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Volkur

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  1. Now its easy to say that PVE content has gotten alot, and i mean alot of love. But where is the PVP fixes, Literally every pvp fix has been pathetic. Ive seen little to no change. Where and why would changeing the name of med pacs and expertise stims be high on the list, The Rap sheet for PVP is huge but there seems to be the same thing again and again. Since release there has been plenty of time to work on these issues. Either Focus on Illum or the Warzones, personally illum needs an over haul. It should not take me an hour and half to finish one daily. Ideas for Illum emphasis on Ideas 1. Overwhelming odds of opposing faction on illum. 2. Add more armaments cause whats there is pathetic, or just remove it cause the only way to complete the daily is to kill people. 3. Turret placements outside of base either need to be infront of the Main cannon or off set to the entrance of LEft and right of the openings in the base. not on the far west or east of the cannons. 4. Make turret users immune to stuns and slows while using a turret. if someone stuns you your dismounted and turret bugs out and becomes uselss. 5. Base Farming. This is the worse defended base ive seen you have two turrets inside. and no one at the front door. Imps or Rep will farm you inside your base, and even if you go out and gather points, then what is the point your not doing anything. Either add guns on the walls so you can shoot at them while they are literally right next to your base or add a buff the closer you get to an opponents base. Even have guards outside to help out. 5.1 Or the less cap points you own give a buff so that the people on the losing side have a chance, increase all stats by 3% per lost point. this is a guess so another percentage might work better. Some sort of buff to help the losing side.
  2. so this has been a day to day situation of the pvp on illum for rep vs imp. POF rep. Fly to the main base and its being camped by imps just farming kills due to their high numbers. Issues: Turrets outside are either bugged or just not appearing. These could be fairly useful in defending our main base. Possible fixes: a Buff for out numbered players to combat the lack of people. Working turrets with their own health and/or turrets that wont dismount you when you are CC'd. turrets proves usless when you have 50 imps nocking at ur front door, and you cant even use it for a split second. A Buff for players with less Assualt areas owned to help retake them. More guards or turret placements around the base. please add any thoughts, constructive and productive, to help improve the World PVP on illum, these are just thoughts and experiences from MMOs that have success in the past.
  3. nope the turrest right now could be a turning point in a battle between imps and rep if used tactically. Hit and run tactics from the north to imp or vice versa with rep. Right now thats the issue im dealing with. And isnt the forums here anyway for the devs to hear the issues. i wouldnt say illum is broken, just needs work.
  4. To simply put it, the turrets outside the bases are simply useless, if you get stunned you get nocked out of the gun and killed and cant even get back into the turret. These guns need to either have their own health, or you atleast shouldnt get nocked out of it, or be immune to stun and other forms of CC. so if these guns are to defend our base and we cant even use them, what use are they to even be in the game.
  5. Personally for me i go with this. Flourish shot > Speed shot > Charged Burst > trick Shot >Aimed Shot > Trick shot > Speed shot > Charged burst It kinda goes in a circle after the second charged burst. and of course keep flourish up on the target. If there is time inbetween any of them i throw in a Sabatoge charge or a vital shot to keep the dps going. and of course when the targets HP is low enough Quickdraw. This is what ive put together leveling and pvping, if anyone thinks theres a way to improve upon it please let me know.
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