Jadescythe Posted November 1, 2012 Share Posted November 1, 2012 Ultimately, it's the worst in ACW because there is no randomness to it. Every time you /stuck at a side turret and speeder to the other one, it will take less time than going underneath mid. In huttball, NC, and VS, you may just be stuck behind the door and do absolutely nothing to help your team control mid or prevent the cap. Overall though, I'd like to get an offical dev response simply so that I can start using it if it is not something that is against their terms or something that they consider to be an exploit. Ultimately, I don't care either way, i just want to know if I should use it too. Link to comment Share on other sites More sharing options...
Kegparty Posted November 1, 2012 Author Share Posted November 1, 2012 Do any other games have that sort of speed advantage to a similar thing like /stuck? I know games have re-spawn abilities but does it grant you a good 10-20 sec difference in getting to a defending point? Link to comment Share on other sites More sharing options...
Thoop Posted November 1, 2012 Share Posted November 1, 2012 /stuck needs a channel time that would bring it on par with the time it takes to run across the civil war map, fixed. six or seven second cast time that is interrupt able should about do it having stuck do an instant death in PVP is BROKEN Link to comment Share on other sites More sharing options...
Kegparty Posted November 1, 2012 Author Share Posted November 1, 2012 /stuck needs a channel time that would bring it on par with the time it takes to run across the civil war map, fixed. six or seven second cast time that is interrupt able should about do it having stuck do an instant death in PVP is BROKEN Makes kind of sense considering: 1 if your really stuck it will do an autostuck 2 If your being attacked you will die anyways Basically the channel time should be equivalent to running across from one turret under. Probably more then 7 sec I think. I personally think it should be allowed once per WZ or not at all. Link to comment Share on other sites More sharing options...
UGLYMRJ Posted November 1, 2012 Share Posted November 1, 2012 I like the cast time idea... simple... but effective. Doesn't break anything else but fixes this issue. Link to comment Share on other sites More sharing options...
Kegparty Posted November 1, 2012 Author Share Posted November 1, 2012 (edited) Just timed a run from one turret under mid and over to the next. 25-30 sec without pred or middle speed buff. That's the difference in travel time. Now how long does it take to click a speeder and fly down. 2 sec? I consider this broken atm. Edited November 1, 2012 by Kegparty Link to comment Share on other sites More sharing options...
UGLYMRJ Posted November 1, 2012 Share Posted November 1, 2012 Just timed a run from one turret under mid and over to the next. 25-30 sec without pred or middle speed buff. That's the difference in travel time. Now how long does it take to click a speeder and fly down. 2 sec? I consider this broken atm. It definitely takes more than 2 seconds... I am curious to the difference tho. With the middle speeder flying in circles before landing and the slow fly time of the east/west speeders I would bet mid is approx 15-20 seconds and the side speeders are 10-15. Still a large difference. The spawn timer idea would prevent the misuse of /stuck. If my numbers are right... add a 10 seconds spawn timer on /stuck. DONE! If someone really does get stuck... well tough luck. What are you doing in that random, weird spot trying to make that jump for anyways. As often as I get stuck in PvP. (Once in 8-9 months) I don't think it would have any negative affect. And for PvE... 10 seconds is nothing. You're either exploring when you get stuck and even in combat it takes you back to a medical outpost so I really don't see any negatives to it. Link to comment Share on other sites More sharing options...
QuietGoneJinn Posted November 2, 2012 Share Posted November 2, 2012 Wow, didn't even know this was possible and yet it explains so much in hindsight. As for removing /stuck, I'd say no. My character CONSTANTLY gets stuck. Especially if I try to force charge someone in Huttball and they run at/behind the blowers. That's like a guaranteed stuck. Also on the second Defender gate in voidstar, if you don't clear that "slanted" piece, your character will perpetually slide up & down it until you /stuck. Seems like the only thing they could do would be add a major negative to using it. That way people only use it when they're actually stuck, they may get mad at the penalty, but it's not game-breaking. Link to comment Share on other sites More sharing options...
Blasphemerr Posted November 2, 2012 Share Posted November 2, 2012 Not really. /stuck only gibs you if you're in combat--consider it an accelerated defeat. Link to comment Share on other sites More sharing options...
Kegparty Posted November 2, 2012 Author Share Posted November 2, 2012 (edited) Not really. /stuck only gibs you if you're in combat--consider it an accelerated defeat. You are correct stuck death works when you are in combat.. if you die you are unstuck..... so why do we need a cheap way to cut 20 sec off of transitions... Your in a group of 5 people defending a turret. Before you finish the last guy off 3-4 people /stuck to take the side speeder down. It really makes no sense. If you are in combat and actually stuck then you will either die or drop from combat. Edited November 2, 2012 by Kegparty Link to comment Share on other sites More sharing options...
Spiderbubble Posted November 2, 2012 Share Posted November 2, 2012 If you used it for any other reason than actually being stuck, then you have used it as an exploit. I used /stuck ONCE without actually being stuck. It was pre-1.2 Hutt Ball. The opposing team had us 5-0 within literally 2-3 minutes and was just farming for medals. I played my tanksin. I wanted the game to end as fast as possible at that point. I wasn't going to let our team get farmed, that's no fun. I managed to get the ball, run to my own endzone, Force Pulled an enemy to me, and typed /stuck, instantly killing me, giving the ball to the enemy, and ending the game. Needless to say, I got a good few MVP votes from teammates for doing that. I wasn't aware of people using it to actually get an edge in PvP though. That's fairly surprising. Link to comment Share on other sites More sharing options...
Altheran Posted November 2, 2012 Share Posted November 2, 2012 (edited) Other solution : /stuck command = 15/20s before being able to click on "Respawn" Allow stucked person to unstuck, doesn't allow to go elsewhere faster than if you ran there. Edited November 2, 2012 by Altheran Link to comment Share on other sites More sharing options...
Kegparty Posted November 2, 2012 Author Share Posted November 2, 2012 So basically after testing this for the a good few hours today: /stuck only re-spawns you insta death when you are in combat. Using stuck when you are not in combat will warp you a few meters. So basically if they remove stuck while in combat that would solve everything. If you are in combat anyways you will either die or drop out of combat. Link to comment Share on other sites More sharing options...
Polebreaker Posted November 2, 2012 Share Posted November 2, 2012 Good on ya for testing that out. Now someone print that and post it on the bioware austin snack fridge. Link to comment Share on other sites More sharing options...
nellosmomishot Posted November 2, 2012 Share Posted November 2, 2012 Other solution : /stuck command = 15/20s before being able to click on "Respawn" Allow stucked person to unstuck, doesn't allow to go elsewhere faster than if you ran there. Winnnnaaah. Best solution to this problem I've heard. Link to comment Share on other sites More sharing options...
Hairyzac Posted November 2, 2012 Share Posted November 2, 2012 Developers why have you not responded to this? Link to comment Share on other sites More sharing options...
UberDuberSoldat Posted November 2, 2012 Share Posted November 2, 2012 Developers why have you not responded to this? same reason this thread is counter-productive. Raising awareness of an exploit is detrimental to regular and ranked WZ health. Link to comment Share on other sites More sharing options...
UGLYMRJ Posted November 2, 2012 Share Posted November 2, 2012 same reason this thread is counter-productive. Raising awareness of an exploit is detrimental to regular and ranked WZ health. Well... that AND it is in the PvP forums. Link to comment Share on other sites More sharing options...
Kegparty Posted November 2, 2012 Author Share Posted November 2, 2012 Dev's Please respond. At least let us know this is not acceptable. I don't think this was intentional. You fixed the /stuck killing you automatically for a quick respawn but the /stuck when you are in fight will do the same.. Leaves a lot of room for exploiting. DO NOT CHANGE THE SIDE SPEEDER... It is an incredibly fun part of this game knowing with 3 skilled players you can defend a node vs 5 Link to comment Share on other sites More sharing options...
Kegparty Posted November 2, 2012 Author Share Posted November 2, 2012 Other solution : /stuck command = 15/20s before being able to click on "Respawn" Allow stucked person to unstuck, doesn't allow to go elsewhere faster than if you ran there. I agree this is the best one so far. Link to comment Share on other sites More sharing options...
funkiestj Posted November 2, 2012 Share Posted November 2, 2012 Oddly enough, the only time I've tried to use /stuck in a WZ was because of the CC bug where you really did get stuck on your back helplessly waving your legs and hands. Funny thing is it didn't even work. heh QFMFT! I had the same a while back. I think force push was bugged to perma-root (but not stun) and /stuck did nothing for me. There are various WZ modifications to /stuck that could be implemented to make it less attractive as an exploit. E.g. <n> second delay between typing /stuck and getting respawned. With the proper size <n> players would never /stuck except when they are really stuck. I'm sure you can think of others. Link to comment Share on other sites More sharing options...
Kegparty Posted November 3, 2012 Author Share Posted November 3, 2012 Same 1 time Link to comment Share on other sites More sharing options...
Kegparty Posted November 3, 2012 Author Share Posted November 3, 2012 Over 3k views and dev says nothing... You think they hate PVP? Bleh Link to comment Share on other sites More sharing options...
Kegparty Posted November 4, 2012 Author Share Posted November 4, 2012 Yup its official. They ignore pvp boards Link to comment Share on other sites More sharing options...
Hambunctious Posted November 4, 2012 Share Posted November 4, 2012 Funny thing, but I did get stuck on a leap yesterday. The synching was off, as usual, and I made a leap to a person I saw running to a open door in voidstar. Evidently, they were around the corner already, and I got stuck inside a wall. /stuck didn't work to free me either. Link to comment Share on other sites More sharing options...
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