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Sporticus

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Posts posted by Sporticus

  1. 1) The better team wins... shock.

     

    2) You tried to cap a turret with a sorc, instead of defending them with cc etc. You capped the turret while your teammates distracted the enemy away from you.

     

    3) The level 10s may already know what you in your infinite skill claim to have known at level 10, and I doubt you entered in lvl 10 blues/oranges, even with your skill.

     

    4) If you die or make a mistake, everyone else is to blame.

     

    Did I do it right?

     

    You forgot to spam Tracer Missile.

  2. The #1 tip I would give someone when starting Huttball is to bind the huttball throw to something easily accessible. When I started, I had it on my quickslot bars, but I still had to click it and it was obvious. Whenever I see someone stop in their tracks doing nothing, I know they're getting ready to throw. I actually bound it to one of my mouse buttons which makes passing incredibly easy.

     

     

    As a dps spec'd Vanguard, if I have the ball and stop in my tracks, it's because I'm being to be chain stunned for the 10-15 seconds it takes to kill me. Generally speaking if I get the ball with any one around me from the enemy team, it's going in the ground for a reset unless someone on my team has placed themselves where I can get it to them safely.

     

    If the other team is running passing routes or set plays (Shadowtown actually has teams that do this) and scoring at will, then I'm guilty of ignoring the ballcarrier and just trying to kill people... or of camping at our goal so they have someone to leap to (or so I can grapple them) to get the game over faster.

  3. Back to my goalline, I see the ball carrier getting hammered by my teammates while being guarded, etc. by his. As he is crossing some fire, I fatfinger my cryo grenade and end up grappling him out of harms way up to the last fire trap between him and scoring. One knockback later, we lose.
  4. The irony is, even people who sometimes top the charts at the end of a match can often be considered "bad." Most people just try to kill the nearest enemy or the nearest enemy with the lowest health.

     

    I enjoy kiting 3, 4 or even 5 enemy players away from a fight. I take a pounding, but it helps my team win since those players are only attacking ME and not the "important" part of the fight.

     

    Not helping your team win is bad. IE., not nuking the ball carrier, not helping defend a turret, etc... Sadly, these are difficult metrics to evaluate.

     

    I mean, I don't think there's a metric to show how much damage I've prevented using my taunts. 30% damage reduction can change a fight. It seems as though only "guard" shows up as a deflected damage metric.

     

    If they make the rewards for winning a match even greater, this might change. But then all the issues (eg., 11+ man teams) will lead to more epic QQ and some of that might be justified. Although I hate to justify any QQ.

     

    Taunt damage reduction is included in the Protection number on the final scoreboard.

  5. How "mentally" strong does one need to be to conquer people on their team just sitting in the corner AFK or people who are just medal farming and either don't give a damn about the objectives or just have no clue *** they are doing?

     

    Once things get past a certain point, there is no reason to give a damn about the objective. Down 4-0 in Huttball? Losing Civil War 350-120? Enemy already further along in Voidstar than your team got? Fine, just start killing everything in sight. Ignoring the objective and concentrating on doing some PvP is much better than quitting.

  6. well if your just standing still taking 4-6 tracers in a row your doing something wrong

     

     

    This. I play a Vanguard and my buddy a dps Commando. We were laughing last night because I could hear his Grav Round spam below me in a Huttball match and yet every Imp with a shiny sword was chasing me around.

     

    Don't like getting hit with Tracer/Grav spam? Then don't let them spam it.

  7. I think most of the problem here is just semantics. The OP is just using 'duel' inproperly for this context, as open world 1v1 PvP is not dueling, it's two people fighting each other in open world PvP.

     

    There are simple and proven ways to promote open world PvP (Warhammer's system being a very good example minus the chicken mechanic). For those unfamiliar, players showed up color coded similar to mobs based on difficulty (level difference). Once a player showed grey on your target, your renown (valour) gain from killing him was negligible at best. Additionally, after one player was killed a certain number of times in a set time period, he became worth zero renown (valour).

     

    I don't personally need a 'reason' to PvP, but as with most MMO issues, the company has to cater to the lowest common denominator, which in this case is people who feel they should be given incentive to lift a finger. However, IF they put some of this stuff into place, I think lower level open world PvP would flourish, and THAT I could get behind.

     

    As far as 1v1 duels, I don't actually think they should reward valour because generally there is too much metagaming going on, but you can't have incentivised (is that a word?) world PvP and not have people getting rewards for solo kills. Back to Warhammer again, when people had 'dueling' events, they went to a non-contested zone (a mechanic that isn't in place here) so they couldn't be accused of framing renown, because in non-contested zones, no renown was rewarded for kills.

  8. I don't quite understand how it's worse to be farmed at 50 while you're trying to gear up, versus being farmed all through levels 10-49 before you even have the capability to open bags to try to gear up.

     

    This. The biggest issue is that they took the 'lazy' way out when they created the level 50 bracket. It wouldn't be a huge stretch to make the top bracket more like a 45-50 bracket. That would give PUGS in the top bracket at least half a chance and still keep the lower bracket well populated.

     

    Honestly, anyone who PUGS and then QQs about losing really infuriates me. I PUG, and lose, and move on because you can only realistically expect so much if you are solo que'ing.

  9. As long as it is optional and does not provide gear/skill rewards, I could care less. I like duelling casually. It is a good way to l2p. I don't want to be forced to compete against the e-peen strokers in order to contribute to other forms of PVP, however.

     

     

     

    (Are there any provisions for consensual duelling as it stands?)

     

    This. A 1v1 ladder will ultimately be made up of only 2-3 classes and would be a fun addition but would be completely gamebreaking if it provided ANY rewards other than ranking on said ladder.

  10. Its supposed to turn warzones into an utter stalemate?

     

    Is this a serious statement?

     

     

    Seems serious to me. If you are in a highly skilled premade, you should be welcoming the challenge of facing off with other highly skilled premades in a rated WZ. If you don't find hardfought victories fun, then just PUG.

  11.  

    As to the "typical" stealther attitude, yea I agree but I'm not actually claiming to be some "self" proffessed pvp god, I'm actually stating that a lot of the QQ is coming from players that are:

     

    1. Terrible at PvP so much so that I can and have beat them with my Vigil/Def Specced Guardian

     

    2. Don't like it when they get beat and since the OP/Scoundrel does it most often, they cry about it.

     

    Sure we did need a nerf, I never denied that nor am I screaming that it's the end of Scoundrels and Scrapper spec is dead, but I'm expecting those same players that cried about the Scoundrel/OP to continue to do so simply because they don't like being beat.

     

    Point, set, and match to you Sir. I can't find any fault to your logic.:eek:

  12. When you guys stealth

    You guys complain about us Bh and troopers about them hitting hard , well you guys stealtha nd can stealth to avoid damage. Then at level 11 in WZ you can hit us higher level for 5k damge whats up with that. sorry nerf time

     

    If you're getting hit that hard by a level 11 in a warzone, you're doing something wrong.

  13. Pop CC breaker, pops defence skills, dirty kicks op, uses health pack and triggers pugancy.

     

    I'm at full hp again, full resolve and can now open on the Op if i choose to use disappearing act.

     

    Same works on my Guardian except instead of dirty kick, I force push them away and proceed to CC lock them while help arrives making sure to keep sweep ready for when they try to stealth.

     

    And my Guardian can CC break more often.

     

    All good in theory, but I'm sure there are stealthers out there that can do the same to you that you do to them. I'm not arguing against your 'skill', as if I level up my Scoundrel I'll be just as effective. Doesn't change the fact that the stereotypical MMO stealther is generally convinced of their superior skill by playing the strongest class in any game and being able to engage the .5% of the brain it takes to figure out an effective killing rotation. I get hit harder at the moment by Marauders on my tank, honestly.

     

    Although, I do <3 my stealth probes for ruining their day.:D

     

    Long story made short... the truly good players on Ops and Scoundrels are going to continue to be good regardless of the nerfs.

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