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ironrd

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  1. Translocate... IF it were an instant cast. So many times I’ve tried to translocate a Huttball carrier to end zone, only for them to throw it at me before channel ended=epic fail. IF the animation were streamlined to a phase walk level simplicity and speed. IF like a guardians leap it were a way to bolster protection and mitigate threat. PVP I could see this, PVE? What tank is going to swap places with a dps or healer to manage threat, if it places the dps or healer directly into the bosses cleave? That would be functional. So many ifs. The only thing I know for certain is every time somebody interrupts it, it bug my game out and makes my toon go invisible/floating nameplate. IF that’s the intention for it, we’ll... Just more IFs. With certainty it’s an awesome way to troll people.
  2. The problem with Fury Maras is rage management. Once upon a time rotations were made complicated because many of you abilities sucked rage out of your bar so quickly you’d be stuck auto attacking because you couldn’t generate fast enough without a longer and more complicated rotation few could grasp or achieve. It happened, seen mostly in ranked, but uncommon. They made some abilities really cheap(hurray), but now you can hit frenzy and face roll through your entire rotation. Hence it is now training wheel Mara spec cranking incredible dps numbers. For PTs...people want I win button dcds. It cripples PVP. Unskilled players spam them to stay up longer and conceal their lack of skill. Mercs, Skank Juggs that don’t guard/taunt, snipers that can’t kite. People want to reign death upon helpless targets without being challenged. I happen to occasionally play with some of them. It’s not this game, this player population is everywhere. People that succeed will tell you DPS PTs specced for mobility can thrive if you’re good enough to not stand still and avoid opponents hit boxes. DPS Juggs are challenging to excuse because they have no superior mobility and no escape like maras camouflage or operative/Assassin stealth. They’re built to play like their tank counterparts but absolutely cannot succeed with that mindset. We’ll see.
  3. My experiences... Jug has additional stuns and some hard hitting abilities that can be simply maximized by pushing crit. You’d be more than capable of steam rolling newer players, people who don’t know their classes and mildly annoying mildly better players with better DCDs. People who know what they’re doing will dot and kite your butt to oblivion. But it is a simpler skank class to PVP with. Power tech is an AOE tank, fundamentally. Our main dps hard hit is a cone cleave. You gain defensive resistance and damage on targets through ‘small print’ buffs and debugged via passives you’d have to get really good at maximizing(trauma has been brought up). I like it because it has some sweet peeling possibilities. But 1v1 it is super hard to manage and embarrassing as hell for the dps I solo kill. Also, to resist PT tunneling(which will happen a lot without a nearby healer), you really should vest into boosting your HP pool as high as possible. It’s fun for support on good teams or premades, but solo queuing...yeah, that’s why you don’t see them often in unranked.
  4. Revenge of the knee jerk retro thrusters. You mean people might have to think besides blasting past you at full speed, hitting retro thrusters, cutting the engines and bursting people down? For shame. There are angles and escape routes that you can perch around waiting for somebody trailing smoke trying to evade missile locks on their tails only to fly straight into your lap. It is a challenge to buzz through with scouts. Not a bad challenge. A fun one.
  5. In the world of skank tanking there are no perfect number targets just a big general window to play in. Boosting your health pool for PT and VG is an obvious step. Helps with guard and healer support. All defensive/utilities play off of your total health, so maximize your total health and sudddenly a 3% heal isn’t so insignifigant that it makes you cry(just weep a little). You can try all crit, but PT has a lot of built in crit and the hard hits aren’t that great, alacrity can be nicer because the only helpful thing you can do in a WZ is debuff incoming heals on your opponents. Just mess around, and when you cross paths with the few of us whom still play this build make sure to check how we’re gearing and performing. Also...be sure to find good peeps to queue with...well played PT tanks can be great support, but you’re not going to be carrying. Just be prepared for the “couldn’t we find a juggernaut” cracks in unranked.
  6. There are not many quality Fury Maras. Carnage is a very linear rotation that can be maximized with good timing. Fury needs to be danced around until you can rev up into a berserk rotation to keep your rage up. Chain assaulting fury maras that are glowing black and red for the procced berserk they’re not utilizing seems standard now. They do know how to spam their stun immunities, though. Melee DPS take minimal skill to crank numbers, target and close gaps. Range DPS just requires you to be left alone and spamming aoes at the right time. The real test of a sniper is what do they do when pressured? Squish=FOTM player. Embarrass you with some MLG kiting skills=someone that knows their ****. As people learn how to respond to sloppy use of class mechanics for these, easy road players will change again.
  7. Not to mention what sorcs/sages can do with their defensive bubbles. Which seems even more broken than entrench since you don’t even have the option to burn him down. In the end, red needs to be killed before it even gets to the guarded node. It’s a match of mods anyways.
  8. This won’t have a lot of specifics because there’s a lot of tangibles you’re not asking about, and tons of varied opinions, but... 1. Missile upgrades on your components menu of your hangar will have range and lock improvements. 2. Upgrades are not the same from one missile to the next. So check the upgrade options before you commit to a missile. Some potential upgrades can be pretty OP. 3. Not all missiles are the same. You’ll find that some have a really long range but slow lock time, or short range and fast lock time. Pick your priority. Most favor short and fast while buffing their speed and evasion turning them into a hard punching dog fighter. Also, different ships different missile options. EMP and cluster missiles are worth looking into if they’re available(atm, in general). 4. Downfall to missiles: most ships have a lock drop. If your missile is too slow or too far away, you’ll be wasting a lot of ammo. Also limited ammunition, might want to consider extending that in component upgrade if you can. 5. Lastly, crew skill tab. Check those out. Very handy to get those aligned with your personal preferences and priorities with each ship.
  9. I would say, honestly, the cap point per turn generates the most points compared to a turns worth of killing and orb capping. Especially when you get 3 turns into the match. The kill points carrying over, I feel, makes the match more competitive and gives the team behind a chance in hell to catch up. If steam rolling people and just achieving a single decisive objective is all you're looking for out of this, I can see your opinion. But generally, this is the descent of a bad Hypergate Team: "#$%&! THEY GOT OUR PYLON? WHY NO CALL OUT?" "Everybody! Our Pyl! Now!" "If you're in the middle RN you're WRONG!" "Yay we gots it!" "Now go get ORBS!" "Wait, where did all the ORBS go?" "#$%&! OUR PYL IS GONE AGAIN! WHERE'S THE CALL!?!?!?!?" Kills carrying over is a mercy. Necessary? Probably not. But the world has participation trophies.
  10. I'm confused. I tend to feel like this chick when I see a scoundrel/operative in ranked. Especially concealment. "OMG they're so slow rising!" (Fair warning, do not watch more than 30 seconds of that video. Your brain will actually fall out of your skull.)
  11. There’s levels to everything that we do. Events posted on the website usually explain restrictions and content up front. Gearing runs for inexperienced or beginning raiders are extremely flexible and meant to be informative. We accommodate all levels of play and promote growth in gear/level and skill. All the way to Progression teams for PVE or Ranked Groups for PVP. We like to work with each individual where they’re at in the game and have something available for them.
  12. In addition to our regularly scheduled OPs and PVP Nights, Legacy is also beginning their 'Guild Survivor' event featuring a string of fun events created outside of the scope of PVE or PVP by our Morale Department for objective-free giggles. Featured events include: Fox Hunt: Hunting down and finding members of guild leadership while they're on under-geared pubside alts! Trivia Night Human Darts: Carelessly flinging one's character off of an exceeding high cliff at an unknown target below! Rat Race: A foot race through a hostile environment. Red light, green light: A race game involving /rolling, trivia, a little PVP and heights! Our Morale Department regularly comes up with fun and exciting ways to bring the guild together outside of the normal scope of the game. Join in the fun, check out our website at www.ourlegacystarts.enjin.com!
  13. Longtime PVEer from other MMO's, only been in SWTOR for a year. This community does everything, and they encourage you to delve into all facets of the game. I used to hate PVP, I was absolute dead weight. But one of their PVP officers took me aside, taught me about resolve bars, gave me a ton of references for keybinding, dueled quite a bit, dragged me along in guild premades for unranked. PVP is now pretty much all I do. They have advanced groups for higher level players but still provide introductory lessons for newer players teaching them about class mechanics, comprehensive warzone guides and some friendly but really critical feedback. I've become a better player because of this community and I've stuck with this game 11 months longer than I probably would have because of them. 1 year in, who knows how long they'll sucker me into sticking around
  14. I'm the PVP officer of a sizeable guild on EH, I've run 'star fighter nights' as part of my quarterly game plan for the past 2 quarters to help step players who avoid star fighter into a better understanding of it. As a guild we get 30-40 people a night online, I manage to convince 5 or 6 to group up for star fighter. The learning curve being too high? Newer players have a lot to learn, it's one of the things I appreciate about star fighter, it's extremely team based and has layers of understanding to it. I've played for year now, and even now I take a second look at a ship and consider tweaking a build. When I manage to coach a newer player into landing their first kill shot, which can take a couple of matches depending on the competition, I can usually hook them into being interested by the next night. There really isn't instant gratification with this, I'm not sure there should be. Better tutorials or a hands-on simulator might help, you queue into a warzone by yourself chasing npc training dummy targets just so you can get hands on experience flying and targeting. New players trying to learn how to move their ship against highly skilled pilots that populate the queues? I end up sounding like Stuart Smalley over discord, because they feel completely helpless. Is ship balance preventing you from playing? I appreciate the diversity of ships and the way they compliment each other. Are you not playing because you feel GSF needs something new to bring you back in? Tactics. The problem with the matches never really changing is that the tactics become incredibly stale, making the matches frustratingly boring. The infrequency of the queue can also be problematic. In unranked PVP, you have arena matches to expedite pops when the population queuing is low. If there were new GSF match types that capitalized on smaller teams in more confined spaces, I could see it drastically increasing pops outside of peak server hours. If we added new content, more compact content might work better than larger scaled content. The fact that GSF is character based and not Legacy? I have 8 characters. All 8 characters are completely bought out of every (non-cartel) ship with the same exact components with only a few variants in the name of experimentation. I struggle to see a downside to this, since your star fighter hanger is pretty much separated from the rest of your character.
  15. These guys don't take the game seriously enough. They have too much fun playing around. You can't even drink a beverage while in teamspeak with these nutcases because they'll have you spraying it out your nostrils all over your keyboard. If you have a giant stick your posterior and prefer dry keyboards, I'd suggest another guild. If you're one of THOSE people who actually like to have fun and stuff, well...I guess you should try it.
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