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Davook

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  1. In 2v3 or 3v4 if you are no premade group just stuck... do not listen to get gud becouse in 95% it's not possible it's not like through constant play you become some kind of superplayer. If you regulary play pvp you are on your level... that's it.
  2. This is old lie. It's like 10 years old? Become better player and premades won't bother you my as%
  3. Stop playing pvp entirely is an option. When 7.0 goes live I think I'll drop pvp completly. Fact that weekly will reset and winning 10 matches for me is impossible in a single week... I was convinced that pvp in the game does not make sense for ordinary players. You can be only farmed by competitive premade groups(in casual open pvp matches - BW logic here)... let them play the game on terms they like... and alone. I know as a premade group is fun to rekt noobs left and right all the time... but if this system(no separate matchmaking for premade and solo or no progresion in weekly quest for loosing the match) will stay as it is... there will be much less casuals for those premade groups to rekt. Circle will be complete - pvp will become dead mode.
  4. This is the reason why evasion was merged into countermeasures skill. To be less usefull so other options would become more viable like class only 4s stun or ability to use necessary skill like takedown. If evasion would be separate skill the choice would be much too obvious.
  5. Engineering lack of Takedown as baselane ability is a joke. Give the Virulence and Marksman flashbang as the baselane ability. Give Engineering Takedown as baseline ability and put flashbang as the choice instead of Takedown.
  6. If this go live it would be almost impossible for many players to ever complete this weekly. Right now unranked warzones are dominated by premade groups and sometimes it takes like 10 matches to complete a daily pvp quest(win 1 match).
  7. It's the same problem with sniper on imperial side. Simple solution is to add passive to commando(and sniper) class that increase damage with blaster rifle to have the same base damage as using assault cannon or sniper rifle. All animation for rifle skills that somehow require assault cannon are in the game. Same goes with blaster rifle sniper(single blaster merc and gunslinger are more complicated couse there have to be special stat stick for those classes into offhand weapon slot). It's just lazyness at his point.
  8. The scorcher one looks way different than Imperial Trooper set from CE(CE vendor sells basic Imp Trooper armor) those red with different textures are mostly used by Imp Special Forces: members of Shadow Fist, Lt. Pierce etc. also, they used completly different style of helmet(House Thul Loyalist armor from CM use this type of helmet). Since there is already set much more similar to CE Imp Trooper armor(Volitale Shock Trooper) that can be bought via CM, so the statement "never will it be on the CM" is simply not true, there is also Makeb Armor... I would like to put "heavy" red-black armor on my vanguard or commando agent and olive camouflaged light version on my operative or sniper agent
  9. I'm owner of CE but those sets are painted and textured differend than standard imp trooper armor from CE vendor. Unfortunetly Lt. Pierce armor(he wear Imp SF armor I showed on previous post) can be owned only by sith warrior class. Recruited Maj. Pierce have differend armor(imperial agent chest piece). Jungle painted armor uses the same mesh as makeb armor(minus backpack) but textures are way better for stealthy imperial tech character imo.
  10. https://swtor.jedipedia.net/en/npc/imperial-special-forces-sniper https://swtor.jedipedia.net/en/npc/shadow-fist-scorcher How long I need to wait since I'll see those sets in Cartel Market?
  11. I was thinking about tactical that increase shiv/blaster whip range to 10m but becouse 7.0 is comming and the overload shot/quick shot is gone maybe better idea would be to add into 7.0 scoundrel/operative trees new ability replacer for shiv/blaster whip, that change these animations to overload shot/quick shot and extend range to 10m(or it can be tendom sever/blast animations since those abilities are also gone in 7.0). That would really make scoundrel character(at least ruffian spec) a little bit more feel of that Han Solo archetype and it will help operatives to be more shooty shooty with main weapon and use secondary weapon in backup situation to stun or as assasination tool from stealth. Vanguard/Power Tech already have tactical that give them full 10m potential as the class at least plasmatech/pyrotech and tanks specialisations and they don't feel broken becouse of that.
  12. Of course lightsabers for scoundrels would be the same immersion breaking as running around and whiping everything and everyone with pistol grip and punching bare hands. Only problem is if scoundrel is tech class and it's armed with two distinct weapon systems blaster and concealed scattergun(like true space cowboy should) than most of scoundrel attacks should be build around those two weapons. Just like operative is build around using blaster and vibroblade(one spec is mostly blaster the other focus on vibroblade). As the pistols are generaly short range weapons 4m-10m range for most attack is fine just animation are wrong. Changing blaster whip for cowboy stance quickshot from the hip would be so much better. Probably it will never happen thou.
  13. Lethality operative and ruffian scoundrel looks ok imo(as an operative your main weapons are blaster and vibroblade(blade is used mostly as TA builder and from stealth) and scoundrel use dirty tricks with blaster and concealed shotgun. Maybe you should try ruffian and it should be better? I was thinking about tactical that increase shiv range to 10m but becouse 7.0 is comming and the overload shot/quick shot is gone maybe better idea would be to add into 7.0 scoundrel/operative trees new ability replacer for shiv/blaster whip, that change these animations to overload shot/quick shot and extend range to 10m(or it can be tendom sever/blast animations since those abilities are also gone in 7.0). That would really make scoundrel character(at least ruffian spec) a little bit more feel of that Han Solo archetype.
  14. It was harmless opinion indeed... and the My Little Pony came from any class that in theory might came to the game and be efficient and strong pve/pvp but unrealistic and not fitting to the world(SWTOR world) asthetics(my little pony is kinda deliberate exaggeration that may prompts reflection in some). Just for some players video games are all about stats and performance and they do not care about astethics and it's fine. How many times we all meet in WZs half naked Trooper commandos body type 4 wearing only goggles and dyed pink latex pants? It looks ridiculous and I don't have any problem with that. I just call that they wear ridiculous outfit, nobody should be offended by that.
  15. I was thinking the same(tactical that increase shiv range to 10m) problem with that is not lethality spec(it would be ballanced) but concealment since it's designed purely as a melee spec. There is other class that can use similar tactical(flying fists) and it's not broken or anything(i just can stay 10m away all the time without need to go into melee for shockstrike). With new 7.0 my idea is to put that as passive(only for lethality/medicine specs) that change animation of shiv to freshly removed sever tendom or overload shot and increase it's range to 10m(it would work like other replacement skills) one of the passice you choose in the new skill tree could be merged with other skill or something. Still, 10m shiv replacement would be locked behind choice(this or other two passives/active ablilities) so it wont be broken but help lethality spec feel more like medium range spec in contrast to pure melee concealment.
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