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BeatdownPatrol

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  1. I know I am pissing in the wind here, but let's keep this objective rather than going with the typical ZOMGOP/L2P nonsense. I play DPS and I DO coordinate with others, but there is no doubt that healing right now really is over the top. All you have to do is look at the healing numbers at the end of the matches. Average healers are doing 500k in heals, Good healers are doing 800k, and Ballers are doing >1 mil, clean. A couple of average healers are manageable, but 3 Average healers can be very difficult. A couple of Good healers are very difficult, but 3 Good healers scale the difficultly immensely. When you get to a couple of Ballers, they are almost impossible. WIth 3 of them, they ARE impossible to handle and that is without the complementary Guard. It really doesn't matter what the composition of the opposing team is. Operatives are the absolute most difficult to kill of all healers and given the huge influx of Operatives now running the field, it is disingenuous to state the opposite of what the trend is showing. There is a flip-side to this problems as the TTK for DPS has decreased by sizable margins and without a healer people can die fast, especially when focused. But even still, when looking at the Damage vs. Heals after the WZ, I see healers that are regularly out-healing the DPS, with the occasional outlier DPSr breaking a million. With all this, one would think I have a problem with that balance. Yea, I do from a certain aspect...but not as much when I look at the state of the METAGAME. Everyone in here is so focused and arguing about class imbalance, NOBODY has look at the Objective Mechanics of the Warzones themselves! The classes have changed drastically, but none of the Objective Mechanics has changed one bit. The 2.0 patch has turned PvP into a virtual stalemate. WZ are not only lasting absurdly long, they are almost tiring in some cases. Healing is now such were even if a team is being outgunned, the healing team can continue to assembly line to the forward line of battle to disrupt the more powerful team from taking the stupid node. If their Operative LOLROLL'd to a node and capped first, the game lasts 25 mins with a mid stalemate and a score margin of 1-10 points. That is stupid and seriously not fun. If healers are so hard to get off the map, BW really needs to decrease the time it takes to place a bomb on Voidstar. Keep the Bridges the same, but the doors need to be adjusted. On Novare Coast, the 1 second time between clicking on the console and the actual taking of the point needs to be eliminated completely. On Alderaan, the time to take the node needs to be reduced to be at least to that of Hypergate. Huttball is almost a joke at this point so I have no ideas on that one. I also don't have any ideas about Hypergate stalemates in the mid, but there ARE other ways to win that one vs. brute force. In closing, if BW has made this game more than just about killing, the other mechanics of the WZs need to be adjusted to reflect that as well. Thoughts?
  2. You are using my statement in the wrong context. I am not saying social as in MMOSG (Massive Multiplayer Social Game) like Second Life. I am simply saying that it is a social multiplayer game, no genre implied. By that I mean that the end-game content is designed around the concept of doing things with other people. Look, everyone knows that at the end of the day, PUGs are not going to generally be as effective as people who know and play with each other every day. That goes for PvP and PvE. The logical approach would be to stop trying swim upstream and start trying to mimic their methods. It does not take crazy amounts of organization, time, or effort to get 1-3 consistent PvPrs together and start queuing up as a team. It is far more effective than coming in here whining about something that exists in just about every team based multiplayer game I know of. The only reason why you don't see as much QQ about those games is because many times people don't run with a guild/clan tag, so you never know.
  3. Against my better judgement, I figured I would comment on this. Ya know, back when I started PvPing, I used to solo queue. Doing so was simply asking to be steamrolled by a pre-made. I got tired of it, so you know what I did? I stopped solo queuing and started only running WZs with at LEAST one person I knew. Instead of running to the forums and QQing about something I can't control, I tried to control what was within my power. My level of enjoyment of PvP skyrocketed because I at least had SOMEBODY within the WZ to coordinate attacks, objectives, and watch each others back. This is a social multiplayer game and essentially Pre-Made QQrs are complaining that they want this game to cater specifically to THEIR playstyle. A playstyle where you you refuse to do any due diligence to create make partnerships of convenience within the game. That just isn't realistic and the situation is NO different with FPS games either like Call of Duty and Battlefield. So my suggestion is that instead of whining in here, go find a buddy to play with. It does not have to be 3 other people. It can be just ONE. It does not even have to be a person in your guild. It can be a guy you see playing a lot that seems cool! It really isn't that hard. I guarantee that you will not only see greater success, you will see greater enjoyment. There are plenty of games where we might lose, but yet me and my partner guarded our node against superior numbers for the longest time. There is more to PvP than just winning every game.
  4. This is the single most irritating aspect of gear in this game for both PvP and PvE. To be frank, I firmly believe that it is being done intentionally by whoever is doing their gear optimization as a means to keep everything as confusing and convoluted as possible. This is a no-brainer easy fix and there is NO excuse for it to still be this way almost a year after this game has released. Get a clue, Bioware/EA. Changing stats on individual gear items every time you move to a new gear level is stupid and an unnecessary time waster for players. It isn't fun and it makes you look look either completely inept or completely masochistic.
  5. Agreed. DF/Lethality own high Defense/Shield reliant classes, including SS/MM Snipers. In close proximity, I will lose to an equally skilled DF and I know that. Conversely, an equally skilled DF will lose to me if I can keep them outside 10 meters. Interestingly, DF/Leth's need to get within 10 meters of their target is what makes them well suited to taking on melee types, however it did not fit my desired play style. DF/Leth does do burst, but it takes a fair degree of front loading the target with DoTs. Once the target it DoT'd up, then yea...it bursts fairly well.
  6. Hello Galbar, I think you we're responding to me. You are correct, your rotation takes less time overall, BUT...my rotation front-loads that extra second BEFORE the target is damaged. To the person you are targeting, they have no idea that the Explosive Probe is on them and won't know until your first shot hits and activates it. The first shot will be my Ambush, which is where the extra second comes from since I don't get time reduction bonus. However, at the moment the target takes damage, every attack follows through as fast as the GCDs can cycle. So from the target's perspective, they lose that 1.5 seconds of reaction time after realizing that they are taking damage, which is huge. In a straight 1v1 fight, which is an engagement a MM Sniper should try hard to avoid, I agree that your rotation is more optimal and I do use an altered variation of it (Probe>Snapshot Snipe>Followthrough>Ambush>Snapshot Snipe>Followthrough). But in a multi-player scrum, where you have a melee tanking/DPSing for you while you are at max range, by the time the target has time to say, "Oh Shizzle!!!"...they are in the respawn zone.
  7. There isn't any reason to talk to you any more. You obviously didn't read what I wrote earlier when I covered that. At the point where you say that the numbers don't matter, you lose what little credibility you have left. Good day sir.
  8. Now, here you go and tell everyone to "Come at me bros" and when somebody challenges your blatantly false statement that "SS is garbage for PvP", you immediately get all butthurt? Ar...Are you serious? So I attempt to list my experience as a means to show you that I am not some NOOB, but you interpret that as "throwing it in everyone's face"? Oh...but you turn right around and post YOUR credential in the very....next...sentence. (I actually laughed at that, btw. Then I realized you WERE being serious.) Finally, you took my statements as some referendum against DF when in fact I am simply saying that SS and DF serve different roles and set out to establish so. End. Stop. You on the other hand seem to be trying awful hard to de-legitimize one spec in preference for yours based on conjecture. I am sure that I am not alone when I say that you look and sound very disingenuous right about now and I think I am being trolled. Be that as it may, I will still respond to the more intelligent in this forum. Compared to SharpShooter/Marksmanship, Dirty Fighting/Lethality has no burst. Go do some parses on a dummy before you make an ignorant statement like that. SS/MM's rotation starts the same except they can spec into Independent Anarchy/Explosive Engineering for +10-15% damage to Sabo Charge/Explosive Probe AND Sharp Aim/Precision Ambush for 20% Armor Bypass on Aim Shot/Ambush. Right there you are already behind because even if you spec into one, you won't get the other. From there, you do Wounding Shots/Cull...but wait...you have not loaded the target up with bleeds/poisons, so your vaunted Wounding Shots/Cull does a whopping base damage of 1635 over 3 seconds. Literally half the damage of Burst Volley/Series of Shots. As for me, I do an instant (read: no channel) Charged Burst/Snipe b/c of Snap Shot for 3059 base and another instant (read: no channel) Trickshot/Followthrough for 1617. A medium/light armored target is at 30% at that point, so I do ANOTHER instant (read: no channel) Takedown for 4089 base. Even if a DF/Leth did the same amount of dmg with both Sabo & Aim Shot (which they can't), SS/MM did 7130 base damage more than a channeled and gimped Wounding Shots. If you start talking about DoTing up the target, go ahead. If they are a healer, the DoTs get cleansed. If they are another sniper, SS has a 20-25 meter range advantage on all their abilities vs. your 10 meter range for Wounding Shots/Cull AND Hemorrhaging Blast/Weakening Blast. So basically, by claiming that you are doing the same or more burst in your DF as a SS, you are essentially telling the community that you were actuality, very very bad at SS.
  9. No offense, but you simply have no idea what you are talking about. I play an MM Sniper. Exclusively. My first PvP match was on the last week of July. I am now full War Hero and lvl 80 Valor with over 15,508 kills, 7010 medals, and 916 MVPs. I can lay down damage so hard that the other team usually stops focusing on the healers and actively start trying to take me down because I am bombing them. The misconception problem with Agents is that not enough people play them, so most people don't know anything about them. I would also be willing to say that due to the rather steep learning curve, the average journeyman Sniper is just not that good. Please don't misconstrue my observations for arrogance. Each of the sniper specs have a specific role. Marksman/Sharpshooters: This is a burst spec and a huge force multiplier. Period. It is very good against light and medium armored targets. Your job should be to remove people from the battlefield as quickly as possible, especially healers. Extremely lethal when left alone, in tandem with another sniper, or working with a pocket healer. With their limited Tech Attacks and reliance on their weapons based attacks, while weaker against heavy armor and against shielded targets, they are not helpless. It just takes significantly more work and skill to eliminate those hardened threats. Played correctly, they more than make up for it in burst damage and applying pressure on healers. Engineering/Saboteur: This is a support/utility spec that does good AoE damage, fair burst, and is the most survivable of the Sniper specs. It does an awesome job at denying the opposition a piece of real estate due to Plasma Probe/Incendiary Grenade. This spec holds a slight advantage over MM with handling classes with heavy armor and shields due to better Tech Attacks, but the loss of burst gives them more trouble with healers. That said, the spec 's DPS numbers are usually padded from AoE tags rather than killing blows. Sustained damage isn't valued in PvP, but the versatility and utility of the class makes up for it. Lethality/Dirty Fighting: This is a tank killing spec. If you are trying to kill heavy armored targets, shielded targets, or maybe counter snipe...then this is the spec for you. They are very mobile and their poisons are a Tech Attack which bypasses armor and shields. Unfortunately, that comes at two hefty expenses. First, they don't have any burst. Second, they are severely gimped against healers since a good one will dispel/cleanse your poisons off both themselves and anybody else they are covering. In WZs where the opposition is light on healing, Lethality specs do awesome....but in a WZ with 2-3 healers on the opposition team, they are seriously gimped and there really isn't anything they can do about it either. So to both the OP and HeavensTerror, this is a classic case of "Know Your Role, Accept Your Role, Do Your Role." For MY role, I chose to remove people from the field of battle at quickly as I can and to pressure/kill healers. For that role, I chose the spec that I feel best does just that. One more point. People, the amount of overall damage is NOT the most important aspect of PvP. People think it is, but it is NOT. The most important aspect of PvP is to REMOVE PEOPLE FROM THE FIELD OF BATTLE. Doing so opens up greater opportunities while creating gaps or putting pressure on the opposition's defense. I would much rather do 200000 Damage in a match w/ 35 kills, 16 of them by Killing Blow than 500000 damage in a match with 40 kills and 5 Killing Blows. It is of my opinion and experience that removing people from the battle wins far more games than utility and overall damage every time. Regards
  10. LOL! This guy's Exclusive Collector's Edition pre-order must have gotten lost by the store! http://www.dailymail.co.uk/news/article-2074690/David-Canterbury-33-fights-Taser-police-armed-toy-LIGHTSABER.html
  11. Has ANYBODY found any pieces to this set yet? If so, I would really like to know who or what drops the other pieces. The stupid boots are on the light side vendor at fleet, but I swear to you...I can't find a single piece of that armor anyplace else. And trust me...I have searched long. http://www.torhead.com/search/advanced%20spec%20ops
  12. OK. Call me crazy, but when you are going in for a landing on Tatooine, I SWEAR that the silhouettes of North America, Mexico, and South America are visible on the planet surface. Look in the north eastern quadrant of the planet. I mean...am I seeing things?
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