't have made much difference). The average tracer will crit for 3-3,5k.

     

    If only people would realize that the true power of Mercs isn't tracer, but their ability to stack HSM/rail on top of it. You might see the casting bar saying tracer missile and then lose 50% hp, but what you don't realize is that what did most of the damage was probably a HSM.

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