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Dejected

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Everything posted by Dejected

  1. Maybe I'll have to check it out on a juggernaut, but even force speed will jack up in huttball, but not on the other war zones. Even just running has problems in huttball, where you'll go forward, stop, go forward, stop etc. all while autorunning.
  2. I would point out that my team would have lost regardless, as their team had a near perfect makeup. However, I was rather dismayed that we could not make it a closer game through skilled gameplay because of the lag. We had 3 gunnery commando's that did under 150k damage, and no healers, and it was just a bad RNG of classes to function. However a sage/shadow combo can pull some pretty good plays out of the air, unless of course lag just bends you over a table. It irritates me because my computer isn't the issue with a 3.0 gHz processor, 12gb RAM, and a Geforce 560m vid card with 3gb dedicated RAM , and my fiber internet isnt the issue, it's just the game being terrible. That's the frustrating part.
  3. So if you're on offense in Voidstar, and your team get's the bomb plant on the first door, and that door blows, do you kill their entire team so that you can safely extend the bridges? Because if PVP is about killing other players, this is a logical thought process, yes? But if you think about it, would it not also be just as effective to slow their team down, keep them in that first room as long as possible, and have one person speed ahead and extend 1 bridge, and then go across that bridge and plant the 2nd, 3rd, and subsequently last bomb and download the data core uninterrupted? If you can manage to keep their team busy and kill them slowly, your team will end round 1 so much faster. Then you can get to defense and focus on killing their team as much as possible. When they say that PVP is about objectives, that's what they mean. Sometimes it's better to NOT Kill, or kill very slowly, to allow objectives to be achieved in less resistant way.
  4. Ok so I will preface this by saying that I'm average, to above average at best in pvp. That being said, I play a kinetic combat shadow tank and USUALLY shine in huttball. My class has more than enough tools to deal with most every situation in huttball, from pulls, knockbacks, force speeds, resilience, etc. Now that that has been stated, I feel that there is something wrong with the Huttball Pit Map. There is always, and I mean always, more problems with server lag, and general game play in that one specific zone. Last night for instance, I was queueing with a friend, a balance sage, and we were tearing warzones up, 3 capped alderaan civil war 3 times in a row, amazing comebacks from 75% down in Novare Coast, and great crowd control allowing bombs to be planted in Voidstar. Every game we played last night, we won. Except of course for 2. Huttball. In each of those games server lag was.... problematic. EX 1: Down 2 to 0. Enemy team was consisted of 2 Juggernauts (1 Rage, 1 Tank) 2 Marauders (1 Carnage, 1 Annihilation) 1 Darkness Assassin, 2 Pyrotech Powertechs, and an Operative healer. So It's easy to see why we were down 2. It's almost a perfect huttball group makeup. However through great trickery we were able to grab the ball and move it into their endzone to score. Right as our current ball carrier (tank vanguard iirc) was crossing the fire, he was stunned, and as he broke the stun, threw the ball into the endzone where my sage buddy was waiting patiently. mid flight however, the ball starts to jack back and forth in the air as server lag spiked up. Suddenly he had the ball, but was no longer in the end zone, but just a few meters away from it. Then all 4 warriors charged him in succession, and he died inches from the goal line. The team passed the ball to their jugg tank, and started into the pit. As this was happening, I was just pass the top fires in the center at the top of their ramp. I see this crazy scufffle that my team ended up on the losing side of, and as a tank shadow, took that opportunity to pull their ball carrier up from the pit into the fire. As the pull went off, I stepped out of the impending fire trap activation and waited to stun him and go for the cap. Mid air, their ball carrier started to jack around up and down really quickly as yet another lag spike hit. when it resolved itself, he remained in the pit, my pull was on cooldown, my stun was on cooldown and I was back in the fire burning my *** off, instead of safely out of it as I had positioned myself. Ex 2: Earlier in that game, and what got us down 2 to 0 in the first place. Game starts off, our sentinel pops his run speed buff. I force speed over the acid and click the ball. Enemy team was still coming down from their ramp. I click the ball, nothing happened. I spam click the ball madly as 4 of their team use my body as a jumping posts, grab the ball that I'd been clicking and then take off. Split second later, half my team lags back onto the other side of the acid, causing the marauders to be able to jump to us again. So the team got to jump across their acid pit to us, and then jump across OUR acid pit to .... us again. Same people, no pushbacks, no force push, no force waves. Server lag spikes. Now I may be wrong, but a server is a cluster of computers capable of handling large amounts of data transfer at a time. Now if that's accepted as fact, then the money that Bioware is making off this game should be more than enough to afford a top of the line machine to be able to handle all the traffic that this game can have with the recent server transfers. That being said, HOW THE **** IS THIS ACCEPTABLE?! WHY AM I PAYING FOR A GAME THAT DOESN'T *********** WORK? Thank you for your time.
  5. Any time sir. I have no work to do today, so it was a good distraction helping out a fellow shadow. I love the balance tree. So many effective abilities, and a generally fun spec to play. Much less reliant on stealth than infiltration is, and with nice goodies such as the 30m force in balance, the 2s root from sever force, and the instant cast force lift (So everloving useful, it's not even a joke) One of my favorite things to do to weed out bad players, is when there is only 1 person defending an objective. You start out the encounter by using your Mind Maze and incapacitating them, hesitate for a second, and then try to capture the objective. The player will usually use his stun breaker and attempt to stop you. At this point, use your force lift and IMMEDIATELY cap the objective as fast as you can. If you time it right, the force lift will end about .2 seconds before the objective is capped,, giving the defender very little time to do anything about it.
  6. It seems to me that it happens more reliably when you click re-spawn before you've actually fallen down dead. Maybe wait a bit after you die before trying to re-spawn. This is rather inconvenient as you want to get back especially quick to stop a plant/cap/what not.
  7. For me, until I was level 20, I used the infiltration build, but combat stance for guard. The 5% damage loss isn't noticable and the ability to guard and having increased armor offset it. However once you get shadow Technique, the damage from that greatly offsets any type of defense combat stance offered. However, at the same time as you get shadow stance, you also get Force in Balance from Balance, which in my opinion was a much better spec until you got to 40 and could use Kinetic Combat with dps gear effectively.
  8. Spinning Kick, in my opinion, is the single coolest animation in the game with a close second being Flechette Round for Scrapper Scoundrels.
  9. The way Inf Tactics works is that Any direct damage type has a chance to activate this talent, and when that happens, a green shadow strike icon will appear on your buff bar. You'll have to watch closely for this to happen, as using shadow strike without this ability active is less ideal, and will cause force management issues almost immediately. If you have 3 points into the talent, you can reasonably expect that 1 out of 3 direct damage attacks will trigger this effect; so every few attacks that you make, just glance down and see if it's available. It's almost always a good idea to contribute at least 1 point into this skill, as the armor penetration, burst damage, and general reliability of this skill makes for a good contribution to most spec's, however if you're a balance shadow, one thing you'll probably notice is that double strike, when talented and properly boosted by different skills in the balance tree, will hit almost as hard nearly every time. As such, it's an acceptable alternative to shadow strike. For instance, In a full balance spec, Twin disciplines will boost melee damage by a 20%, force critical hits will boost melee critical chance by 9%, and the Adjudication talent boosts critical strike damage by 50%. In addition to that, Applied force (a talent in the Kinetic Combat tree) will boost double strike base damage by 6%, giving it a high chance to crit, and a large damage boost when it does. My shadow's pvp gear isn't fully optimized, but in full Battlemaster, with War Hero Stalkers Lightsaber, Columi Stalkers Earpiece, a Champion Power Relic, and a Champion Critical/Surge relic, my double strike when fully boosted hits for about 1500 per hit when it crits. That's 3000 damage at once, which is roughly what an Infiltration Tactic's boosted shadow strike crit's for as balance spec. Hope this helps.
  10. Welcome to PVP: A Georg Zoeller Chronicle. I just hope that now that his *** is grass, we'll have someone who goes "Oh, game design preventing people from playing? I should fix that." and then does it, instead of just repeatedly nerfing operatives/scoundrels.
  11. Question i have for you, Is the 23/1/17 build of any use in pve? I have been working like a madman gearing up for both pvp and pve and tanking in pve pretty much requires the use of slow time for threat generation. Have you ever tried tanking a hard mode as the 23/1/17 hybrid? And how well does it work?
  12. This is pretty much exactly it. Bioware made a sweet healing class, and everyone rolled it to dps. The Scoundrel/Operative designer got mad because of the tremendous healing they could be providing, and so he commissioned Georg Zoeller to nerf the everlivin' out of the main dps tree, and designed the shared dps tree to benefit snipers/gunslingers so much more that no one would want to use it either. This effectively forced anyone who wanted to be effective on their scoundrels/operatives to go healing.
  13. So....what you're saying is... is that RWZ teams are stacking teams of Powertechs, and rail shotting people to the point of unsubbing? IMPOSSIBRU!
  14. So, not to be a dick or anything but, did you happen to see the assassin how-to guides up at the top of the assassin forum? All the information you desire is posted there in a sticky. Several stickies, actually.
  15. slighty....and I mean slightly, less survivability. almost infinitely more damage. First thing you'll notice is all your attacks hit much harder than before. Second thing you'll learn is there is less burst, and they've taken about half of that burst, and tacked it on to EVERY ATTACK EVER. I have 2/3 recruit gear and 1/4 BM, and 1 WH weapon, and I was molesting healers left and right. The pressure you can put on anything to pop its cooldowns and just do whatever it takes to just GET AWAY is insane. I am more overpowered than I was before, and I am just going to enjoy it and wait for the inevitable big *** nerf that's sure to come.
  16. What they should have done is nerf their damage and buff their threat generation with every attack. That way they wont do such damage in WZ's but they'll still be able to tank content in PvE. Then if people want to live, they go Darkness/KC and if they want to kill, they go Deception:Madness/Infiltration:Balance. Problem Solved.
  17. In case no one noticed this. I believe this is the fix you were looking for.
  18. Dejected

    We Hate Huttball

    I hated huttball on my scoundrel, but I freaking love it as a KC shadow. It's the only warzone where I am useful until I get more gear. (Being a fresh 50 is rather unfair, even if I planned ahead and already had my WH double bladed saber and recruit gear ready for when I hit 50.) No matter how geared a person is, nor how experienced, if you pull their *** into the fire they die just like everyone else.
  19. My most heroic moment would have to e in 10-49 as a KC shadow. Round 1 of voidstar. We defended as best we could but kept getting pushed back. the game ended right after they blew the last doors, but before they grabbed the datacore. Round 2: We push hard left, killing their defenders. My buddy starts the plant and I run interference in the middle. I ended up force waving their entire team back up onto the box outside the spawn just in time to get the plant, 3 of their teammates, their tank, their healer and a powertech all mid 30's take supreme offense to this and make it their mission to kill me. I battle them IN THE SPAWN ROOM, for the remainder of the game allowing my team to push ahead and cap all the doors and grab the datacore. 3v1 for literally 4 minutes and 30 seconds using self heals, the heal buff, defensive cooldowns twice, and at the end, I killed all 3 of them by attrition.
  20. When I was in the 40-49 range I too encountered 49 twinks, and it was obvious that they were dominating warzones and were used to it. That being said, I still wrecked their faces and lulzed over their body (but I also am an overpowered tankshadow so it kinda evens out) I wasn't in expertise modded gear all min/maxed and I was a god in the10-49 bracket. 1v1 1v2 and even 1v3 I dominated. Now i'm in the 50 bracket and I get dominated, and I still have fun, because I enjoy pvp. TL;DR - learn to play your class and those twinks don't seem as scary.
  21. I had one earlier. I was carrying the ball in huttball (Tankshadow) and got stunned on the fire. I patiently waited for the 2nd one, it came, white bar happened, I used my mind snap and hit resilience and BOOM was hit with ANOTHER stun right when the fire went off. It all happened so fast, nobody would have thought any different, but in my slowed down pvp-zen mindset i got rooted AFTER breaking a stun on full resolve, WITH resilience up. Which is impossible. Meaning either the game bugged out that one time, or it didnt and resolve is slightly flawed.
  22. Yeah there's about 3 players on Empire lowbie side in Prophecy of the Five. Honor (with an umlaut over the first O) Glory (same umlaut, must be FRIENDS LOLOLOL) and Direwolf (operative) Now honor and glory are both powertechs, and direwolf is an operative. One of the biggest things I've seen is their speed burst hack. Where it seems like a level 29 operative charging through my slow time and force slow (just to be sure) from one door in voidstar to the other to stop a plant. (I know I had slow time'd him because I was holding their team at the wrong door so we could get the plant, as soon as he took off, i force slow'd him to no avail) Now I have a scoundrel, at level 50, that the only way they can get a speed boost is to Vanish as scrapper, dirty kick as dirty fighting, or hit dodge as sawbones. He was scrapper, no he didn't dirty kick me, and the speed boost on dodge is too high in the talent tree for him to have. Honor and Glory seem to use their speed hacks as evasive maneuvers. For instance, if a sentinel starts a ravage, they'll zip on over outside the range (no they aren't tank spec, and charging. there's no one where they speed to) almost faster than you can follow them. It's actually quite amusing because once I caught on, I would wait outside their skirmishes and when they'd start speeding they'd hit my force wave and get a stun. The ravage finishes and half their life goes away. Many lulz were had. I didn't believe hacking existed before last night either. But I guess I'll eat my hat.
  23. on Assassin/shadow you can molest multiple people until you start to run out of health, knock them back , force vanish, force speed to a heal buff, heal, find the target you were most recently molesting, force pull his punk *** to you, and continue molesting him with ~85% hp again. On operative you might be able to molest 1 target if he's at half health already and used his escape already, and probably kill them. probably. if theres more than half a player there though, you're ****ed. Just sit down and take your beating.
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