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DroidDreamer

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Posts posted by DroidDreamer

  1. The only way to solve this once and for all is allowing people to Q for what they want to Q for

     

    You can't force people to play a certain way, so why not let all the hutballers Q up for it? Plus you'll be filtering out the people who either number farm or leave since they obviously don't care about H-ball anyway

     

    If OPG, vandin and quesh are as popular as the obj'ers would have everyone believe, then they are at no risk of being removed from the game and those maps will pop 24/7 with a flashpoint style Q system for those who somehow seriously enjoy them. This will relegate the regstar number farmers to other maps and reg arenas, correct?

     

    I think a better split is (1) unranked arena que; and (2) a que for all other unranked PvP map types. I enjoy all the maps except arenas and there is a certain "type" that only likes to duel. Let them play how they want -- in arenas!

  2. They have only temporarily removed Quesh ball and Vandin to fix the maps.

     

    1. To remove or the dysnc in each of those maps, which any sane person knows was out of control

    2. To fix the bugs and coding in the maps.

    3. To fix the performance issues in the maps

     

    Once they have been fixed. They will put those two maps back into the rotation.

     

    And for the record, I’m not an objective hater, I’m a lover of objective pvp. You can go back through my posting history to find my stance on it. I’m also a fan of Original Hutt Ball, but I like Quesh more. The issue is how bugged it’s bean since launch and only gotten worse over the years. They needed to remove them from the rotation to fix them. Once they are back, we should get them 20% of the time.

     

    Yes, thank you very much. I was aware of that. I'm just afraid that the fixes will mean the maps are going to be gone for a long time. I also hope they don't diminish the appearance of Huttball in the rotation. And, lastly, my fear is that the devs would make such choices based on complaints from people who never play the objective in any PVP, not just Huttball.

     

    And for the record, my favorites! OG Huttball, then Quesh Huttball and then Vandin Huttball!!!

  3. Huttball is the only reason I play SWTOR. Ever since Patch 6.1.2d I have not gotten a single Huttball match. It's back to the old days of playing all night and not getting a single HB match which is why I quite the game previously. I probably have the largest dedicated Huttball gameplay video collection on the Internet -- https://www.youtube.com/user/sodanio/videos -- so the removal of the Huttball maps is a big loss for me.

     

    People who don't like objective-based play have convinced the devs to remove two Huttball matches. That's a shame because people who don't like the objective based nature of Huttball ALSO do not like to play the objective in ANY OTHER match. Don't be fooled. The people dueling in the pit in Huttball with no idea where the ball is are the same ones zerging from node to node then leaving the node abandoned in search of more kills. For players who enjoy team-based, objective-based play, this zerg meta completely destroys the fun.

     

    I also dislike the que allocations -- Capture Point, Huttball, Ancient Hypergates, or Voidstar. First, I am not getting Huttball 25% of the time. It's a lot less than that. Second, while I love Voidstar, it's a map that can be quite grueling if the stronger team goes first. Third, Odesen Proving Grounds is a great map and is seriously rare now. People complaining that it requires too much coordination are, you guessed it, the people who only want to duel other players.

     

    It's time to give piddly duelists their own unranked arena que, separate from all other matches, so they can take their toxicity and tunnel-vision to their own acrid sandbox. I loath arenas but can no longer quit them at the start to escape the match and let someone else play due to the deserter buff.

     

    Favorite maps in order:

    --Huttball (OG, then the others)

    --Odessen Proving Grounds

    --Capture maps

    --Voidstar

    --Arenas (don't even belong in this list, really)

  4. Huttball is the best PVP map of any video game in the history of all video games. It is certainly the most fun and the most thrilling PVP map in SWTOR. We don’t need less Huttball. We need more.

     

    The vents need to be fixed.

     

    Desync needs to be fixed but that’s not limited to Huttball and it happens to both sides so it balances out. Just count to three and the ball carrier will reappear. It needs to be fixed but it happens equally to both sides in a match.

  5. Yeah, I don’t want to play PVE to get gear for PVP. I have so little play time that I’m not going to waste it on boring pursuits. I’m here to play Huttball and PVP regs. Happy others like FPs but I know what I like for me.

     

    If BioWare is intentionally soft peddling rewards for PVP, that’s one thing. An argument could be made that given frequency of PVP pops they can’t shower you with rewards. But I’m not sure that’s intentionally the decision. Could be a bug. And even if intentional, they could throw us a bone on weeklies.

     

    Not sure what you mean about my being lazy. I know how what you can buy on the vendors. My beef is getting 298 to 304 gear and item parts from PVP loot boxes when I’m already 306.

  6. So you think the lower-than-306 drops from PVP boxes is ok because it avoids tourism from PVE players looking to grind? I don’t like the idea of grinding FPs for gear. I only PVP except for the main story and I only do that on one toon. Right now I am grinding PVP dailies and weeklies so I can optimize my gear on my main. Even running all three tank specs but only itemizing on one of them it’s taking forever. At some point, I’d like to play my healers and DPS but I don’t have set bonuses or even complete sets for my three tanks.
  7. I’m having the same issue: PVP loot boxes are giving me 298 to 304 gear even though I’m already at 306. Completed two dailies on two different toons and did not get a single BiS 306 mod or enhancement. Real bummer for a player who only PVPs and contrary to the “play how you want” promise.
  8. I like Huttball for the same reasons you mentioned. My only problem is with Vandin. Original huttball map is almost purely horizontal, it suffers a bit from Vandin issues but not so much from desync as from how easy it is for operatives or other super mobile classes to move around the map (or just sorcs pulling people around). Quesh is purely vertical, I would say Quesh is a fine map, I wish it had more interesting trap positioning, though.

     

    I agree with all of this! Here’s my take:

     

    The Pit (OG Huttball) — All time favorite. REALLY lends itself to Force Pull and Grapple Fire Pit kills which means turnovers and game changing moments in seconds. Friendly pulls shine here.

     

    Quesh — Second favorite map. I LOVE the verticality! I agree about the trap positioning in Quesh. The lower traps are shrouded by the ramp and in a corner. Force pulls and Grapple sometimes have the ball carrier hitting the roof of the level above, preventing pulls into the trap. Pulling the enemy up to their upper trap is good but you should never pull people up to your trap in your end zone since they might escape and score. So that limits utility of half the upper traps. Worst still, you can’t use pulls/Grapple from within your own end zone due to an invisible buffer zone in front of the goal line. This means you can’t pull people into either of your end zone traps unless you leave to the other side and pull from there. Still fun, but not as engaging due to the awkward placement.

     

    Vandin — I’m still learning this map. I don’t like the central wall in the middle of each enemy field. But it turns out there are non-linear routs you can take: to up the middle ramp to the first fire pit, cross the fire pit, then wait for the lightning stun traps on the level below to go dormant, then jump down to the lower ramp, rather than crossing two separate traps to get to the end zone when you turn left or right after the middle fire trap.

  9. Huttball is PVP for PVP’ers who hate non-objective-based PVP.

     

    I fixed that for you. :)

     

    I love Huttball because it’s objective-based. Arenas and the death match game mode as the objective is not interesting to me. I prefer team-based cooperation. I rotate between the three tank specs in reg PVP. Duels for the sake of duels just don’t register with me as a fun engagement when my fun is in keeping allies alive, harassing enemy healers and, most of all, working the objective.

     

    Huttball is ALL objective play. Some of my best matches are spent all in movement and so my numbers can be really, really low — but that’s a win!

  10. The subject line says it all but let me elaborate: Huttball is the only reason I play this game. All three Huttball maps are by far more enjoyable than any of the other SWTOR PvP maps. There seems to be a lot of complaining about Huttball in the rotation so while I don't often post in the forums I thought I'd log on to provide a counterpoint on the map, lest a vocal few be the only ones heard.

     

    Here's why Huttball is so great:

    --Objective-Based Play: Quite simply, Huttball is the only purely objective-based gameplay PvP map in SWTOR. All the other maps can be won by kills and arenas are entirely won by kills. Kill-to-win maps are boring! The objective-based play of the Huttball maps forces a brief reprieve from piddly duels and kill counts and requires interaction with the game mode, enemies and allies.

     

    --Rock, Paper, Scissors: The Huttball maps best show the rock-paper-scissors interactions between the SWTOR classes. Leaps, pushes, friendly pulls, enemy pulls, knockbacks, jump backs, teleports etc. allow different classes to shine in different moments. The heavy tank character is a great ball carrier when being focused but the quick rolling agent may be better with speed at times. DPS have an important role in controlling mid and sending the enemy back to the spawn point. And of course healers make a Huttball carrier unstoppable. Slows, stuns, roots allow for clutch plays.

     

    --One or Two Man Army: Huttball is a game where one or two players focusing on the objective can make a huge impact. Two players alone can effectively run a train of score after score with a little coordination. Huttball encourages cooperation, especially now with the limited "hutt is getting angry" timer on carrying the ball. You MUST pass the ball so you need your team to be open for passes and there with you. Passing gives medals too!

     

    --Fire, Acid, Toxic Sludge and Electric Traps: Huttball is the only PvP map with meaningful environmental obstacles and hazards. The thrill of getting a fire pit kill! The hilarity of dying in the toxic sludge! These are memories for a gamer lifetime!

     

    I actually QUIT playing SWTOR a few years ago because of Huttball! I wasn't getting enough Huttball matches! I'd log in and play for a few hours and maybe get one or two Huttball matches if any. I quit out of frustration. But now I get regular Huttball que pops!

     

    I love Huttball so much I've amassed one of the largest collections of Huttball gameplay videos on the Internet. I post the good ones and the bad ones. If you like Huttball as much as I do, get a look at some of these great moments of Huttball glory:

     

    https://www.youtube.com/user/sodanio/videos

  11. This discussion inspired me to go and record some footage of me both getting shot as well as shooting people using a mastered ion railgun as well as analysis of the effects of the energy drain. Hopefully my video can help give some insight on the nature of ion railguns in their current state as of 2.6.

     

     

    Laughable, dumb and no fun. For the gunship or its targets. You really see the reduced range of motion after the hits. The ships barely move around at all, even the good pilots heading for cover. That's consistent with my experience in which you're a sitting duck not long after you get hit by the ion railgun. What really blew my mind is how respectable the HULL damage is, on top of wiping shields, and blaster/engine power, and adding a snare, and being AOE. And it's spammable. The quarter power minimum charge does nothing to reign this in, except perhaps suggest a firing cadence for the shooter.

     

    Laughably OP.

     

    Thanks, SpacerSebben. This is pretty conclusive. Tremendously good break down. This is helpful information for the game.

  12. There are usually 3-5 times as many people logged into the Pilot chat channel on Pub side, which says something.

     

    All I play is GSF and I've never signed on to that chat channel so I doubt it's a good measures.

     

    I will say that later at night (after 10-11 pm Central time) Imperials seem to win a lot more, and Pub teams seem to have a lot more newbs.

     

    That's my experience. I play late Pacific Time.

  13. Good que pops on Pot5. It can be rough when the pubs are running their premades but the empire stomps the republic a lot too. Of course, the close matches are the best. Pretty good community despite the negatives you might see here on the forums.

     

    Come one down for some pew, pew, pew!!!

  14. So here's how I do it with my blackbolt:

     

    --Use barrel roll and engine boost to close the gap but make sure you leave yourself enough engine power to chase the gunship or escape. Just cool your jets before you go in and get engine power back up.

    --Approach from the sides, high or low. Never straight-on unless you can't avoid it.

    --Once in EMP Field range, pop it. I have it talented to block engine abilities to prevent the gunship using Barrel Roll, though I'm not convinced it works.

    --Shift power to blasters, pop the companion crit buff (or bypass) if you have it, open up with blasters and rocket pods under 3k range.

    --Be prepared to chase using barrel roll and engine boost if you didn't get them on the first pass.

     

    Barrel Roll is getting a cooldown nerf; that should help chase after gunships.

  15. You're right that the range is the big thing, but it's worth noting that of the four ion weapons, the railgun drains engine power fastest (~15 engine power per second single target, vs 10 for cannons and not very much for mines and missiles). It's also the only one that gets the debuff trifecta (drain weapon power, drain engine power, choice between snare and disable regen), and is the only one that hits AoE.

     

    (Railguns hit AoE while missile explosions don't. Yeah, that makes sense.)

     

    Say that out loud to hear how dumb it sounds. Any one of those things, any two of those things would be fine. But all of those things in one weapon? Kinda cheesy.

  16. In my opinion the mines/drones should explode or lose health upon contact just like our fighters do. That being said I'm sure the coding issue is more complicated than that if this is a Known issue. I just hope they get it fixed; fighting a nearly invincible ship flying around a node sucks.

     

    Play a bomber some time. You'll find that estimating where your drone or mine will land in a rear-facing trajectory while you're facing forward and trying not to get shot is not as easy as you think. That's why a lot of the time this is not actually being exploited. The number of occasions where I have the leisure to drop mines/drones into the wall is quite rare in most matches. Usually, I'm just hauling ***, turn turn to face the ships aft, fire and hope for the best. The drones/mines wind up in expected places ALL the time.

     

    So I don't think mines or drones should explode or lose health (of which they have very little), they should just stop next to or close to the wall and not in the wall.

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