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Mofotrey

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  • Location
    Columbus, Georgia
  • Occupation
    High school English teacher, basketball coach, grad student, and music instructor
  1. ^^This. As an Arsenal Mercenary I used to think that I could be helpful by following the ball carrier or even trying to carry the ball myself in Huttball, but I've found that if I stand in the middle of the map where the ball spawns and spam attacks on anyone that gets within range while keeping the enemy clear of the spawn point and immediately grabbing the ball and passing it when it does spawn, I'm pretty much as useful as I can be to my team. Mercenaries can't pull targets, we can't charge over open gaps to targets, we can't increase our speed, we can't disappear, we don't have amazing survivability, and our knockback, while useful, is limited. What we can do is stand and spam missiles, which is useful at times, but we don't have the utility of other classes.
  2. ...Which is exactly the case with stealth classes. Even if you're not fighting back, you're getting damaged, and thus you stay in combat.
  3. If you had to have an intention to fight to be in combat, no new 50's would ever die to BM geared PVP'ers because they'd decline. Warzones aren't duels where you have to accept combat; if you're in a warzone, your intention IS to fight already. My tracer ability gets locked out by melee classes all the time, which hurts my DPS by a lot because Heatseeker Missiles and Railshot depend on it partially and because Unload procs don't happen if I'm not using Tracers. I don't complain, I just try to compensate and keep going. It gives me a rare chance to justify not spamming Tracers!
  4. The thing about healing is that if we see someone healing, like you said, we can stop them by interrupting them, assuming their resolve bar isn't full. Likewise, if we see a stealth class, we can stop you by attacking you. That example doesn't help you. It's the way it SHOULD be. Every ability has a counter ability. When it comes to stealthing, we can counter it by attacking you. You think I don't get irritated when I jump up to do Death From Above on a group of people and I immediately get stunned, wasting my CD and losing out on dealing a lot of damage? Sure I do, but I don't ask Bioware to make me invulnerable during Death From Above or to put it on a 1 second CD or to reduce the CD every time I take damage. If someone is attentive enough and quick enough to stun me when I fly up in the air to start slaughtering people, I tip my cap to them and keep on playing. Likewise, if someone is attentive enough to notice that you're a stealth class and they want to throw a quick DOT on you so that you don't sneak up behind them in slaughter them, you really don't have a good reason to complain. Be upset, but accept it.
  5. So you're arguing that you should be allowed to stealth whenever you want to, basically? Trust me, we non-stealth DPS don't like it when you stealth and run away like a you-know-what in the middle of a fight that you're clearly going to lose, so if you don't like it when we tab to you, hit you, and move on, that just makes us even. To me, hitting a stealth class and preventing them from stealthing means preventing them from coming up behind me and surprise attacking me. Why would I NOT want to do that? Why should stealth classes get rewarded if I do that? That makes no sense.
  6. Earlier this week we were down 4-0 in Huttball with 4 minutes left. The majority of you spineless defeatists out there would say "Ah, just let them score two more times, obviously you can't beat them, may as well get it over with.". Well, they got careless, started farming kills, we drew them off towards the sides and our goal, and we set up a quick passing chain and we wound up winning 5-4. That's a victory that we wouldn't have had "any chance" of getting according to a lot of quitters out there, and yet we still won. If you're going to give up the second you're behind, what's the point of playing the damn warzone to begin with?? There is no such thing as being mathematically eliminated in Alderaan Civil War until the game is over. Even if the score is 520 - 50 and you're about to lose, if you push hard and manage to 3 cap you can still win, however unlikely it may be. It's especially stupid to give up when you're talking about a score like 580 - 450 or something. So what if they 3 cap at that point? Take the nodes back! You have plenty of time. The only people pushing for quick losses are people valor farming or people with a defeatist attitude. Neither of those groups matters; if you don't like games taking the full duration, please don't play warzones.
  7. It's funny how you post a thread on a public forum and then get mad when the public responds to or comments on it. If you only wanted BIOWARE's answer, why didn't you just E-Mail them? And where's the proof that arenas would equal a financial gain for Bioware? You talk as if that's a given when it's really not at all. Arenas in WoW started a ridiculous juggling act of every single class, spec, and ability. Blizzard had to constantly make major changes to classes that affected them in PVE just to try to even out arenas. Every single thing that Blizzard wanted to do with a class had to, above all else, fit for arenas first. If you make a system like that in TOR, classes are going to go through the same carousel of constant changes and it's going to be really irritating. The argument for people leaving over this can be just as easily made as the argument you're making about more people coming for arenas. So with no guarantee of a dime of profit, why would Bioware be worried about implementing an arena system when they have so many things that they can do with existing systems like space combat and Illum? There's no point.
  8. 1k a match? You'll be getting 2k per match on medals alone, before win bonuses or finishing the match valor or anything else is added in. Illum is one of the few things in this game that is terrible... It doesn't work anything like it's supposed to. Really it doesn't even make sense at all. What's the benefit in capturing the bases right now? What does it actually do? Why are the speeder flight paths in locations where you have to jump off and take a lot of fall damage every time you die just to get back down unless you want to slowly wall jump? What's the actual objective in Illum besides lining up and giving each other kills? It needs to be fixed.
  9. They ought to just put a spectator mode into warzone matches... If you quit, you're thrown into a spectator's section where all you get to do is watch until the match is over, unable to leave and unable to get any credit for any of it.
  10. Thanks! But it's so much easier to let someone else do that for me! Anyway... "Medals are now worth 500 Valor and 10 Commendations. Players only earn Valor and Commendations for the first 4 medals earned each match. *UPDATED 2/28*" I think that cutting off the first part where valor is increased times ten and commendations are doubled was kind of lame. Giving the negative change without the positive part is just trying to stir stuff up. Right now you can get 10 medals and get 500 valor and 50 commendations. Now you can get 4 medals and get 2,000 valor and 40 commendations. Is this really a big deal? Generally if you're getting more than 10 medals you're purposefully farming for medals, so just get over it.
  11. Eh, we're a guild of good friends that all live in the same area and that played WoW together from 2005 until SWTOR came out, so kicking him isn't an option. I just want him to either suck it up and accept that he needs to get better at Huttball in order to realize that it does involve a lot of skill and teamwork to have good matches or to stop whining about it and writing it off as all "luck" to everyone else.
  12. A guildie and I had a big argument today in guild chat about Huttball. He said something about Huttball involving "little-to-no skill" and I told him that he was wrong. He doesn't even have a level 50 yet, several characters in the 30's and 40's, and hasn't PVP'ed in weeks because he always says "I refuse to pvp until they remove Huttball". My argument is that he doesn't understand how to play if he's always getting knocked off things and dominated. I explained to him that if you work as a team and decoy the enemy away while you jump down low and set up a sneaky pass, etc. you can use SKILL to win the game. He didn't want to hear that and just responded "No whoever you pass it to is just lucky that nobody comes out of nowhere and knocks him off.". He disagrees and says that despite the fact that he hasn't played it in weeks and has never even played it in the top bracket that he understands it perfectly and that I'm stupid if I think there's any skill involved. I told him that he's probably just mad that he's not playing it right and instead of accepting personal responsibility he's blaming it on luck and ragequitting pvp forever to be over dramatic about it. What sayeth the hordes of PVP forum trolls? Is Huttball completely based on luck with little or no skill involved, is it mostly luck and some skill, is it half and half, is it mostly skill and some luck, or is it all skill?
  13. QQQQQQQQQQQQQQQQQQQ QQQ"""""""""" Q" ___ ___________ II__[w] |QQ Train | {======|_|~~~~~~~~~| /oO--000'"`-OO---OO-'
  14. Yeah, basically, once you die, it takes three minutes before you're worth valor again, and like you said, it's most likely Bioware's way to prevent camping and farming by the superior side. Instead, the other side has a chance to regroup. That's why you see people line up on either side of a bridge and wait... Every three minutes the majority of the enemy are going to give valor, but if you keep attacking, you're wasting your time with kills worth nothing.
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