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Kattla

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Posts posted by Kattla

  1. Adding macro capability to the game would only make it more fair for everyone. As of now, only ppl who use third party tools, software or hardware, can use macros. So i vote yes for simple macros.
  2. Just hold mid and one pylon.

    If you are strong enough to hold mid, no need to bother with orbs, since the enemy won't be getting any orbs either.

    And guard your pylon with 2 ppl, one guard is like giving it away to a stealther knowing what to do.

    If for some reason you are sole guard, stand at some distance. It might, if lucky, grant you just enough time to wait out a mezz if your stunbreak is down (it do take time for the enemy to get back to the node after they sapped you). Just make sure you are within leap/attack range of the pylon.

  3. The ops build is not one i would run, but i may give it a try one day.

    Almost full engineering, and not take plasma probe is a sever lack of utility.

    The dots would sure hurt, and series of shots with electrified railgun and cluster bombs are very nasty burst. But not taking "Steady shots" and "Cut Down" weakens series of shots by 12 %.

    I'd less certain about Vital regulators. 6% of ~20k hp is 1200, 12% is 2400 hp over 6-7 secs. It may very well provide a good increase in survivability over ballestic dampers and vital serum.

    With liberal use of adrenalin probe, i guess energy management is fairly allright with that build.

     

    Razors Edge instead of Deadly Directive , hmm, it is allright i guess, without any slow in interrogation probe, melee would be onto you fast enough for it to be useful. Personally i would rather taken Deadly directive, but that is just an old thinking of mine. I may consider taking razor edge in my future builds.

     

    My own current build, overkill. . Not energy efficient, very squishy, but it kills just about anything. Tanks, healers, you name it, it kills it. IP-CG-CD-Cull,

    EP-Series of shots, Cull again. If they cleanse my first dots, plan b, Explosive probe + Series of shots/rifle shot still hurts pretty bad.

  4. Title says it all, I'm just wondering what Guilds / rated teams have claimed the top spots??

     

    And I until we get Xserver Queues, none of us can really claim #1 PvP team / Guild!!

     

    So anyone heard of when this SIMPLE little thing is going to be implemented if ever???

     

    I left the game over 8 months ago and they were discussing it then. Sad bioware still has done nothing a year later.

     

    D,

     

    Best guess, when EAware think up a way to earn a decent chunk of money from it. IE, weekly Xserver pass for 251 cartel coins, or something simular. My impression of EAware so far is that money talks.

  5. Problem with matching by gear is that the heroes will inevitably queue in pve gear and switch to pvp gear once the wz starts. that's why i believe matching by valor would be better, albeit far from perfect. If someone comes up with a better system i'm all for it

     

    Matching by medals earned may work better then matching by valor , if any matching at all. Valor just means one played a lot of warzones, and/or exploited Ilum when they could, Medals reflects a bit more on how one have performed.

    Medals earned divided by matches played could generate a number used for matchmaking.

     

    Or:

    Premade -> Goes to ranked queue (need to remove the 8 ppl requirement)

    Solo -> Normal queue.

    (I wonder how many doing premade now would switch to solo if they risk a bit of challenge :rolleyes:)

     

    Or:

    Cross faction queue , doesn't fully solve the "problem", but may help against faction imbalanced servers.

  6. It would be nice, when entering a warzone late, that one could pass through the forcefield unhindered. A onetime effect given if you enter a warzone in progress, and it will of course be gone when you pass the forcefield.

     

    Chances are high, that when entering late, things are going bad already so you are needed in a hurry, not waiting 30 more secs behind a locked field (after the loading). It may also be more fair, since you have shorter time to make an

    impact on the outcome and gaining medals.

     

    :csw_yoda:More to say, have you, Kattla?

     

    And a reinforcement medal if you stay to the end. Bronze for just backfilling, silver if you also get an objective medal,

    gold if you also get a golden medal for damage/heal/protection.

     

    :csw_yoda:Greed can be a powerful ally, huh?

     

    And a 1 minute deserter debuff if leaving that wz., so it won't be exploited to avoid long forcefield lockout times.

    I am not saying this would be all that fair, but perhaps better then the current system. Or maybe it's in place already, it do seem the forcefield in huttball have two sectors when i refill, and i can pass it.

  7. I've watched videos of top snipers in PvP, I've played several matches myself, I've made about 10-15 different adjustments to my play style, and the one constant that puts the class at a disadvantage is cover. And let's not forget, all the other team needs to do to a sniper is throw down diversion, and you essentially get 9 seconds of free will against the sniper.

     

    And Leg**** is key one for me. I use it constantly. Doesn't really change much overall.

     

    You do realize, or maybe not , since posting this, that what the other team can do to you for those 9 secs, translates to an entire game if cover is taken away, yes?

     

    Cover felt clunky for me in the beginning too, then i tried a tk sage, and took an interrupt in the knee.

  8. So, i get into cover, and do my instant snipe , then hit followthrough. except, followthrough doesn't hit, instead, i start cranking up another snipe !?

     

    Or when i get into cover, do an instant snipe, a followthrough (which actually comes), and then hit cover pulse, and it begins cranking up another snipe instead of knockback.

     

    Or the times i hit my cover key, and follows with snipe, but it fires off overload shot instead. (I have overload on normal bar, and snipe on cover bar , same key)

     

    And of course, all the time when someone get to me while i am winding up an ambush, or another channeled ability, and for some reason wants to use a defensive cooldown right NOW.

     

    Is there a way to cancel a channeled ability when i want to use another ability before the channel is finished? Instead of hitting escape first, which will work of course.

     

    Just some minor annoyances. Guess half is my own fault for beeing too eager to get skills off. Some input would be welcome though.

  9. I don't think it is a hack, more an issue with this game's tab-targeting system, and yes, it can be most frustrating when you get someone beating you, and you can't target that *********. Or you see someone capping, run up and tab, but no way, you get another target and objective is lost.

     

    Not sure if taunts may have something to do with it, in theory it could, but when i taunt ppl, they seem to go on with their business as usual.

  10. I'd like cross-server queues too. And cross faction as well. The 1000 or so times we battled for Alderaan haven't exactly changed much there. Bring people together, not apart. Or fire up one of those old servers every weekend, and allow guild transfer for the diehard pvp guilds, and let'em battle it out for some HUGE prices, ie, recolored speeders etc.. you know the drill.
  11. After a roundtrip through the other specs, i am back at MM.

     

    1. I think we are viewed as something annoying, but easy to kill and easier to avoid. Priority 2 to deal with, after healers but before tanks. Cover, entrench and legshot are probaly our most annoying skills to deal with.

     

    2. I like my damage output against the softer targets, but feel it is way to low against tankier people. Too much

    absorb, deflects and dodge, and the hits that goes through doesn't do enough damage to matter much. I like the playstyle of MM, but feel like i am more useful to my team with engineering spec and plasma probe.

  12. lol.. Such a fail game mechanics..

    If Cover meant to put Gunslinger in a relative safe zone, why Jugs are allowed to freely leap on Smugglers in cover?

    being glass cannon is a challenging enough, and removing the advantage of keeping enemies at distance is a BIG FAIL BIOWARE.

     

    Cover let's me and other gunslingers / snipers channel our skills without beeing interupted most of the time.

    (snipe/ambush/series of shots/orbital strike and just to name a few.)

    It provides immunity to the most used gap closers.

    It gives a bonus to our ranged defenses.

    It costs no energy, and can be used as often as we can enter and exit it.

    With a little bit of twinkish skill and camera movement, it can be used to get to "impossible" places.

    (I still wonder if it is possible to "leap" from the pit in huttball up to the scoring area , if an enemy is correctly placed. I just don't consider myself a good enough ballcarrier to try it)

     

    But, hmm, my biggest problem with guardian/juggernaut isn't their short leap, but rather their resistance to my attacks. I've had a powertech and a marauder jump to me while in cover too, so, it's probaly not failsafe.

  13. How about to save Dodge just for such cases?

     

    I found dodge to not help much against powertechs when they work their burst. Most often, i will save dodge for marauders/juggernauts and eat their ravage without a scratch, or if i see a snipers ambush locking on me.

     

    (allright, i may take the first hit of ravage/masterstrike before i hit dodge :p)

  14. Thanks for both replies. It was most helpful and informative. With some success, i use dirty kick, then run away, set up new cover and give them a new volley of wounding shots. Of course, not perfect, but neither should it be. If it was, we'd be overpowered. But at least i should have a fighting chance now :)
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