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Defecter

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  1. Agent, Bounty hunter or Smuggler origin: Scoundrel with Ruffian spec and Powertech (any spec). Equipped with an armoured outfit, it's basically an 'in your face, anything goes'-brawler. Burn, bleed, punch, kick, blast and a shotgun to the face for good measure.
  2. I love the fact that elites are now at least a semblance of a threat again. I do feel companions were way to powerful. But at the same time I feel like it hits non-stealth classes are hit too hard by this nerf, since they have to (much more slowly) wade through throngs of trash packs. I wish that the presence stat scaled between types of mobs. Trash mobs should be impacted harder by the stat to make the tedium of killing trash less painful, while decreasing the effectiveness of the stat for elites and boss mobs to allow them to be the threat they're supposed to be.
  3. I believe macros aren't a thing in swtor. At least not legally, unless they changed that (I only just recently returned to the game). I would suggest investing in a left-handed MMO mouse. I find that an MMO mouse is probably one of the most important peripherals to have for any kind of gaming. Even non-MMO games. An MMO mouse is usually fairly costly though. Even moreso a left-handed one. But I've found it to be more than worth it. From a quick google search, Razer has one similar to the one I use (I'm right-handed though): https://www.razer.com/gaming-mice/razer-naga-left-handed-edition/RZ01-03410100-R3M1 . You might be able to score a better deal on Amazon or something. I basically just map an entire action bar to the thumb buttons, another action bar to shift + thumb buttons and another to Ctrl + thumb buttons. Thats 36 actions you can use with a max of 1 finger per hand. This way I never have to do any sort of keyboard ninja acrobatics to use anything on my bars, which I loathe. Movement/turning is also mouse-based, ofcourse. I, for one, simply can't play any game with an action bar system without such a mouse anymore. And even in pretty much all single player games, ranging from FPSs to RPGs, I map everything to my mouse.
  4. I applaud them for trying to sabotage the bad excuse for a PvP mode. It's either an agent rolling across half the damned map instantly or an Assassin standing in the touchdown zone, making hazard zones pointless. And it always ends up 6-0. I have yet to see a Huttball match be a close match. Wow, so much fun... I too have stopped bothering. Hell, nowadays I just instantly leave Huttball matches so someone who might miraculously enjoy that sad excuse for a PvP mode can take my place. Sorry, just had to vent. Feel free to ignore this post.
  5. VG is great if you like a spammy rotation. You'll be clicking buttons constantly. Cooldowns, abilities, off-cooldown abilities in between other abilities, etc. It has very high damage, but very little in the way of defensive cooldowns. As such, it's a pretty hard class to play in PvP if that's your thing. If you can make it work, you can be a nightmare. If not, you're cannon fodder (no pun intended). As for the Commando's cannon, I completely agree that it looks beyond dumb with most of them. That said, there are several tiny assault cannons that are less ridiculous, like; Beryars Mk 3 Grantek F-11D EL-34 Rotary plasma cannon GT-23 Plasma Assault Cannon
  6. You somehow managed to create a strange mixture of a straw man and red herring fallacy in a single post. That's impressive.
  7. Or just actually add 8v8 deathmatches It's not like this is going to change anytime soon after having been like this pretty much since launch. And to be fair, Huttball is an idiotic objective based mode in this game with the sheer mobility/evasiveness of certain classes. Agent roll being the biggest offender, followed by stealth camping the enemy touchdown zone. Both making hazard zones a non-issue. I don't even blame people for ignoring that particular objective anymore. On other objective based maps you have the problem of TTK being far too high in this game due to everyone and their grandma having so many DCDs nowadays (I can hear Powertechs crying as I type this btw). Any team with even a remote semblance of skill can keep objectives once capped or easily stop bombs from being planted on Voidstar. The only specs that should be able to take that much punishment, should be tank specs. Right now, most DPS and Healers are so tanky, it feels like chipping away at a brick wall. This game simply does not have the proper design for objective based PvP to work as they are implemented now. Right now people can literally jump into a group of enemies and survive long enough to jump back out. This should not be a thing in PvP. If you decide to fight a 3+ vs 1 fight, you should die. Since this does not happen, everyone just piles on into one big cluster... And I'm not even talking about healers here. Get in a match up where the enemy has 1 healer more than you and GG. I have a Sorc healer and it's insane what I can do and get away with without even having to worry about my resources. Unless going up against a premade which can properly focus me down, I basically feel like I'm in God mode. There was a reason why lowbie/midbie PvP was very enjoyable back in the day. It didn't suffer from most of these issues.
  8. Might wanna come up with a good fix yourself which can seemlessly be implemented without breaking something else, before aimlessly blaming BW. Which, as a software developer myself, is not an easy thing to just do in an existing complex application. I can't even begin to count the hours I've spent developing systems and just making sure there weren't any adverse side-effects on related systems or disrupted existing states within the application. The amount of unit, integration and system testing I've done and writing test documentation for relatively simple additions to existing applications, still gives me nightmares at times. Especially when service downtime is a big fat no-no. And with added complexity, this issue only grows. In fact, I like the elegance of a simpler skill system. Especially when most players went with FoTM theorycrafted cookie cutter-specs pasted all over the forums and Reddit anyway. The only thing hybrid skill trees gave, was the illusion of complexity while creating a large imbalance between classes, which was impossible to properly mitigate without massively disappointing parts of the playerbase. But hey, keep on believing that, as you say, 'fixing an already existing system' is something easily accomplished.
  9. A quick (temporary) fix is putting the companion on 'passive' mid-fight when they get out of range/stop doing stuff. The companion will run back to your side, after which tell your companion to attack something (this will remove the passive mode) or just turn off passive manually.
  10. First you need to determine at what level you are going to do (or aim to do) Ops. For anything but hardcore cutting edge progression ops, the difference between the specs isn't going to make or break a fight. So, unless you're aiming for that level, it's an honest case of 'play what you like best or are most comfortable on'. Especially on a Marauder, where all 3 specs are viable. I for example, utterly despise DoT specs. Watching DoTs and playing whack-a-mole to reapply them is just not my thing. I will never play them. Even if they'd have damage/DPS advantage over other specs, I still wouldn't play it. Simply because I'm not a hardcore Ops player and I'd rather have fun playing than squeezing out that last 0.001% of extra DPS (which can be fun for some). For anything other than non-story mode Ops in PvE, it quite literally does not matter what you play. You can take the crappiest parsing class at the moment and still wreck face.
  11. I'd so much prefer a small selection of companions that actually add something more than loads of companions that just stand there like a mute. Right now, the variety is purely cosmetic. Nothing else. I'm not even bothering with ~80% of the companion alerts I've had in my log since forever. Thats why the companions were so much better in the class story. It actually felt they played a role instead of being a pretty looking bot that runs alongside you. Any class I play now it's either Lana or that class' old companions. The rest could get spaced and I wouldn't care. :/ EDIT: In fact, what I'd love is for the 'late' companions to be explored more. Like Xalek on the Inquisitor. Lord Scourge on the Knight. They clearly had some sort of larger purpose, but were cut short and ended up being potentially interesting companions that never got properly explored.
  12. You are basically making my point for me; good and evil are open for interpretation. In fact, I believe your post shows just how many assumptions one can make from just a few lines of text. Most of which I disagree with. Since I have to go to work in just a few minutes I can't go into your entire post, but this example is pretty much what my reply would boil down to; You say 'This line does not deny the existence of emotion, as you claim. If fact it acknowledges that everyone feels emotion.'. I say, the fact that the code literally states 'There is no emotion' makes your statement faulty. The only way you can reason your statement is by extending into further Jedi beliefs outside of the code itself. The code on it's own quite literally denies the existence of emotion. You reason in exactly the same way for each line of the Jedi code. Only by interpreting it in a certain way, outside of the context of the code itself, would you arrive at your conclusions. I am not saying your wrong. Not at all. I am merely saying that by it's very definition, it depends on who reads the code that determines it's meaning and moral alignment. I find it a reprehensible code to live by, you don't. And the funny thing is, neither of us is actually wrong. Just like the Sith code, the Jedi code can be both good and evil at the same time. The same way that a Sith might consider the Empire a force for good and the Republic a force of evil. It depends on the point of view. If you want to argue if either the Empire or the Republic is a negative influence of the galaxy by imperical and measurable means, that would be a whole different argument. And one that would actually be more productive than trying to argue something that has different meanings for everyone.
  13. This is why I dislike terms such as 'good' and 'evil'. Those terms extremely subjective. For giggles, let's compare the two opposing 'codes'; There is no emotion, there is peace. There is no ignorance, there is knowledge. There is no passion, there is serenity. There is no chaos, there is harmony. There is no death, there is the Force. Let's take a quick look at the Jedi Code first. It disavows the existence or need of emotion, ignorance, passion, chaos and death. This completely forgoes the possibility of love, empathy, caring, etc. Without ignorance, you cannot discover knowledge. If there is no passion, there is no drive to do anything on a personal level. You are a robot who receives orders and executes said orders. The universe itself is smörgåsbord of chaos. And denying the existence of death makes it reek of a religious sermon. Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me. Now the Sith Code. Nowhere in the Sith code is there any mention of violence or corruption, like many assume. In fact, all this seems to describe is a way to channel your emotions in order to better yourself. To what end? It doesn't make any assumptions about that. That is something purely in the mind of the one who reads it. To me it simply reads as a saying which is simply aimed at bettering oneself, using the tools that life gives you. It only becomes evil if you interpret it as such. For me, personally, I find the Jedi Code completely apprehensible as it basically tells you to get rid of anything that makes you human. In my eyes, it makes it evil by default. While the Sith Code makes no such harsh claim and might be something worth adhering to, depending on how you interpret it. It is not evil be default. Naturally, others may think differently. It just goes to show that my initial point of 'good' and 'evil' being subjective applies. The same applies to many aspects throughout SWTOR. I simply don't think you can comprehensibly classify one side or the other as 'good' or 'evil'. There are those in the Empire who genuinely want whats best for everyone in it, while there are those in the Republic senate that would sell their own mothers if it got them ahead.
  14. And this is why I use the rifle with a simple shotgun look (WL-29 Blaster Rifle). It actually (somewhat) fits the class compared to the heaps of humongous looking rifles in the game that would make absolutely no sense whatsoever in CQC.
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