Gryphandor Posted March 4, 2012 Share Posted March 4, 2012 I still would like to know why the middle turret isn't better then the other two but not the reason I am posting. I am wondering if it is supposed to be easier for Imps to get the eastern turret and Rep to get the Western. By easier I just mean at the start. No matter how fast I go I just can't seem to beat the Imps to the East. They have it capped before I can hit them and I have a sprint and ranged attack. Is it possible a speed hack is being used or is this expected? I don't see the same result on the Western turret. Often a imp does interrupt the cap if a single is sent over. So this is a serious question. If I need to suspect the use of the speed hack and if I need to start reporting ppl. TY Link to comment Share on other sites More sharing options...
itsmymillertime Posted March 4, 2012 Share Posted March 4, 2012 When you walk out the platform, the left turret is the easiest and shortest in distance. If no one has force speed, each side caps their side no problem. No speed hack needed. Both sides can use force speed to disrupt the other side from taking their easy turret depending on speed, direction to the actual turret and where they try to cap. Link to comment Share on other sites More sharing options...
Gryphandor Posted March 4, 2012 Author Share Posted March 4, 2012 Well for the first time in some time I manage to stop the Imps before they capped the East. They had a speed boost and so did I. They just didn't have some huge no way I could explain it lead this time. We took the East and they took the West. Funny how things have gotten screwed up. Imps expect us to send everything to the mid when word has spread that both East and West are easier to keep due to how fast you get back to them with the speeders. Still I suspect a speed hack in use. I will just have to really pay more attention. Link to comment Share on other sites More sharing options...
Humankeg Posted March 4, 2012 Share Posted March 4, 2012 East and west turrets and massively easier to defend. Like huge, largely, undeniably easier to defend. Next tiem you die in CW and your team holds either the west or east turret, look at the speeders in the spawn room. There will be extra speeders, one for each turret (the west and east ones) no the far left and far right of the spawn room. These speeders take you directly to the turrets, and much, much, much, MUCH quicklier than if you ran to those turrets, and much quicker than you could get to the middle turret. This allows a single player with dots, able to hold off quite a few lpayer from capping a turret by simply applying dots, dying, taking the speeder right back to the turret, and reapplying dots before they can cap. These speeders also allow for the quick return of players that die defending a turret. Link to comment Share on other sites More sharing options...
Talizzar Posted March 4, 2012 Share Posted March 4, 2012 The latest tactic is to speed rush both sides. Why people don't stun those coming is beyond me. I was able to make it right as a pub even stealthed in time to pull the capper off the node. The capper setup where I could grab him if he had setup on the other side I doubt I could have stopped him. We seem to win more if we cap the sides but usually the other team will zerg and we will lose one side but then ninja cap mid. Other times there are fiece battles all over with a number of trade offs. I had a Maur force leap or whatever they call it. I though I was out of his los but that was not the case. The 3 second speeder delay is going to make Alderaan much more interesting. Link to comment Share on other sites More sharing options...
Gryphandor Posted March 4, 2012 Author Share Posted March 4, 2012 The latest tactic is to speed rush both sides. Why people don't stun those coming is beyond me. I was able to make it right as a pub even stealthed in time to pull the capper off the node. The capper setup where I could grab him if he had setup on the other side I doubt I could have stopped him. We seem to win more if we cap the sides but usually the other team will zerg and we will lose one side but then ninja cap mid. Other times there are fiece battles all over with a number of trade offs. I had a Maur force leap or whatever they call it. I though I was out of his los but that was not the case. The 3 second speeder delay is going to make Alderaan much more interesting. First, What about the 3 second speeder delay and source please. Also if you want Alderran much more interesting they should make control of the middle count for more. Nerf the East and West to a 3 value and make the middle one 6. Alderran is a victim of poor design but it can be fixed. Will also go a long way when the game is able to prevent the use of hacks and exploits. Might be 6 months or more till then but I believe Bioware can do it. Link to comment Share on other sites More sharing options...
Tyraelium Posted March 4, 2012 Share Posted March 4, 2012 First, What about the 3 second speeder delay and source please. Also if you want Alderran much more interesting they should make control of the middle count for more. Nerf the East and West to a 3 value and make the middle one 6. Alderran is a victim of poor design but it can be fixed. Will also go a long way when the game is able to prevent the use of hacks and exploits. Might be 6 months or more till then but I believe Bioware can do it. http://www.swtor.com/community/showthread.php?t=325047 You are realizing the same thing that players 2-3 months ago realized. Poorly designed WZs are not fun to play. Also, before you start accusing people of speedhacking left and right, remember these things: Predation / Transcendence - Marauder/Sentinel move that increases the party's run speed by 90%. Sorc/Sage can apply speed boost to party members. Inquisitors can Sprint. Also, fast movement (especially over terrain height differences) tends to lead to graphical glitches due to poor coding in the game. Often times you see people stutter stepping on your screen; that isn't a speed hack. That is just BioWare's product unable to figure out where people are. Link to comment Share on other sites More sharing options...
Gryphandor Posted March 4, 2012 Author Share Posted March 4, 2012 http://www.swtor.com/community/showthread.php?t=325047 You are realizing the same thing that players 2-3 months ago realized. Poorly designed WZs are not fun to play. Also, before you start accusing people of speedhacking left and right, remember these things: Predation / Transcendence - Marauder/Sentinel move that increases the party's run speed by 90%. Sorc/Sage can apply speed boost to party members. Inquisitors can Sprint. Also, fast movement (especially over terrain height differences) tends to lead to graphical glitches due to poor coding in the game. Often times you see people stutter stepping on your screen; that isn't a speed hack. That is just BioWare's product unable to figure out where people are. TY for the link. I am pleased with some of those changes. Can only hope they go live sooner then later. Link to comment Share on other sites More sharing options...
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