Jump to content

JackBurden

Members
  • Posts

    139
  • Joined

Reputation

10 Good

Personal Information

  • Location
    A remote town in the South of Russia
  • Interests
    Reading, computer games
  • Occupation
    Linguist, translator/interpreter
  1. Arenas would be magnificent. Small scale PvP is the best for me, it's the most thrilling and engaging kind of PvP. 1vs1, 2vs2 - these kinds of fights have a major advantage over usual WZs, because they are faster paced and often include a psychological factor. Of course, no MMO will ever be perfectly balanced, but that's fine with me. It's not about winning, it's about fighting.
  2. I'd gladly buy weapons for my shadow that weren't lightsabres and would look at least half as cool as a Gamorrean axe. I can't speak for everybody, obviously, but I'm pretty tired of lightsabres that only differ in colour. And for me the colour doesn't mean absolutely anything. On the other hand, look at those fancy huge techblades! Look at the damn axe! I want one. I want to use one. I want to buy one! But only the one my shadow would be able to use. So, please, consider it.
  3. I actually didn't know about that because I never played a knight class, but if that is the case, then it's definitely an issue. I, for one, am a big supporter of the weapon variety. Why limit a character class to a certain kind of lightsabre? At the very least let players use skins they want, that'd be fair enough. Going to give techstaves a closer look to see whether they limit my abilities as compared to double-bladed lightsabres...
  4. So, I checked Cartel Market today and in the section of equipment saw this amazingly awesome gamorrean axe. As far as I can tell, it is only appropriate for classes such as jedi guardian, who use a single light-saber. But I would really love to see something like this on my shadow. A brutal weapon of medieval age that'd tear my foes apart with its cold, merciless steel. Techstaves are okay, but they look way too generic, sadly. If I missed something and such an item already exists, please show me one.
  5. I always save Dirty Kick and Flashbang for additional interrupts. Using them in your standard rotation might give the opponents full resolve too fast, imo. And in most cases you don't need dirty kick right away to finish your target after the opener. But yeah, sab charge is worth using when you're knocked back, and Tendon Blast + XS flyby go pretty well together.
  6. Rerolled a trooper, but still looking forward to playing my scrapper. Changes, no matter good or bad, bring some fresh air into the game.
  7. Laughed at that. Any serious PvPer or PvEr will take biochem over any other crew skill atm, because this is the only crew skill that gives some real advantage for the high level content (quite major boost to your main stat and power, reusable adrenals that help you get the needed burst). It's not about medpacs - in WZ you use WZ medpacs instead. But even so, biochem medpacs CD resets a bit earlier if you used a WZ medpac before. So, it gives you an additional healing item (likely will change in 1.2).
  8. Huttball endzone camping actually works incredible against most of the opponents. If you use "sneaky" each time someone approaches, there's simply no way they can find you, so, unless they can easily kill you when you have the ball and are running to the goal line, it's going to be effective. And about snipers - many of them camp on the very edge of catwalks. It takes one Shoot first to send them down into the fray. Same usually goes for commandos/mercs.
  9. You should only make items with the colour of the numbers near them being not grey (i.e., green, yellow, orange). The "brighter" the colour is, the more your biochem level will improve. When there are no more non-grey items available, visit your Biochem trainer and buy more advanced recipes.
  10. I'd prefer Pazaak instead. But since there's no such option (which is really sad), Pod Racing.
  11. OP suggests not to cap if you're losing. I think the better course of action would be to cap all three. The harder the victory was, the more you'll remember it.
  12. Alde's definitely my favourite. There were numerous times when one team thought they have victory in their hands, and then the other team coordinated and finally kicked their asses. There were situations when we were winning 450-300 and then lost a turret and lost with about 90-0. There were the opposites, when we were losing 250-60 and then capped all three of the turrets and won the match. Those moments, if anything, are worth playing. And they make Alde the best WZ out there. I don't want to sound arrogant, but if you complain about current speeders, you'd better just put heart into battle and fight more fiercely. People used to win againt impossible odds when the speeders were instant, without the 3 sec activation time. The current situation is very, very balanced.
  13. Sorry, I don't quite understand what you're trying to say. The thing is, the more people are attacking me at the same time, the more CCs they use. The more CCs they use, the faster they make my resolve full. It actually takes them to throw 2-3 stuns at me to fill the bar, at which point I use my CC-break, pop up defensive CDs, use a WZ stimpack and do whatever I will for the next 15-20 secs. After that I might die, yes. Or they might die. And when we meet again, my CC-breaker is off CD again. I used this tactics a lot of times to score in Huttball, it never failed me. And really, what's the deal with that being dead instantly? I play as one of the squishiest classes (scoundrel), and yet fully BM-geared I survive long enough to LoS successfully or to shake the attackers off when need be. Bioware put so much effort into making PvP "longer" in SWTOR that it's not even a problem anymore to survive unless focused by most of the enemies' team.
  14. Let me suggest that the developers designed different classes with different ideas in mind, and maybe stopping a person with white resolve bar simply isn't a part of a commando's idea. Scoundrels don't have pushbacks or good AoEs, for instance. I don't think we can call that imbalance because other classes have these skills. Or, say, commando doesn't also have an interrupt ability. As devs once mentioned, it was a class design feature, and the game content is produced with that feature in mind. And when a necessity for interrupt appears, they will add that ability in commando's skill list. Let other classes deal with the white resolve bar. Commandos have a lot of tools for other purposes. And there's no universal class that can cope with every task alone. There're always disadvantages and weaknesses.
  15. TUXs, I have a commando, too, and I just don't see a problem with Huttball. A good ball-carrier saves his CC-breaker for the last meters before the goal-line, and he tries not to use it until his resolve bar is white. So, yes, when it's white and the ball-carrier is near the line, it was bad defense on the part of your team or unevenly matched teams. And there's nothing you or any other class can do, because it's almost impossible to kill that guy fast enough at that last stretch. But there's quite a distance a person should walk from the center to the goal-line, and you as commando have not one, but TWO awesome knockbacks that work amazingly well on the catwalks. Yes, you can't root a person with the white bar, but there're plenty of opportunities you can knock him back. Or, if the person knows how to pass, then you're not limited to just one guy with full resolve - chances are, you can knock back another guy whom he just gave pass to. It's very situational, yes, but not hopeless. By removing the movement impairing effect of roots on a person with white bar you'll effectively strip, say, scoundrels-scrappers of their only way of stopping the ball-carrier. Because they don't have push/pull moves like you do, they only have normals stuns and the 2-seconds root when specced. All I can say is, time your CC-breaker and knockbacks better. And don't forget there're always situations when it's already too late to do anything and the best course of action is to go to the centre and grab the ball after it resets. Such situations are the result of good planning, not the fault of the "broken" resolve.
×
×
  • Create New...