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Only-a-Lad

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  1. I'm missing something on the Alacrity Augment counts. For example, 216 Mercenary - Innovative Ordinance || Commando - Assault Specialist 815 (7xAug) Alacrity Assuming your using the 216 BiS Head Piece with 152 Alacrity that's 663 Alacrity needed. 663 / 73 is 9 Augments? Edit: Ah! I'm guessing there's that implant I had always ignored is being used? In any case it looks like x2 152 alacrity slot is in use which would make the augment count correct at x7 for 815.
  2. Welp.. I'm not. Getting past infinite splash screen but selecting Harbinger is just sitting there "Logging into selected server" after 5min and a restart before that.
  3. The placement of hooks and scaling of the sliders has been a long standing issue but this one could get resolved just by adding the small floor hook option to the deco. Kiosk for reference: http://i.imgur.com/lJoYT2v.png Coruscant and Dromund Kaas, just a smidge off. http://i.imgur.com/lNrhRpQ.png Nar Shaddaa it starts to get worse: http://i.imgur.com/XnP5N0E.png Now on Yavin - Seriously??? All the wall hooks are the same height there. http://i.imgur.com/dNdvxwy.png A small floor hook option would work just fine for all strongholds. There are more than a few small hooks close to the walls and the placement adjustment scaling on those is better than the large hooks. *Note: The Y-Offset was maxed on the wall mount screen shots.
  4. Scavenging without dismount !! Either a legacy perk or limited to the craft-able speeders that came out with 3.0 for Slicing, Scavenging, Archaeology, Bio analysis (make them more relevant)
  5. Bump - It is a bit goofy that this wasn't addressed with the Yavin SH release. It is an opportunity to clean up some long standing issues and would have been more than helpful with Yavin. Even with Bioware confirming the issue (in the early preview phase of Strongholds mind you) it's been just forgotten about? It isn't a new feature, it's fixing an old one. I often think they don't want to touch it due to everyone freaking out about having to move decos around again. You can fudge the scaling numbers to get around that. Or if it has to be a feature then putting a scaling option in (like a "x2" or "increased" scaling button on the deco placement window) would allow it to be added back without having to move decos if you like where they are. I'm sure there are other ways around it. Again, it isn't just the Selkath Console that has the issue.
  6. Erm.. is that a joke? Sorry, with the way Bioware does things sometimes it gives me doubt lol. Guess I needed to clarify that these are ops parses and not warzones.
  7. Yep. I'm referring to 100% or greater "Range Accuracy" (basic) and not "Tech Accuracy" (special). I'm filtering by Commando / Assault on parsely.io as well as viewing my own parses. Gunnery spec shows the same thing. http://parsely.io/parser/leaderboard Filter by commando, discipline and select view log for that player on the right. Then the "Damage Done" tab. Scroll down.
  8. I know Hammer Shot is such a low damage attack that it can't be bothered with but there are times you still need a filler. When running a 100% or more accuracy it still shows up with misses in my parses. Looking at the folks who posted their parses on parsely.io, I see the same for them. Other than jokes about troopers and their accuracy, is there some reasoning behind the misses if your at 100% accuracy?
  9. Just search for Underlurker There's 5 or so other threads going on about this issue.
  10. Except at the opening of the new class mission my Commando is leisurely strolling around his ship with a giant cannon strapped to his back (what better way to relax) only later to use a hyperdiminsional pistol pulled out of thin air. The non action scenes had it (which was new to me) but wasn't used. Before the Unify Color option we were calling this "Clown Mode". Unlike past bugs though, at least all my companions had armor on for once.
  11. Awesome list. Thought I'd point out that in the Selkath Console thread, it isn't just the Console itself but the large floor hook scaling. Any item placed on that hook can not be moved to the edges of the hook as before. More so it affected large floor hooks that are near a wall and you want to have the deco up against that wall (like consoles). Some example hooks are the Nar Shadda "garage" between the two inside doors and all of the large hooks at the Tatooine stronghold inside the landing pad area. It was inexplicably changed during the strongholds early access period and recognized as a problem (by bioware in that thread, they were "looking into it"). It did actually work for a few weeks. But my tickets on it were closed with no explanation and strongholds went to full access with this "change". It's kinda funny, it seems whomever works on this stuff is more interested in "tweaking" (and subsequently breaking) other items to keep them away from this boring list of known issues. Meh, sorry for the rant. Just wish we could get some feedback on these things for once.
  12. After the rocks we tried the trick of having the tanks not taunt and letting Underlurker jump to the furthest person away. We made some headway but it was still random results. Was able to get the cross green only a couple of times out of 6 runs. Had the right people in position and in time, cross went red. Had the cross go green and red at the same time. Underlurker sometimes sprinted instead of walking but we had learned how to make it there in time. Still fail. The worst was when after the rocks the cross spawned instantly and was already red. Underlurker hadn't even moved. Now that one is complete B.S. We have opened tickets but no response for two days. I don't know wth they were trying to fix as we were running this op just fine.
  13. We gave up after 3 resets and then went to do ToS (just to find a bug with Underlurker ). Reset Phase on Coratanni and it was able to transition after that. I'm sure that's a random fix though.
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