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SladeRenegade

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  1. I kinda don't like that there isn't a new ops. I was hoping that it was a case of "no ops are the start of it, but at the end of the story there will be one epic op!" But it doesn't seem to be the case. (Like after the few months of chapters coming out then BOOM the epic ending of the tale and/or the beginning of the next.) Raising the old ops is a good move though, What they did right with the makeb (sp?) expansion was that they raised the levels of the last two ops while adding in the new ones. That was brilliant IMO. But then they didn't do that for the last expansion... and we only had two new ops to work on. What would make it even better is they change or update the mechanics so that its like we are doing new ops. But i guess we will be lucky if they fix the graphical and animation errors that the old ops a plagued with. Like the first boss of EV, the damn droid doesn't fly in anymore, barely moves and doesn't even fall over when it dies. ( Though i think its because we kill it so fast that the animations can keep up, or some such nonsense like that.) Would be nice if they did surprise us with a op at the end of the chapters thought, (hint hint!!!) I'm also happy that we are, hopefully, getting a nice long epic story for us to play through... Please?
  2. Where can i find real world swtor stuff to buy? Like shirts, buttons, patches? I know they did exist at one point.
  3. I more or less stopped playing mainly because of lack of things to do. You have two game modes for this system, all out red vs blue or all out red vs blue while you capture and hold a point to fill a bar. When you grinding up points to upgrade your ship it gets boring. With that said I haven't played it in a long time so I may have forgotten terms or names of weapons and/or abilities. I may also remember things wrong, so forgive me if I am. I flew mostly strike fighters, love them. They have great fire power and if lvled right you can have the speed to close in on a gun ship. It takes tactics really, I'll launch a torpedo at them and one of two things will happen, they take the hit and either blow up or get heavily damaged or they hit their engine ability to get out off the way, more often then not ramming into the asteroid they are "hiding" next to, but for those who are on the move i hit my engine ability and close in on them switching to my cluster missiles and pouring fire power into their backsides. In these cases i feel the Strike fighter is fine, no changes really needed. Its just in how you use the fighter. What I think should be done is what ever is done to the Strike fighter the other classes of fighters need to be looked at and when I say that I mean their roles. Scouts are fast and maneuverable, and should be lacking is fire power and defenses, but what we are actually seeing, imo, is a faster more maneuverable Strike fighter. Yes they seemingly have weaker shields and hull but their fire power often seems on par, or in some cases have more fire power. Especially, with a fully upgraded Burst Laser Cannon that can nearly kill anything with one or two shots. I think they should be restricted to low powered, but fast firing, blaster weapon only. While the larger fighters have access to the more powerful but on average slower firing, laser cannons. Bombers as a area denial class is brilliant, I like how they are mostly dependent on their mines, probes and missiles/torpedoes for offense. Harder then anything to kill but still ultimately need to rely on squad mates if they really want to survive long. Gunships... the snipers of space... I hate their concept. Never have i seen anything like them in a flight sim. Gunships in star wars are suppose to be larger ships, 20 meters to 50 meters in size, with turreted blaster/laser cannons dotting their hulls and were very dangerous to any type of star fighter class. Not some sniper hiding near a rock. But in these things need to remain then the change i would make to them is when they switch between their rail guns, there is a longer activation time. Not a longer charge up to fire, a delay where the weapon just simply can't be used due to the ship shunting power and switching system to use the other weapon. No more ion shot followed immediately with a slug any more. I also feel they can take too much damage, mot as much as a bomber but more then a strike fighter and imo that's too much. I feel they should be between scouts and strikes, not strikes and bombers. And before anyone says that's not fair, that the other classes won't have that delay, i say make it a mechanic across the board. Now even the strike fighters and scouts can't switch between their torpedoes and cluster missiles with out that delay. You know what that does? kinda ruins my tactic, which i described up top, for dealing with them. But in the end that's what I want, game changes. Something different. Now I mean between the same type of weapons, A strike switching from laser cannons to ion cannons would have the delay, but not the torpedoes that are already up and ready, but if they switch from torpedoes to cluster missiles there's that delay again. As i wright this I find my self feeling that its not the Strike fighter that needs changing like the Devs seem to want us to think. Like i said i feel they are a well balance class, hell they even said its so well balanced they think its broken. They aren't. Maybe a change here and there may be needed... But IMO not much. I think the devs just want to "fix" the Strike fighters so they don't have to fix all the other classes. Like I said up top the Roles of a class need to be looked at and from what even the devs have said the Strike fighter meets its role, the others not so much. I also want to see more game modes, like assaulting the other teams capital/mother ship. Something where all the classes can show off their roles. Scouts harassing and/or zerging the enemy players, Bombers putting their payloads into the side of capital ships, Strikes switching between both those roles. Make it so we have to weave our way through defending ships, Thranta and Terminus classes that are actually dangerous, unlike those stations we constantly have to capture and hold, to get to the mother ship. Make it so that we could even destroy the defending ships to give our selves a advantage for a while till another hypers in to take its place. GIVE US A FLEET BATTLE. (Note i didn't mention gunships in that last bit, They are rubbish and have no role in real space battle.)
  4. I too want to see this done, I want purple and gray shades of twi'lek.
  5. there is at least two quick travels to section X. Yes you need 4 people to finish it, just start asking for others when you first get there. I never had a problem getting three others or joining another group of three. Its not a flash point but a instanced quest, there is a difference and it works.
  6. Me too. Use this a lot and it really helps. People often ask me how my companions are so much stronger.
  7. Yeah i always thought it was annoying when your trooper pulls a pistol you don't actually have. I mean lore wise a trooper would likely have a side arm, especially the commando who can't whip out that huge assault cannon on the fly like they could a pistol. But yeah, for immersion it would be nice that a pistol would be harnessed when you have your main weapon is equipped.
  8. Hey, its a list of things I'd like to see. Never said any of this would be set in stone or that I'm demanding all this be done. As i said i just think it would help with immersion.
  9. From how i understand it the tall grasses on their home world runs in the same colors and similar patterns. I'v seen crazier stuff in sci fi so i don't question it much.
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