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coldcite

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  1. Thank you. Can you check again with Kolto Bomb? as I mentioned most heals seem to work properly with it, just not with that specific one, and the commando counterpart only, at least according to the tooltip. The buff is always consumed regardless. http://puu.sh/sMevu/beca130625.jpg I was messing around with it, I wasn't 100% sure on its usefulness either but I wanted to try it first-hand: 20% extra boost every 13-15s (after 2 utilities) sounded kinda nice on paper but having to waste a GCD for it not so much, even with that in mind I thought it would come in handy when expecting damage spikes while running pugs. I also thought it would increase all healing by Kolto Missile/Bomb but it doesn't increase pod healing since I guess that would be considered periodic and not direct, it only boosts the initial burst as intended (at least in the case of Missile, in Bomb it gets completely ignored as mentioned). To be honest, outside of PvP I'm not 100% on the other legendaries either, save from Thrill of the Hunt (which I mostly always use) and Trauma Regulators, so with that in mind I guess I should change Threat Sensors to Energy Rebounder and Protocols to Regulators. Oh by the way, turns out it was a single utility point with a wrong description: http://puu.sh/sMeUr/3c8af047e5.jpg
  2. I'm referring to that new legendary tier utility that gives free tech damage/healing after using Stealth Scan. Most heals seem to be fine, but I'm trying it with Kolto Bomb/Missile and I can't really tell if the bonus is actually being applied except by looking at the ability tool-tip, which doesn't even update for commando (rest of the heals do though). Speaking of which, most utilities are not in the same spot in the commando utility window as they are in mercenary's, it's kinda confusing when switching between them and swapping disciplines. The description from plenty of them is not updated on commando side either.
  3. Evading next to 100% ranged attacks while healing in tactical pugs, where you'll most likely get most of the aggro.
  4. I want cover back on my healing operative/scoundrel.
  5. Completing KotET Ch. 2 on VM with my mercenary was one of the hardest things I've ever experienced in this game and I didn't even get a lousy T-shirt for it. Most of the following chapters after that, barring a few sporadic encounters here and there, were really really easy. By the way, chapter 3 or 4 (can't remember exactly) is like +400 CXP and doesn't take that much time even in VM.
  6. I can get behind this, I'd go as far as unlocking all planets/zones regardless of the point in the story you're in. I know there are workarounds on most cases, but still.
  7. So is it 60-65 I gather? And there's no way I can freeze myself on that level range, is there? Will unsubbing now lock me out of going over 65? or do you unlock (so to speak) the 70 cap by being subscribed just once this expansion?
  8. Is this correct or some kind of weird bug? Starting at 66 you only get one crate, then the regular XP reward is replaced by CXP at 70. I'd rather receive 2 crates on some characters, it would be nice if I could freeze them at that level.
  9. Next part of that chapter is kind of bullcrap as well.
  10. Thank you. I'm not using a streaming client, but after a manual scan from the launcher my install seems to be perfectly fine, no errors or weird stuff in logs either. The "music file" (for lack of a better term) is indeed present since it still can play under anomalous circumstances as I already explained, just not when it's supposed to, or at least when it used to. It started happening at some point in the past and I've heard from a few others experiencing the same issue, none of us are able to pinpoint when exactly, though. BGM does stand for Background Music, yes. English is not my natural language but I always assumed it was a widely understood acronym. Edited the thread title for clarification just in case.
  11. I believe it happens on both factions, can't pinpoint the exact patch it started. I say "muted" because I just suffered that other bug where BGM gets stuck and keeps looping over and over even if you change zones or even switch characters, and it happened while being on the fleet so I'm assuming it's "still there" somehow.
  12. I know well scoundrel/operative is a melee class, but healing under cover has saved my *** plenty of times in tactical FPs on otherwise hopeless runs, in a "grab insane healing aggro and everything shoots at me but fails while the party wail at them" kind of way. Even on "better" runs, it still is a considerable survivability boost while fighting ranged mobs, same way scamper/exflitrate is while against melee mobs. So far I believe I've been able to survive those situations with other healing classes by using their skill set, but at first sight I'm not entirely sure how I'll manage to proceed now as a scoundrel/operative after this change because of how I got used to it. What I meant is that while playing a healing role they could be considered a "ranged" class of sorts, in the sense that such activity can be performed while at range.
  13. Removing cover from healing scoundrel/operatives is a mistake, too. Technically they are "ranged" and cover could be used as another layer of defense sometimes, can't say I'm happy with its removal.
  14. This game has one of the worst F2P models ever conceived, period. Imposing gameplay content restrictions of any kind to F2P/Pref players is extremely shortsighted, locking them out of basic functionality such as toolbars or even "having credits" is outright dumb, I still can't believe how they got away with it for so long. We will all benefit from people actually playing the game, dropping in and out constantly as new content/mechanics/what-have-you is released over time: new users coming up will feel welcome and play enough to begin lusting over the eye-candy from the packs so they will end up contributing to the game ecosystem by running some heroics and buying them off the GTN, they might even be tempted to get a sub if enough QoL features are implemented. Returning players won't feel as constricted every time they want to check out the shiny new stuff, or say hi to old friends and guild mates, they might even cave in and sub again for a while. Even if none of those hypothetical cases end up subbing, they are already contributing in a way by virtue of just being there, infusing some life into the game and in turn adding even more value to a subscription. Lots of "might" and wishful thinking there I agree, but at the end of the day it will be the best for the game to reach out to the highest number of potential players and keep them playing for as long as possible, sub or not. Current restrictions just send a big "not worth it" to everybody, new and former players alike, sub or not. Trading and GTN selling ONLY available to subs. Heroic mission instant transport tickets restricted to subs. Improved crafting for subs, time/critical bonus, extra slots... Add some kind of "preferred" slot in queues so they get matched first. Restrict legacy gear to sub only, or restrict some slots like armors only and no weapons or vice-versa, maybe go the other way and turn character BoP into legacy-bound? There are already plenty of perks applied to subs, in fact some of the above are slight variations of a few already in place. Anyone could come up with many more, but the bottom line is that subs should provide QoL features good enough to make it enticing for long term and/or dedicated players, but not make it a requirement to play the game, no matter at what level.
  15. In a search for some semblance of challenge, I managed to level up a couple characters without having them go after their class quest. Among others, the main reason was to force them out of any companion, but of course it all comes with the huge drawback of not having a personal ship. I got by with using heroic missions instant transport tickets and FP group finder, but it would be nice being able to travel to places at will with some other, more "legit" way: public transport, CM ship... you name it. Having all "story-locked" planets and areas freely available right from the start would be a plus. Also, not really sure it there's currently some way around this, but it's kind of annoying having your crew skills (all gathering of course) being set on stone after learning them, as you can't access the "crew skill" menu to unlearn them since, well, you don't have a crew. It would be nice having that red annoying message warning you about "not having a crew" be printed inside the actual crew skill window, instead of preventing the window from showing up at all. I realize this is a weird request, but hey I've had A LOT of fun with these characters (leveling my third this way, already planning on more) and I'd love using them more extensively than I currently do.
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