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Flusssaeure

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  1. I am also playing on Tulak Hord and can confirm this. If you have someone on your team affected by this you can see his ship bouncing around the mini map. In a Death Match if an opponent is affected by this you sometimes only can tell your team ignore player X because you can't hit him. So a fix to this would be greatly appriciated.
  2. I can fully understand your problem, but I don't think that your rating is the main issue, even it ampliifies the issue. The main issue is the drop in Ranked participation in general and especially the participation of Healers and tanks. I saw that in my guild one of my guildmates qued as a tank and I as a DD. My guildmate got every invite of the day and played against the same tank in all the games, on the other hand I had to take turns with the other DDs in que and got skipped in most games. As a result I got two or three games for hours of queing. As a result it took a while to even get to the 10 games where you finally got the rating. So even with no rating as a DD you will wait in que more than you play. The situation can be better on a Heal or Tank if they are the one who are missing in que. I think I don't have to explain why as a result I think it is a bad Idea that "the improvement for the gearing situation of PVP players between PTS and live" was to award Ossus reputation in ranked while on the same time increasing the games requirement of the Ranked Weeklies for everyone who has a below 100% win rate? Not that beeing the only one from my last season TRanked team who is still online helps with that. And yes instead of someone who insist that Ranked players support his view on discord I do blame the 5.10 Gearing system for it. And compared to that person I do think that min maxing does matter. Last year when it was discovered that Alacrity works in steps and you get little out of it if you are between two steps I got depending on which spec I played I got up to +500 DPS for optimizing Alacrity so that I got close enough above a step as possible. And yes in Ranked when you expect that everyone knows what they are doing if one has optimized gear and the other not it does matter.
  3. Maybe in general, but there are some more obvious cases than others. If you move over the Hit % coloum of the scoreboard you can see how many shots a player hit and how many shots a player missed. There are some players I repeatedly have seen leaving TDM matches with 0 hits and 0 misses. Which means they havn't shot at all in a TDM where you can't argue well no enemy came to the sat I was defending. But yes non-contributing is currently a much bigger problem than self destructs and yes it might be because it is more difficult to recognise.
  4. Arsenal, since it's damage Nerf, doesn't hit really better that Sorc but is considerd to be OP because it DCDs acts if it has three lifes. The damage is not the problem of sorcerer / sage DPS in PVP. The problem is their low suvival. Of course you can kite, phase walk, force barrier, but if you do so, that your damage is really going against zero. So the problem in PVP is not damage it is survival. Oh wait Bioware already announced that the damage reduction of some abilities will be buffed for Lightning / telekinetics with 5.9: http://www.swtor.com/community/showthread.php?p=9576144#edit9576144
  5. While doing my own research at the moment I found this https://www.reddit.com/r/swtor/comments/7z945a/lightning_spec_gearing_alacrity_crit_and_power/, based on the question I have the feeling that both threads have the same OP. However the point to discuss in the comments SionCognus showed up and posted his numbers and build: 1189 alacrity and 2189 crit Alacrity: 3 Enh, 5 Aug Crit: 6 Enh, 5 Aug, 2 Crystals Accuracy: 1 Enh, 3 Aug, 1 Stim Mastery: 1 Aug Remember that for these purposes earpiece and implants count as enhancements. Usually I trust SionCognus in regards with Lightning, but if I compare it with the calculations on reddit https://www.reddit.com/r/swtor/comments/7n6eu0/some_alacrity_numbers/ according to that getting to an Alacrity of 1229 would be necessary to get a 1,1 s GCD under the affect of Polarity Shift. Which means SionCognus would be less than one augment short of that number. Looking on the Dummy parses on parsely SionCognus currently has the fourth highest parse on Lightning / Telekinetics but from the three parses that beats him two had a slightly higher APM. Around 55 instead of 53,6. After I still have to organize the things to rebuild my Sorcerer gear, after I had to tank a lot during the last time, does anyone has some experience if 1229 is so important or are SionCognus numbers preferable? Well the diiference probably would be one augment so the numbers doesn' t seem to be completly off.
  6. Actually compared to the previous Conquest system the points for GSF where downgraded. So if someone is afk GSFing for 85 Conquest points + stronghold bonus (max 150%), the person didn't realised what really gives conquest points. And Bioware already announced that GSF conquest points is one of the categories that will be increased with patch 5.9. On the other hand the CXP and unassembled component rewards definetly brought an increase of afk players with them. This is what you really want to blame.
  7. I am not fully convinced that this is a bug. There is a second reason why this can happen, even because it is late I didn't checked the video if it is the case here. The reason is a player self destructing does give the opposing team a point but no player is credited with a kill. However damaging the self destructer does give an assist. So this can be easily explained. In regards of the late game kill, again I didn't checked the video if it is the case here, there are some situation where a team does score more kills than 50 because multiple players initated an attack before the end of the game, like launching a missile that has some travel time before hitting that target. In this case all kills are shown in the on screen message but only the kills up to the 50th are counting for the scoreboard. I noticed this when I was trying to get the achivements for X games with 9 kills. There I had multiple games where my 9 kill was the 51st team kill because someone was a split second faster than I was. My kill was still mentoined in the on screen message but not on the scoreboard. Well this I didn't noticed before and will check that video later. Just because you mentoined he disappered from the map without a trace. Does anyone know, if you fligh "too high" or "too much to one side" you will leave the combat area and get an on screen warning to return to the battlefield while you taking periodicly damage this damage can destroy you when staying to long outside the combat area, if this happens what shows up in the screen what happened to this pilot and if this count as a score for the enemy team?
  8. Well so far we only identified the problem. There are two things that you can do: 1) Start a new character to fly with. The penalty counts games per character not by legacy. Starting over will reset your penalty. After you can buy Legacy Ship / Fleet requisition tokens with the fleet commendation you get for the daily / weekly starting new is not as bad as it was in the past. Of course sooner or later that character will have enough games to get the penalty too. 2) Que as a group. Groups have priority over single player. Of course this is one reason why you see so many veteran premades against new player matches. The veterans have to group a game and than ran into new players who also get priority. This is definitly one of the friction points of the matchmaker.
  9. I had four characters active in GSF and didn't noticed any problems. Did you get any error massages? Did you listed alone as a veteran or with a group? Thanks to the que preferring new players over veterans when I que alone I sometimes have to wait for an hour before an invite and I am an fleet admiral.
  10. I am from Tulak Hord and I am mostly flying Imperial side, which is the weak one on that server, so I was in a lot of these matches that ended at our spawn points. And while some might hate me for saying it, in 99% it was always tbe team that got camped that was responsible for how the games turned out. First two to four people jumped in a bomber and hide in a hole in the hope that they not get caught there. Even from the others two to four are always marked as non contributors when you push the M key. The result only two or three players actively engage the enemy and get quickly overrun by the complete enemy team. Who after that start to search for other targets and that search usually ends at the spawn points. So next time you get spawn camped ask what you or your team mates did that the enemy team ended at your spawn point. And yes after I saw this happen a lot the spawn points have enough space between them that only one can be completly camped or two can be partly camped if the enemy waits inbetween them. So I always found one open spawn point to get back. But after my usual tensor experience in Denon is anounce which spawn point you tensor and watch half the team spawn at the other one reading a map just seems to hard to find the correct spawn point.
  11. I agree and disagree with some statements here. The fact that there is still a debate if gun ships or strike fighters are dominating shows how much we figured out the post 5.5 meta, actually not as much as we like. I however agree that stacking a single class is not the best way to go in a TDM. Gun ships, strike fighters and scouts all have a roll in a TDM and stacking a single class gives you advantages over some ships and disadvantages against others. If you stack one class you ask your opponent to switch to ships that are bad match ups for you. If both teams know what they do you see more ship switching in a TDM than in a DOM where you need some specific ships because of some specific components, most noteable Hyperspace beacon and Tensor, while in a TDM you try to adapt to the tactic of your opponent. Of course if one side is dominating the other they don't need to switch if there opponents don't find an answer. This is also the reason why one sided games are more about the experience gap between the two teams than about the chosen ships. If the opponent doesn't know what ships are good against each other and as a result can't switch correctly that is not the fault of the ships. In the case of the bombers I definetly disagree that you need them in a TDM and especially because of a repair probe. First you die even faster than before 5.5, you often don't get the chance to get to a repair drone because you died to fast.Then as a reaction to the Proton Torpedo strike fighters more ships than before use Hydrospanner resulting in a lower demand for repair propes because many ships can repair themself. Of course it might be that you value the ammo refill however after you have weapon power ups even that is more useful in Dom than in TDM. So the resl question is how much do you like Railgun Sentry drones in TDM right now. The answer to that defibetly is tied to the gun ship or strike fighter meta question. If you think it is a strike fighter meta railgun sentry drone is pointless, if you think it is a gun ship meta that it has the same purpose than before 5.5. Regarding the strike fighter versus gun ship meta debate my opinion is you need both but more strike fighters than gun ships. If one team stacks gun ships and the other strike fighters, the strike fighters can tank enough shots to close the gap to the gun ships and if the strike fighters get close the gun ships die. Of course strike fighters with a gap closer like barrel roll can do that better than ships with retro thrusters and strike fighters going for evasion can do it better than strike fighters who went with more hull points. But that is one of the points why stacking is dangerous you need answers for different situations and stacking usually don't give you that. In my opinion per 4 ships you wan't 2 strike fighters 1 gun ship and 1 scout in a TDM.
  12. Is the back-filing the wrong team bug still a thing? There was a patch earlier this year which made it appear in both ground PVP and GSF. However as far as I know it was fixed later and the last time I saw this bug was definetly month ago. However the other two are definetly an issue and I would like to see them fixed.
  13. Maybe the first one has something to do with how "death" works in GSF. Ever noticed that if you have to wait for the respawn that in the background you still see the spot where you died? Now did you ever died to an enemy missile sentry drone and had to wait for the respawn? First while dead you get the missile warning and then you see the yellow beam of the missile sentry drone coming at you. That indicates that after game before respawn the game consider you to be at your point of death just unable to interact with anything. That an enemy missile sentry drone can be fooled by that is not really an argument for the missile sentry drone.
  14. Is there any use for strafing outside gunships? Considering the name it sounds like a movement mode that you should use during firing, which could have been something like increased turn speed to help to stay on target still outside of gunshiphide and seek there didn't seem to be any use of it. Strafing outside of gunship is a mystery like the V button, where the ship starts to do a slow motion barrel roll for no noticeable purpose. Most GSF guides doesn't even mentoin the V button.
  15. Forgot something: I noticed as well as I mentoined that I started to find them myself but run into the problem were I have seen one spawn so that I had no chance to confirm or reject if it is a super cluster. So maybe it would be an idea to start a thread after the holidays to work together which points we consider and which not so maybe together we get results father compared to every one trying to do it himself or herself.
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