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Stovokor

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    http://www.swtor.com/community/showthread.php?t=217647
  1. Commando shield ..... cause of the unintended demoralization. Few hours ago, I was guarding a side node in civil war with another player. There was 2 of us so I wasn't really focused on stuff i should have been doing like scan All of a sudden, 4 stealthies open up on me at once .... Somehow CM shield + panic button presses + kite led to not dying die in that engagement until backup arrive & wiped em. There was palpable hesitation after their initial openers did not take me out. Actually the 2nd time with this same scenario. Last time i was alone, but those guys were not geared. Feels like shield is really good against stealth opening combos compared to facing other classes
  2. Stealth Removal There was no announcement per say, BW just stealth removed the in-game text referring to Season one having Cross server and Single Ques. ( Text was right at bottom under warzone information @ Join wz button ) I used to reference that when talking to friends etc. Then one day it was gone .... Could mean anything though but lack of cross server will bury competitive element left in this game. Sure there will be more people playing when f2p hits but competitively it is headed to boring-ville. Matchmaking As for the original topic, I mentioned this in first 2 weeks of pre-season but was duly brushed off. It is kinda obvious something was wrong when watch streams + listen to guild chat + other friends also qued. " Matchmaking" is a very loose term right now ... Damage Done ?? Back then i mentioned this issue in the context of DAMAGE it was doing to teams that were not ready and needed time to get stuff sorted etc. Having 1000 rated teams going up versus 1800 / 2000 rated over and over kinda destroyed the overall teams pools. Seems all those Bioware fabled Internal matrices are off marginal value. Also have to question why BW have no grasp on likely player psychology when outcome XXX happens over and over. Bound to happen that only the most resilient teams would stick through getting hammered day in and out. Very few would be capable of holding onto a rooster with depth. Probably one of the reasons you see more mixed groups these days.
  3. Warhammer. Sure it was far from perfect but it provided hell of lotta fun. Loved the instant world pvp accessibility across all tiers and rallying to defend pvp zones and keeps. Most of the scenarios ( wz ) seemed more fluid and not so constricted like Voidstar or Alderaan. No heavy tactical dependance on skills like trans or leaps in those and you could generally win with various compositions. Except for the scenario were you get punted into lava over and over .... haha RvR on my server was great and time would just fly as we battled all over the place. Bottlenecks & performance issues tended to flare up at keeps if a few hundred crammed in. The melee stuff was not so bad a few months in but they did manage to mess it up royally right before that vulture tomb?? expansion came out. Another major flaw was PvP endgame dynamic in Capital cities .... I actually had really high expectations for SWTOR OPvP when it was announced the Warhammer team was going to be involved here. I don't know how they could screw it up so bad with ilum, smugglers den and just no open pvp. Copy paste would have worked fine and given a wars feel to this game
  4. yup its a group activity.... a small amount of social would be nice. Be great for players that are not keen on pve rehash after previous MMO"s
  5. This particular type of lag incident started after 1.3. If you are on voip like TS, mumble and in a ranked match chances are when you do experience the lag and about to mention it ..... a couple other people would already be stating the occurrence of the lag spike. It happened a few times now but OP is obviously being melodramatic or experiencing something else.
  6. Stovokor

    Expertise Points

    You don't earn it, its a stat found on level 50 PvP gear. Right now that is recruit / battlemaster / Warhero There were also some pieces like weapons around level 47 -49 which you could remove the expertise mods and slot them into other gear. But much of the expertise comes from hitting 50 and then its kinda easy to "accumulate " expertise considering nowadays it only takes a 1 -2 weeks to be BM geared.
  7. TBH this looks more like a wishlist then any semblance to balance. Commando issues should be tackled from non damage angle. There is hardly a big gulf in damage compared to majority of other classes especially if left to their own devices. Viability issues are mostly down to ( i ) Lack of mobility that is amplified by proc's for important skills ( both dps trees ) needing commando's to be stationary much of the time. ( ii ) Player's know that commando have limited tools to keep melee at a distance or effectively kite competent players. Just compare the effectiveness of a sniper toolset and a commando's. When enemy knows you don't have they tools ...its downhill from there. ( iii ) Lack of any "special utility" like grapple, pull, force speed etc. Some commando's in assault already put out great DPS so why mess with that. However its hard to justify a spot on a ranked team if other players are of similar skill level due to the factors above. Overall commando's don't output their best dps if they are mobile and lack the mechanisms to protect themselves consistently if stationary. Commando's DPS need fix in way of mobility / procs and to a lesser extent perhaps an interrupt on long cd. Commando healers really only need minor tweaking. Even here i feel its about mobility, smuggler overall output is high cause they have great synergy in HoT's + kiting. Commando's biggest heals are stationary so it forces CM into a stationary turtle tank gameplay over and over. This one dimensional style pales in comparison to options available to smugglers. That one tech override is not gonna compensate for the fact that CM kiting heals like Kolto Bomb will not stand up to strong players. Seems like CM performance window is small ( around the shield uptime ) where-else smugglers can keep going in a linear fashion for extended period of time. I'm not a fan of bringing CM back to ridiculous levels of early in the year but perhaps some small tweak is needed.
  8. Stovokor

    Commando Medic

    I never had any problems on less competitive server as well. Different story on PvP server that brought together every single hardcore West Coast PvP group.
  9. some full Warhero go with stock Warhero belt / wrist and some go with the Orange. I forgot the numbering on the armoring but i think 61. Goes for about 1.5 mil on my server GTN and only available as a drop. Poorer people go for 58 armoring. You can't insert any "PvP' armoring into that orange gear but you can add PvP mods.
  10. A bit dramatic but the sentiment has been expressed in discussions and in the forums. The top tier of the brackets should ideally be a reflection of the best teams of the moment fighting it out in upper echelons of the bracket. Over time as other teams get their execution right ( gain higher rank ) they will get matched up frequently with the top teams. Current reality 1. ) Timer 1900 - 2000 + teams being matched up IMMEDIATELY with teams as low as 1100 - 1300. The matchmaking timer or whatever needs to be tuned so there is a much LONGER gap period before this set of circumstances with huge disparity is allowed to happen. 2. ) Grinding vs actual reflection The system is such that it allows certain teams above 2000 to "grind" small but assured number of points against much much lower ranked teams. This farce is happening due to the FREQUENCY of which even "pug groups" are matched up against the top rated team over and over. This problem happens in other games too but surely some tuning is possible to place more emphasis on the rating aspect of fighting similar strength teams versus grinding it out over time. Perhaps even a cap on number of low ranked ( 1100 - 1400 ) teams one can face daily. 3. ) Horror of horrors an actual fight If invariably through some error in the matchmaking system the current top 2 teams match up, it seems that the top rated one after incurring loss decides it is not a good time to que anymore. 4. ) Disparity in matchmaking On my server, many of the lower ranked teams have faced the current top two teams 4 to 6 times EACH. But the funny thing is the top two teams only finally met 2 days ago !! Since one of the teams plays so frequently this was alarming but the clincher was the fact they have only met a total of 2 times ...... I would suggest extra time allocation be given to finding matchmaking within a clear demarcation like ( 1000 - 1600 / 1601 - 2xxx ). If there is a chance a higher ranked team will come out of a ranked wz ( 15 mins ) and be matched up against a waiting high ranked team it should be allowed to happen. Only if a reasonable amount of time has passed would they get match against the lower bracket. If teams that are just getting their footing get beat by top teams on a daily basis it defeats the whole purpose of nurturing a competitive gaming environment over time. Some teams need time to form good compositions & peak but the current haphazard system is not conducive to the long term viability of ranked wz. More likely they will get pissed at the matchup and stop qui-ing. I am sure in the long run even the top team want a strong field with depth and variety to fight against. Feel free to state situation on your server as well as opinions.
  11. Stovokor

    Commando Medic

    IMO a minor mobility buff is due for CM The comparative lack of mobility exposes Commando Medic as inferior choice to scoundrel in Ranked warzones. Normal warzone play into the CM style and are great. LOL I've even face-tanked 3 players in VS tunnel until they gave up and moved on. Similar situations have happened a few times now but it means as much as random screenshots with very little context. Ranked is different kettle of fish & the CM mobile heals are very situational & on long timers. If you are kiting ( Bacta Infusion 18 s / Tech Override 2 min / Kolto bomb - weak ) would allow CM overcome the initial barrage and heal allies as you kite coordinated ranked DPS. After that point effectiveness drops dramatically. Totally different outcome for scoundrel healers who perform pretty linear as they kite. Seems very suited for ranked. I think sage and CM pretty close but Sage has strong utility in certain warzones. Overall i don't think CM is broken or anything and very strong teams could even afford to have one. But equal skill level, its a hard sell over taking scoundrel if factoring in utility / non self healing / how long it takes to kill competent scoundrels. Ultimately its about effectiveness and winning. If Commando healers were on par you would see a slew of top teams running Double Commando Medic healers. I have not seen this. Sincerely do share if you are part of this setup or know of such teams. I really have no issues picking up pointers or something i am missing.
  12. wow you have my sympathies. Sounds like these guys have achieved a new level of clueless-ness . Get out of there quick ....
  13. ^ this And there is no delay, non 8 man que was perfectly clarified for a long time now. Learn to follow regular updates about the game. Some random dude that u have no control over gonna screw 7 other players ranking sounds awesome. Pug and Ranked have no correlation. Pug gameplay = non ranked.
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