Jump to content

Jaib

Members
  • Posts

    10
  • Joined

Reputation

10 Good
  1. its one or the other, luck of the draw, but frankly it's getting dull. Whoever has the most number of players that have voice comms and a pre-arranged strategy beat the poor huddled masses yearning to pwn free and I'm getting a bit bored with it. Is there really no better way to match-make based on ability as opposed to continually feeding underequipped, poorly skilled people who rarely string together a monosyllabic "east inc 2" into the grinder? By all means pit those with great ability against those with great ability. When someone excels at something they need to have better opponents to pose a challenge, otherwise surely you're actually hurting your player base as opposed to empowering it with fair competition. and yes, I have had my fair share of being steamrolled, but I've also participated in the complete destruction of the other team as well. If I'm honest, one is disappointing while the other is a cheap thrill at someone else's expense, the standard happy pill of the anonymous internet Surely a change is needed? J.
  2. Add Brakkis (AP powertech), been trying to get some ranked done for a while and never sure how to get started
  3. I'm currently rank 53 and have never farmed anything in ilum, so I can't wait till I hit 60 and can join the 'battlemaster pleb' club
  4. So I get a columni chest that drops when we have no warrior in party and think "hey, why don't I get something cool for Ashara" well, needless to say she looks great apart from the hood showing up and cutting her head in half oh well...
  5. pvp participation should be incentivised rather than creating a state of punishment for non-participation. Both have the same results but one will allow you to get the carrot (win or lose), where the other will cause frustration. As we're already in a state of frustration from poor team play I'd prefer to see things take a turn for the better rather than worse. If you think queues are bad now, wait till regular pvp'ers are in a holding 'time out' status and add that time to your existing queue. People will not stay when there is nothing to gain and if we look at the comparison (valor and 30 comms vs daily completion, more valor and 100 comms) it is easy in the current warzone game state to see the benifit of dropping from a terrible team. I'm in agreement with the OP, incentives will keep people in the game far better than punishment, it also neatly gets around the problem of people AFK/leeching as it promotes participation so well.
  6. most of these have probably been posted but I can't bring myself to read 16 pages. These tips are from a ball carriers perspective for the most part. - don't fill the ball carriers resolve bar with your stun just as he's about to cross the last fire to the finish line. You might believe you're the only person trying to stop them, but in most cases you will not be able to DPS the carrier down in time to stop them reaching the goal line and kill all opportunity for a team mate to pull the carrier into a hazard (the easiest way to kill the carrier) or throw them into the pit. - you do not necessarily have to DPS down the enemy carrier at all times. If they have support you will most likely bounce off their defences all the way to the goal line. Concentrate on that support; control the carrier and those enemies in advance positions by pulls, snares, roots and knockbacks (not stuns unless tactically benificial) - dominating the middle section and enemy terraces will win you the game, one or the other does not - there are some very bad huttball players out there that get PVP battle rage tunnel vision, you can use this to your advantage and train them through their pit before passing the ball up to your teammates on the terrace, this is much easier if you have force run to reach the speed boost in the center of the enemy pit (I play an assassin, will be way more difficult as a PT/jugg, but they can intercede). - lost the ball at the last second? no problem! Supporting team members with grapple should stay on the terrace on either side of the pit rather than chasing the handler at close range. Pull the ball handler into the final hazard and the ball is in your hands 10 feet from the goal line, making for an easy score - when carrying, it is easier to run the outside edge then trying to get through the highly contested middle. LoS is to your advantage against those enemy team members on the upper terrace and you don't have to take pot luck (for those that don't understand the vents) on where you're going to land. If you find yourself carrying through the middle, in most cases you're making it much harder for your team to keep you alive and way more difficult for you to pass (permastun/push/pull) - dont get greedy with the ball ... even with 620+ expertise you'll faceplant when focus fired. If you see a crowd coming your way you should already be looking for the pass, don't leave it to the last moment. If you do, you may as well just pass it to the enemy team. - pass to nobody when tactically advantageous (majority of their team chasing you in the pit, your team in middle for example). - call out in /raid when you're available for a pass, don't stand there and expect the ball carrier surrounded by red names to find you I don't want to bore you with even more, but theres lots of cool little tips like this that I'm sure this thread is littered with
  7. unfortunately (and I'm saying this as an imp player) many of us aren't even doing that daily right now as it's so time consuming competing with your own faction for the 6 or so armament spawns. If they add more armament spawns, more imperial players will go to the zone to try and finish the daily, compounding the problem and prompting more player frustration on the republic side. It would be more beneficial to simply allow group updates for these armaments (although adding more spawns AND group updates would be better), the imps would not be there for so long, thinning out the population so the pub's would maybe get a fair shot at the armaments. The primary problem of faction imbalance isn't going away any time soon though and placing limits on or instancing the PVP area is the only solution I can see to that problem. I'll point out though, gathering armaments is not what I'd consider PVP, nor does it create PVP encounters when such a large faction imbalance exists.
  8. Is this supposed to happen? Several of us were knocked down by what I presume was a seismic grenade after I picked up the ball from the center console, after 2-3 seconds of playing turtle the ball was stripped from me and handed to an enemy player. I wasn't killed, I still had full health but the enemy now had the ball. I've been trying to determine what could possibly have done this as I definitely didn't throw the ball and it was in my possession. Has anyone seen similar behaviour? Would be very harsh for a CC to strip the ball from players.
×
×
  • Create New...