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Can you say Huttbowl?


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Posted

As messed up as PvP in this game can be sometimes, I can't understand how people can not be excited about the potential of the Huttball Warzone.

 

Now, I know it's annoying getting it 85% of the time as Empire but it is a very cleverly designed map. Once ranked warzones are implemented, premade vs. premade huttball battles will get pretty epic. It's a true team game with plenty of strategy that will be required to score.

 

I can just see epic Huttball seasons with the best teams duking it out in Huttball playoffs and the Super Bowl of Huttball. Yup, I love me some Huttball lol.

Posted

As a Republic player (a Trooper even, who suffers certain mobility disadvantages on the current map) I can say that Huttball is easily my favorite Warzone. I don't think Civil War is well designed because only having 3 nodes meaning the majority defender has an easy time mounting an overwhelming defense by simply rabbiting back and forth between two points. Voidstar is riddled with mechanical problems (door glitches, the defenders initial speeder ride causing shorthanded defending teams), and isn't a particularly original concept either.

 

But Huttball? Give me more maps of that and we're in business.

Posted (edited)
Problem is, certain classes (you all know which ones, heh) have such an amazing advantage there...at least if premade.

 

sorcs, assassin, pt, juggs?

Edited by Ryotknife
Posted
professional huttball team would be all force uses. 1 juggs, 4 sorc, 1 marauder and 2 assassins. Just bloody pull/sprint/charge each other to the end zone.

 

8 Sorcs imo.

Posted
professional huttball team would be all force uses. 1 juggs, 4 sorc, 1 marauder and 2 assassins. Just bloody pull/sprint/charge each other to the end zone.

 

What he said.

 

All other classes need not apply.

 

If anything I could see regular huttball being the area you go to, to mess with all the other classes why you hone your skills.

 

It then becomes a game for two people. The ones who play a class who have an inherent advantage in huttball and everyone else who is simply there to be cannon fodder.

 

You think the desertions are bad now, wait until the only teams who have a chance in huttball are from the same 3 - 4 builds.

Posted
As messed up as PvP in this game can be sometimes, I can't understand how people can not be excited about the potential of the Huttball Warzone.

 

Now, I know it's annoying getting it 85% of the time as Empire but it is a very cleverly designed map. Once ranked warzones are implemented, premade vs. premade huttball battles will get pretty epic. It's a true team game with plenty of strategy that will be required to score.

 

I can just see epic Huttball seasons with the best teams duking it out in Huttball playoffs and the Super Bowl of Huttball. Yup, I love me some Huttball lol.

 

My most epic games are always in Huttball. Had a 5 to 4 win the other night that was absolutely crazy. We literally wound up winning because a vanguard pulled their carrier into the firepit in the last 30 seconds to prevent a tying score (they held mid and would have held the ball for the remaining time).

 

Similarly I can have an epic game in Alderaan but it's rarer it seems.

 

Voidstar, is only epic in a mismatch when you make a stand against a stronger opponent. Two evenly matched teams fail to get past the first door on each other.

Posted

A while back I saw a comment from another poster that left me with a yureka moment.

 

He was commenting on how he (as a stealther) couldn't stealth while caring the ball.

 

People commented that being unable to see the ball handler was basicly OP.

 

His come back was classic.

 

If I can't stealth with the ball, then why can a guy force leap, or burst run with it? All of these are basic combat skills yet Bioware turned one off but allows for the other two. Doesn't that inturn make them OP?

 

Frankly I couldn't agree more with this line of thought. It should come down to the simple fact that no inherent combat ability should give one class a huge advantage over another. All ballhandlers should have the same moment restrictions when carrying the ball. If somebody wants to stealth without fine. If somebody wants to burst run without that is fine too. And if somebody wants to leap from ledge to ledge like the easter bunny so be it.

 

But once you give any of those people the ball that can then use those same abilities, you just change the outcome of the game.

Posted
Mercs and agents would be non-existant in high ranked huttball teams.

 

At least mercs can deal good sustained damage...

 

Operatives on the other hand... no reason to use them at all...

Posted

Hutball is an OK map but with the current standing of the Stun Wars The Old Bagpublic does not let it shine.

 

 

On another note I saw 12 year olds who made better maps for unreal tournament

Posted
Once ranked warzones are implemented, premade vs. premade huttball battles will get pretty epic.

 

personally i think they will just involve 2-3+ healers spamming on a tank ball carrier who will have guard on him and be near invincible to kill, and the real battle will involve "who gets the ball first" because no one will die

 

or 10 min+ battles ala arathi basin ranked matched at middle with no one dying while dps train between each healer in the hope one of them messes up and misses a CD

 

bring on the fun+ :rolleyes:

Posted (edited)
A while back I saw a comment from another poster that left me with a yureka moment.

 

He was commenting on how he (as a stealther) couldn't stealth while caring the ball.

 

People commented that being unable to see the ball handler was basicly OP.

 

His come back was classic.

 

If I can't stealth with the ball, then why can a guy force leap, or burst run with it? All of these are basic combat skills yet Bioware turned one off but allows for the other two. Doesn't that inturn make them OP?

 

Frankly I couldn't agree more with this line of thought. It should come down to the simple fact that no inherent combat ability should give one class a huge advantage over another. All ballhandlers should have the same moment restrictions when carrying the ball. If somebody wants to stealth without fine. If somebody wants to burst run without that is fine too. And if somebody wants to leap from ledge to ledge like the easter bunny so be it.

 

But once you give any of those people the ball that can then use those same abilities, you just change the outcome of the game.

 

Except for one thing... a good stealther would cap the ball every single time, no question, no one stopping them. That can't be countered like leaps and sprints can. Really, the only classes lacking in Huttball usable utility are the agent/smuggler classes. Everyone else has something they can do and do well. EVERYONE. Getting people off the ball carrier is just as important as being good at carrying the ball.

 

personally i think they will just involve 2-3+ healers spamming on a tank ball carrier who will have guard on him and be near invincible to kill, and the real battle will involve "who gets the ball first" because no one will die

 

or 10 min+ battles ala arathi basin ranked matched at middle with no one dying while dps train between each healer in the hope one of them messes up and misses a CD

 

bring on the fun+ :rolleyes:

 

They are killable, just the strategy becomes to knock around the carrier and kill his support in the situation you describe. You know, instead of mindlessly attacking the ball carrier.

Edited by Kuari
Posted
Except for one thing... a good stealther would cap the ball every single time, no question, no one stopping them. That can't be countered like leaps and sprints can. Really, the only classes lacking in Huttball usable utility are the agent/smuggler classes. Everyone else has something they can do and do well. EVERYONE. Getting people off the ball carrier is just as important as being good at carrying the ball.

 

 

 

They are killable, just the strategy becomes to knock around the carrier and kill his support in the situation you describe. You know, instead of mindlessly attacking the ball carrier.

 

Since we're theorycrafting, I believe it's more likely we'll see tank-carriers guarded by another tank (or dps) with 2-3 sorcs on them. Since the carrier will be a jugg, it will be bouncy-bouncy once it's time to cap. You may knock him down, but he'll bounce back instantly...or get pulled back by the sorcs.

 

The healers (sorcs) can go dps if it's time to camp, and the assassin can be either dps or tank spec'ed...

 

Sure, for anti-stealth a BH might be nice.

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