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Spintrec

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Everything posted by Spintrec

  1. I assume you’re referring to macro’s, report if suspicious and move on.
  2. This completely solved the issue for me, if you have a GeForce driver I highly recommend you try this as it only takes 5 minutes and saves a complete reinstall. I would recommend reverting to April, and make sure you follow the instructions listed under the UPDATE.
  3. Average damage is 2mil by your word, add that up amongst 6 players (taking into account one healer and tank also on team). And that’s not taking into account the meta classes pulling 6-10mil damage each in warzones. Healing and protection numbers are fine.
  4. Spintrec

    PvP Rewards

    The main issue with increasing the rewards gained from PvP matches is that it would encourage players to join and AFK for the match/intentionally throw to end it faster; this was seen a few patches ago when PvErs would join ranked matches purely for the mats and couldn't care less about screwing their team over. The fix to that goes in part with what you also said; Increase the rewards gained in line with your scoreboard stats to encourage players to actually put in effort to get great rewards, and that would essentially eliminate the AFKers and throwers. I would prefer to see higher rewards for higher objective scores to encourage players to focus more on objective play; giving the highest rewards to top damage/guard would only encourage players to deathmatch during the entire warzone, and as we have enough of that already it'd be refreshing to have competitive objective matches instead of the usual moshpits at mid. Ofcourse high damage/guard/heals etc. stats would also give good rewards, but let objective scores give bigger amounts to encourage the objective behaviour. There's only a couple of issues I can see with this idea; the possibility of players joining a warzone and AFKing at the sidenode, giving them big objectives but not contributing anything to the match (I'm talking about having 3 players sat AFK at the sidenode caring less about the actual warzone), and it would encourage players to reroll meta classes (ap pt, merc heal etc.) so they could easily get those high stats and great rewards, which could obviously lead to very unbalanced matches (not that they aren't already) and a lack of class diversity.
  5. Sadly open-world PvP is nearly non-existant these days; it was a lot more active when the game first launched but has steadily declined to the point it’s at now. The best you’re probably going to get is to head to the Gree Enclave area on Ilum or the rakghoul tunnels during the events and hope you find some people in the PvP-instances.
  6. Yep, that’s exactly what I’m saying mate, spot on! I’ve been playing regs since 2013, try troll harder
  7. If they wanted to then sure, I just want them to stop giving me all of the players with 140 iRating whilst the enemy team is full 306. But hey, some players must just love getting absolutely stomped in PvP rather than grind out a few Hammerstation flashpoints to get some decent gear. I know they have some form of matchmaking (particularly with the spread of heals/tanks) but I've never been certain if that is also designed to spread out low iRatings for balanced teams. In regards to scrapping matchmaking I've got to disagree; I remember the days when one team would have 3-4 healers and the other team would have none, they weren't fun (except for the deathmatchers that looooved seeing their high damage after the moshpit at mid to inflate their epeen) Atleast now the game does a much better job of spreading heals/tanks around, enough so that I feel like it works pretty well in that regard.
  8. Tbh I wish BioWare would institute some sort of matchmaking system that evenly distributed low rating players in reg matches; too often I’ve seen half of my team below 280 whilst the enemy team are near enough full 306 and it is unbelievably frustrating to witness these players (most of the time new to the game) just get stomped by seasoned players, basically turning the match into a 4v8 (or if there is a system like that already in place then it sure isn’t working correctly). Or at the least there should be a warning when players try to queue regs below 300 rating that they might prefer to gain more gear from running PvE content first and even give a pop-up for the groupfinder; I know that’s pretty much the same thing as denying players content but if they are genuinely new to the game then getting destroyed in PvP because they have a low rating along with low-skill is just gonna turn them off anyway. Gear doesn’t matter as much as it used to but it’s still important, and the classic “skill>gear” argument doesn’t hold water when the player is new to the game.
  9. The idea has been suggested countless times and the answer is sadly always the same; the population is too small to allow filtering as everyone would only queue for a specific warzone or two and queue times would increase drastically. Without a larger population or at the very least cross-server queues it’s an idea that will always just be an idea.
  10. Only when I’m low on credits and need some quick and easy cash selling CM items on the GTN for big stonks will I consider buying CC, apart from that I don’t buy anything cosmetic from the CM (nothing ever really piques my interest).
  11. As far as I’m concerned the primary issue with operatives is roll; it’s arguably their most powerful ability (next to stealth ofcourse) and what I feel would rein in operatives to a balanced state would be a nerf to roll; either removing the dodge capability and allowing them to take damage/be stunned during roll or increasing rolls CD would definitely bring the class to a balanced state in my eyes. Ofcourse I expect the Operative mains to be vehemently opposed to a nerf to roll as like I said it is arguably their most powerful ability and, in my opinion (and the opinions of a lot of players I know) is overturned considering the burst they can put out alongside it. And the classic argument “you’ll destroy the survivability of the class” is the same argument made when the Sins where arguing “you’ll destroy the dps of the class” when Maul was nerfed, and the outcome will be the same; the bad players will reroll to another class and the good players will adapt. Leave heals as they are, leave burst/damage as it is; a nerf to roll would definitely bring the class to a balanced state in my eyes, and I wouldn’t be surprised if BioWare took that approach when they eventually try to balance it.
  12. From a Regs pov I feel heals are in a decent spot in all honesty. A good healer can keep up a team as would be expected; two good healers on a team can become nigh unstoppable against a subpar team (especially if you add a tank into the mix). As has been said a healer is not meant to easily survive when under focus whilst also keeping their teams health topped up (even if this is not what you where implying); they’re meant to support their team but crumble if heavily focused without proper support from their teammates. I’ve seen healers pull absolutely insane heals in a single warzone, and even if they are exceptions it’s still proof enough in my eyes that a good healer can easily keep up with the big bad dps.
  13. You’re very welcome mate, once you’ve got your augments/amplifiers/stats in place then it really comes down to learning the class and finding your playstyle. Armor Pen still offers a good DPS increase (6.64%) but Weapon Expertise offers a slither more (7.42%) so Armor Pen will do you just fine if you want to stick with it and avoid the amplifier grind for Weapon Expertise.
  14. Spintrec

    hi its me again!

    No. No class should be able to take away 70% of your hp by pressing the same button 3 times in a row, especially with the added bonus of stealth and stuns. The problem you’re facing sounds the same that a lot of Sin players I know that rolled the class after maul spam became the meta are facing; yourself and themselves got too used to easily taking down opponents with an overpowered ability that now it’s been nerfed to a balanced state you can’t adapt to being on a level playing field. (Not saying you rolled Sin as soon as Maul Spam was the meta, just that I know players that did). Same thing has happened many times before, the most notable one I can remember being Smash and to a lesser extent bubble stun. I still see the good Sins dealing big damage and causing havoc to unfortunate players; now they simply can’t smash one button 3 times and get that big damage anymore. PT’s are slightly overturned right now but they’ll get their day; overturning once class to match another overturned class isn’t how balance works. In regards to Operatives the concern most players have isn’t with their burst (which has been nerfed and is manageable) but with their utilities so the comparison isn’t really adequate.
  15. In a perfect solo ranked match you will have a knowledgable team that can appropriately support you and keep you healed up, so survivability isn’t as important, in this situation Established Foothold or Precise Targeter might be preferable. However since that is only in a perfect world I would still say Repositioning is excellent for the survivability in solo ranked; I find the 15% damage increase to be negligible if you lack the survivability to last long enough to use it.
  16. Wanna survive as a sniper in Regs? -Marksmanship -Repositioning set -Weapon expertise amplifiers -286 augments -B-0 Differential Targeting System -Use those goddam advanced kyrprax stims you cheapskates -Seismic Grenades (personal preference, my guildies mock me for having the audacity to use them). -3.2k crit -1.2k alacrity -105% accuracy -Rest into Mastery Combat Proficiencies are personal preference but I run with Ballistic Dampers, Vital Regulators, Lumbering Impact, Seek Cover, Reestablish Range, Series of Snares, Tactical Retreat, Pillbox Sniper and Over-prepared, and I occasionally swap these out to try out different ones but not often. Majority of snipers run with Established Foothold set, which is alright if you have the support of a good team to keep you alive, but the mobility that Repositioning offers with 3 rolls is borderline OP (and it was before they nerfed Imperial Preparation so it no longer resets roll). Benefits of having 3 rolls with Repositioning set? -Roll mitigate’s damage, so if you see a class hardcasting a burst attack then roll and laugh at them, Repositioning lets you do that 3 times in a row if need be. -Sniper is often a focus target in regs so the increased mobility is amazing when trying to create distance between yourself and a melee class (or even to catch up to someone running away). -The use for objective play is excellent, especially for Huttball or rushing Voidstar objectives after a door explodes (I’ve snowballed Voidstar matches by triple rolling to the next door and the enemy team can’t catch up in time to stop me for all of the doors). Biggest hit I’ve ever done was a 100K ambush and that was with Repositioning set and I regularly hit 60k-80k ambushes so don’t believe you have to run Established Foothold or Precise Targeters to hit those numbers. Make sure you use Diversion not only to knock other Snipers out of cover but also on yourself, the accuracy debuff is excellent when you’ve got a melee class focusing you. Ballistic shield I tend to use if I feel like I’m gonna take a lot of damage in a short amount of time or my teammate is getting heavy focus but I wouldn’t consider it a vital tool in a Snipers arsenal. Don’t use Suppressive Fire unless you’re interrupting a cap or trying to counteract a Juggs/Mercs reflect, otherwise it’s a complete waste of energy. Target Acquired is handy if the other player pops accuracy debuffs. With all of that I can easily control most other players in 1v1’s with only really good Operatives giving me hassle, and with the 3 rolls I can escape if it turns into a 2v1 that I’m clearly gonna lose. Ofcourse I’ve been playing Marksman Sniper since launch so a lot of the times I find myself instinctually reacting to situations in PvP matches rather than thinking about what to do next, a lot of it is to do with skill with the class.
  17. Well DoT Specs > Burst Specs every single time for topping DPS at zergfests (mid/voidstar doors) so if someone is looking for a class that will top DPS then it's good to know which ones will do that consistently, such as Virulence Sniper. Unless you get focused and destroyed, which Snipers tend to get unfortunately.
  18. Aye I mainly use it as a manoeuvrability option but it can come in handy as an escape; if I’m getting focused at mid on Civil War I’ll often pop it then drop down the ledge to one of the side nodes, then when they also drop down to follow me I just hololocate back up. But in situations where you’re getting focused mad (as snipers often do) and hololocate behind a nearby wall then aye you’re gonna die, isn’t even worth wasting the hololocate and putting it on CD.
  19. My guildie mains a Virulence sniper but he’s rarely online, and apart from him I barely see any Virulence snipers in regs. Virulence is good for topping DPS charts but it’s all fluff damage; it can’t stand up in 1v1’s (nothing makes me happier than fighting a virulence sniper because I know I’m always gonna win) so the majority of snipers either play burst (marksman) or semi-burst DoT (Engineering). Engineering is pretty good as a semi-burst DoT spec and can regularly get high DPS/top charts, but not to the level of virulence. I can’t comment on the other DoT specs, all I can say with certainty is that if you’re looking to top DPS charts with fluff damage then Virulence is good, but in pressure situations/1v1s it slumps hard.
  20. It's not hard, roll negates all damage/stuns and with Repositioning you can get 3 rolls in rapid succession so it's pretty easy to avoid burst and big damage combined with interrupts, only real problem with Mercs is electronet but dcds make it easy to outlast that and bubble can be negated with suppressive fire.
  21. I would disagree with the “sorcs trump snipers each time” debate; as someone that’s mained a MM sniper since launch I can take on the majority of Lightning sorcs without issue, but it is conditional: Lightning sorcs shine against MM Sniper when they have nearby LoS to interrupt the Sniper and heal, but any good MM sniper won’t fall for that and will move the fight to an open area with very little/no LoS, after that it becomes a case of negating the Lightning Sorcs burst which is easy when you use your defensives properly. With LoS lightning sorc does generally trump sniper, but without it (good) sniper trumps Sorc; It’s one of the reasons I normally refuse to duel Sorcs in their strongholds, because they always have an arena filled with LoS which is built heavily to their advantage and heavily to my disadvantage. I find Mercs to be a bit easier to deal with than Sorcs, so long as you again negate their burst and don’t let them LoS and heal they tend to drop faster (but that’s probably because they don’t have a bubble like Sorc which drags out a fight). Ofcourse this is all ultimately dependent on the skill levels of the players.
  22. I know a few Sins players that are saying the same thing, this is what happens when players get used to using OP abilities and then can’t adapt when it gets nerfed, same has happened many times before in previous patches with different classes (i recall Smash being a prime example, the good old days). The majority of them will re-roll to a class that’s easier to top DPS charts with, whilst the good players will stay playing Sins and continue rekting players (because they’ve been playing Sins for years and didn’t roll one as soon as they realised Maul Spam was the meta).
  23. I play on Darth Malgus generally during primetime (5pm-11pm BST), I understand it’s a global game but if someone is playing on Darth Malgus from Australia then they’re understandably going to be playing during downtime and they have to accept that pops are gonna be a lot slower so this issue will affect them more than European players.
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