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Huttball map and pre-mades.


ComeAndSee

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I think the Hutball map is going to need some iterations for premade groups.

 

1. Terrain obstacles (fire pits, etc) are going to be abused to kill people by pulling them into them.

2. No way to capture the ball without going the upper platforms. People will just keep punting each other off the platforms.

 

I personally think those terrain obstacles need to go. They're more frustrating than interesting and I get good laughs when I Harpoon the flag carrier or healer into one of them. Also, you should be able to capture the flag by going from the bottom instead of being forced to go up the top.

 

Pretty much in a pre-made vs pre-made I don't think any side would be able to cap because of being punted off the top platforms or being pulled down to the bottom.

Edited by ComeAndSee
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ble to capture the flag by going from the bottom instead of being forced to go up the top.

 

Pretty much in a pre-made vs pre-made I don't think any side would be able to cap because of being punted off the top platforms or being pulled down to the bottom.

 

That is what pass is for. And FYI, one of the best strategies (right now) is to actually take the ball and walk down to the bottom as the whole other team will follow you and you can have a teammate up top waiting for the assist and EASY score.

 

The obstacles and all that isn't a problem, IMO. It's how all the stuns work and pretty much dim returns. When I score (as a consular) I feel like my Sith warrior. I shouldnt be able to walk the ball 40 feet with 4 people hitting me and score the ball with more than half my health still intact, lol. When I break that first stun when I'm just feet from the goal, I feel like nothing can stop me from getting the goal. I think some people know what I'm talking about.

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"1. Terrain obstacles (fire pits, etc) are going to be abused to kill people by pulling them into them.

2. No way to capture the ball without going the upper platforms. People will just keep punting each other off the platforms."

 

 

Isn't that what makes the map dynamic and requires strategy? Those are the features of the zone, created to be used exactly as you are saying people will "abuse" them.

 

Are you wanting to play Huttball as a flat rectangle like a regular football field?

 

Maybe they could put in plays teams can choose and give us 4 downs to score and turn it into MaddenBall!

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Huttball with pre-mades on both sides is the most intense and fun PvP available in SWTOR. In beta my best PvP match had a group from my guild on each side.

 

Here's the thing about obstacles: both teams can abuse them. You should pass the ball to avoid them, or leap over them.

 

You should have your team run interference to remove enemy players who want to knock you off the platforms, or pass the ball to your own warrior to leap back up, or pass the ball to someone who is still up there.

 

Think only thing I hate about hutball is that the air jump platform thinger launches you in different directions which is dumb and annoying

 

Yep, random elements are terrible. The air vent needs to be made predictable/controllable or just removed entirely. I want to slap my face on my desk when I'm pursuing the ball carrier and he gets placed perfectly in the direction he wants to go while I end up in the center of the map.

Edited by Ruan
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Thats the idea.....you need a bit of skill and technique to win. If it was just a simple tug of war the match would be dominated by gear and organisation at high levels. With this, you can steal the ball, give it a good pass and your team have scored.

 

It's innotive, and I love it along with many others. Just because it isn't a faceroll doesn't mean it's bad.

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