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Therael

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  1. Well, that's unfortunate. seemed like a nice way to buff strikes and make charged plating usable.
  2. It brings light armor/evasion builds in line with the rest; a hull's armor shouldn't provide protection for shields, the other two (+hull health and hull dr) don't and provides a hard counter in missles (and a counter-counter build in df's missle lock).
  3. Simple fix? Easy, evasion as a whole shouldn't protect your shields. Shield penetration should only penetrate 1 layer deep too. Both layers up? Penetration damage hits the inner ring. outer ring down? It goes through to the hull.
  4. Name some worse ideas? Sure, why not: Back in beta, people were demanding that single blows with a laser sword kill and dismember the target. Snipers demanded 300m plus range on all their attacks. People demanded Jedi of all sorts be banned from hutt-ball, as Jedi wouldn't participate in a blood sport. Halo/glow effects for high rank light-side characters. The ability to fail your class mission, ending it prematurely and permanently. Failing a space mission through death forcing you to pay a huge credit fee (based of your ship parts' grade) to "buy a new ship." A premium server just wouldn't have enough people on it for anything. Cross-realm pvp and lfg would soften the blow at low levels of content, sure, but at max level, you'd be hard pressed to find anything on the GTN and you'd probably only see 1 or 2 raid guilds on each side. Maybe one pvp guild, but probably not even that.
  5. The new armoring (and most armoring since, I think, 1.3) are each bound to an armor piece; they'll also indicate which one they're bound to on the tool tip. For example, one might say "Armoring Helm." You can use these on any item that matches the type (and can take mods), they wouldn't work for your HK parts since the droid parts don't match up to armoring pieces. Sensors /= Helmets and Parts /= Belts, etc.
  6. Loving the new group finder, making leveling alts a blast. The only complaint I have is re-spawning in the fleet every time. I've gotten into the rhythm of it though, using it like a fleet pass (turn in pvp missions, emerging conflict missions, spend tokens, etc.), but trekking back to the planet each time does get monotonous. My suggestion is this: add a drop ship point to the fleet, or update the DK/Coruscant drop ship, to allow it to drop you off on any planet you've already been to. The drop ship could spawn you right at the fleet shuttles on each planet (the ones that have flash point missions and offer a fast route to the fleet). To hedge off any possible exploits, each character could need to 'unlock' each drop point in the same way we unlock flight paths - discover the area and click on it. If a planet has multiple fleet shuttles, just default to the one nearest the space port. This fix still allows for the turn-in of the FP missions on the fleet, but also gives us a quick way back into the action after a flash point.
  7. Kinda doing this, yeah. I have 2 50s, a 43 and a few 20 somethings. Legacy level 36. Once the patch hit, I rolled up a new commando, bought up the pvp and fp perks to T3 (+12%), blew through Ord Mantel and since have only done pvp, fps, class quests and maybe a heroic on each planet (if there is a group going while I run to my next class quest). Just hit 25 yesterday and finished up Nar Shaddaa. I'm specialized as a healer, so getting flash point and heroic groups is pretty easy, it'd probably be the same with a tank-capable class. This weekend I'm going to knock out some dailies and get up to the T5 perks, should pick up the pace even more.
  8. Emphasis mine. I get that you're angry or upset or whatever, but why are you attacking other people? My main is a Vanguard, since the patch hit, I've been hacking away at a Commando alt. Pretty much the same situation as you, same story, same planet quests, etc. I bought the first 3 tiers of the pvp and flashpoint perks: currently she's a 25, just finished Nar Shaddaa, and I haven't done a single non-heroic, non-class quest past Ord Mantel. 12% is a good chunk of experience, for less than the price of a set of dailies to boot. Hardly what you could call a grind.
  9. One thing I see some people get confused over is this. The proton torpedo tube has 4 torpedoes in it, 1 loaded initially, and 3 spare. After you fire 3, you still have the fourth (loaded in the launcher) even though The counter says 0. The purple torpedo icon counts as having one left. It's like the 80 payload missile magazine. You have 80 missiles, but when you start it shows 76, with 4 loaded. If you fire 76+ missles, the counter will say 0, but you'll have 1-4 left in the launcher shown as the yellow missile icons. To the point, on that mission, it's easier to launch a PT at one generator, fire a salvo at a different generator while the PT tube reloads and repeat. You can use the standard missiles during the reloading phase, but you'll only get 4-6 off.
  10. Jorgan is such an elite sniper that he hits targets at 500m using iron sights on an assault cannon. Scopes are a crutch.
  11. Well, I think they could leave the current ship parts in, just add some play between each. Say, give each part a weight and power requirement, then add a light/medium/heavy load to the ship equipment screen and power output to the generators. At a light load, you still move at 100% speed, medium cuts it a bit, and heavy a bit more. (speeds further modified by talents like Stripped Down and Reinforced Bulkhead). Heavier generators have higher power output, allowing you to use stronger beam generators, shield regenerators and larger missile magazines. This, along with certain talents having draw backs (Bulkhead and Stripped down, and the computer disabling part of Power to Thrusters), and a limit to only 4 active abilities in your lay out should make for wildly different builds in each tree. ie, if I want a faster bomber, I'd avoid the move speed reductions and stick with a light load, making my ship a glass cannon. Maybe even subspec into Stripped Down. This will give people more room for preference, making the 'best build' solely up to the ships owner. Honestly, I don't think I've ever seen talents with drawbacks before. It may go over like a lead balloon, but it also provides you with more choice. So long as there are enough talents in each tree anyway.
  12. I posted this earlier in the 'Fantasy' thread, but I'd like to flesh it out a bit here and see what others think. What I'd like to see in the future is a "Pilot/ship talent tree." Another standard 3-tree interface that would allow us to specialize our ships/piloting skills. Have the trees something like: Scout (designed around speed, shield disruptor) Fast and evasive, these ships will excel at hit and run tactics to disable opponents. Example Talents: Stripped Down (2 points, passive) Removes redundant armoring on your ship in order to increase speed. Reduces armor by 5/10%, increases speed by 5/10%. Power to Thrusters (1 point, activated) Disables your targeting computer for 15 seconds to gain a massive speed boost. 1 min cool down. Ion Pulse: (1 point, activated) Disables target's shield regen for 10 seconds Brute (laser power, balanced shield and speed) A nice middle ground, Brutes serve as vanguards, effective at destroying enemy ships and protecting allies. Example Talents: Power to Shields/Weapons: (1 point each, active) Mutually exclusive talents that work like the generator in game. Target Lock: (3 points, passive) Increases damage of the laser by 5/10/15%. Deploy Decoy (1 point, active) Deploy a decoy charged with 10% of your current shields that forces missiles to target it instead of the intended target. Costs 1 missile per use, 10 sec cd. Bomber (Shields, armor, missile payload). Slow and durable, this tree will make you effective at striking facilities or PVP objectives and able to take the most punishment. Example Talents: Reinforced Bulkhead (2 points, passive): Adds reinforced armor to your ship at the cost of thrust. Increases armor by 5/10% reduces speed by 5/10%. Shield Cycler: Uses kinetic energy from missile launches to regenerate shields. Regen 1/10% of your total shields when you fire a standard missile/proton torpedo. Cluster Munitions: (3 points, passive): Adds additional warheads to each missile fired. Missiles and Torpedoes deal 10/20/30% more damage to facilities We could also add Legacy abilities to ship combat. Smuggler: Jettison the cargo hold. Dump 50% of your missile payload to increase your speed by 10% for the match. Jedi Knight: Use the Force. Who needs targeting computers? Attacks that would disable targeting do not effect you. Imp. Agent: Tech Shroud. Cannot be targeted for 10 seconds, 90 second cd. We'd have to be restricted to a single legacy ability available per match. and possibly 4 active abilities total. I think this would add a bit of customization for any ship to ship pvp, giving different characters different specializations to assist the team. One downside I see right off the bat is the inability to tell what ship is designed for what actions, other than observing relative speeds. We could receive points to spend in the trees via fleet comms (awarded for flight missions and ship to ship pvp), say 100 per point, max of 40, with 5 awarded at level 10 when you receive your ship to start you off.
  13. The Dahn Legacy: Main, Therael (Hum, male, Vanguard) Grew up on Ord Mantel, enlisting in the republic service as soon as he hit 18 (9 years ago). Crawled his way up to LT in SPECFOR before being stationed as an escourt and liason for a Pub. Privateer (Kurama) based out of his home planet. During this time, worked as a guard for the Knight Dargon before he was removed from the order. Builds a relationship with Yuope, Kurama's sister. Curently traveling with those three in search of Koravel, seeking revenge. Kurama (Mirialan, male, Scoundrel) Pub. Privateer working mainly to smuggle guns and medical supplies to republic supported resistance groups based mainly out of Ord Mantel. Travels with sister Yuope on most missions. Took on Therael as a liason after nearly being shot down for pirating in the galactic core. Worked with Dargon and his (former) Padawan Koravel, before the later's betrayal and the former's banishment from the order. Recently shifted gear requisitions to a refugee on Nar Shadaa named Kython. Rumers are spreading of faulty weapons and contaminated medical supplies mixed in with those he runs. Yuope (Mirialan, fem, Commando) Sister of the privateer, and self-proclaimed "gear-head" with a large knowledge of blaster tech. Taught to use a variety of grenades and rifles by Therael during their travels. Largely responsible for most of the business deals the brother/sister team take on, as well as inspecting the gear they smuggle, she often gets taken advantage of due to a soft spot for sad cases and an inablility to read people. Near-fataly wounded during Koravel's betrayal and saved only through Dargon's intervention via the force. Demands to have the last shot on the bastard that stabbed her in the back. Dargon (Zabrak, male, Guardian) Formerly a Knight in good standing in the order, utilized K&Y's smuggling service to be moved through empirial space. Along with his Padawan, Koravel, they scroured Hutt Space for force sensitive children to recruit into the order, "saving" them from imperial agents focused on the same goal. After his Padawan's betrayal, he tried and failed to bring him back to the order, resulting in his removal from it. Having his Lightsaber destroyed by the counsel, he now uses a vibrosword exclusively. Joined the above 3 in search of his fallen pupil. Unknown to him, he is the only one seeking redemption instead of a quick death for the former Jedi. Koravel (Cyborg, male, Immortal) Former pupil of Dargon, he was subverted by Imperial Agent Kython while traveling with K&Y's smuggling troupe. Nearly killed Yuope during an escape from his master while on Nar Shaddaa. Later used a hostage gambit to escape Dargon's initial pursuit. Currently training as a Sith on Koraban. Kython (Human, male, Sniper) Tasked by Emperial Intel to subvert and sabotage repubic efforts to aquire supplies, Kython passes faulty medical supplies and weapons at cut rates through Nar Shaddaa to republic privateers. Turned Koravel against his master during one of thier meetings, he feigned serious injury during the formers escape to avoid suspicion. Currently attempting to subvert Therael in order to score a double agent in SPECFOR. Still have two slots left, and I'm thinking a Bounty Hunter hired by Koravel to track down Dargon and possibly an Inquisitor to serve as Koravel's new master and Kython's overseer.
  14. I threw my vote in for the 3D space combat, but if I had to put an order of merit list for all four, I'd go with: 1. 3D Space Combat* - I still enjoy the space mini-game we have now, and would love to see it expanded. 2. Vehicle Combat* - This would add a new metric to pvp, depending on emplimentation. Pvp based or not, it'd give the quest designers an entirely new toolkit to work with, and more variety in quests is always a good thing. 3. Pod Racing - Never been a fan of racing really, but same as #2, it would provide more tools for the devs to mix up future daily/leveling quests. 4. Capital Ship Combat - Not overly sure about this one. Guild capital ships, a new type of pvp match. Good potential, but not enough back ground on the idea. * What I'd like to see in the future is a "Pilot/ship talent tree." Another standard 3-tree interface that would allow us to specialize our ships/piloting skills. Have the trees something like: Scout (designed around speed, sheild disrupter) / Brute (laser power, balanced sheild and speed) / Bomber (Sheilds, armor, missle payload). Ditch the ship upgrades and let us build ourselves up. We could recieve pilot experience or points to spend in the trees via fleet comms (also rewarded from vehicle combat).
  15. Don't know if the numbers are accurate without dropping the points into it (I'll respec later, I've been wanting to try gut for a while now) the tool tip reads: Gut: 462 - 494 K dmg plus 576 internal over 15 seconds (478 av. K dmg (plus the unmitigated dot) / 527 dmg per ammo with the full dot) That's without the 6% bonus from FO. If the numbers change, I'll repost later.
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