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MadJackJack

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  1. Jedi Knight - Mirialan Female - Guardian: Mostly a paragon of Jedi virtue, except that she cannot resist a good wisecrack (Kira's influence no doubt). Dedicated to stopping the Sith and freeing the people of the Empire from them. Jedi Consular - Twi'lek Male - Shadow: Tries to be a paragon of virtue, but is all too willing to kill an enemy if they pose a future threat. Is worried that he might be enjoying it a little too much, as he is becoming increasingly militant in the face of the Empire's renewed aggression. Trooper - Cyborg Male - Commando: Dedicated to the people of the Republic, if not it's leaders, with a distaste for politics. Will always choose to protect the innocent and take on the hard jobs themselves regardless of consequences. However, generally doesn't leave survivors amongst imperial forces and criminal gangs unless their intelligence value outweighs their crimes. Smuggler - Human Male - Gunslinger: An irreverent wisecracker who can't resist a beautiful woman, he still tries to do the right thing where possible and believes that while the Republic is far from perfect, it's a lot better then the Empire and the Hutts. Sith Warrior - Human Male - Marauder: Seeks challenging combat above all else. Doesn't believe in killing the weak and defenceless, as it diminishes his reputation as a warrior. Tries to stay out of politics, and is getting frustrated that he cannot escape it's reach. Sith Inquisitor - Sith Female - Sorcerer: If throwing lightning at a problem isn't working, use more lightning. Will happily murder her way to a solution even if it hurts the Empire. Or if she is disrespected. Or just plain doesn't like the person. As long as she achieves UNLIMITED POWER, the rest of the galaxy can burn for all she cares. Works with Marr for the sole reason that a Republic victory would hinder her goals. Bounty Hunter - Cyborg Male - Powertech: Tries to remain professional, but lets his emotions get the better of him too often. Dislikes cruelty, and would rather let a mark go if it means he can still look himself in the mirror. Finds the Mandolorian's talk of honour an excuse for their own atrocities, and seeks to distance himself from them. Is starting to regret making lifelong enemies of the Republic and Hutts, as it means he belongs to the Empire now. Imperial Agent - Human Female - Operative: Professional and polite as herself, brash and arrogant when in character. Fully believes in the ideals of the Empire bringing order to the galaxy, but becomes disillusioned at the rampant cruelty within it's ranks. Loathes the Sith, and believes that the Empire needs to split from them to survive.
  2. That's my feeling as well. Yes, I could make ridiculous amounts of money playing the market, but I'd rather spend much less time to make slightly ridiculous amounts and use the rest of the time to shoot dudes in the face.
  3. Sabotage Probe isn't a great weapon out of the box but once you put a few upgrades into it it becomes a lot better, especially once you get the upgrade that locks out the engine ability. My current upgrade plan for my Blackbolt is to upgrade Sabotage Probe to that level, get EMP to the level where it locks out the engine ability as well, and basically screw with gunships by EMPing and then Sabotaging before killing them (yes, cluster & bursts on a Flashfire/Sting are more efficient, but messing with a gunship pilot puts him off his game once he respawns). And of course, nothing beats watching someone boost away only to realise too late that they can't turn any more and oh hey there's a big rock in front of them
  4. The only time I ever had much success with Rapid Fire Lasers is using it alongside Sabotage Probe, since it makes the target much easier to hit. Otherwise, a target that is jinking all over the place is usually too difficult to hit repeatedly, which is what you need to do to inflict any significant damage with RFLs. Bombers are much easier to hit, since they are a nice, fat slow target, but it takes bloody ages to kill them with RLFs, during which time you are a nice fat slow target yourself. Of course, when I switched to Light Lasers, I could inflict much more damage on anyone I hit with Sabotage Probe
  5. As others have said, I like, maybe even love, deathmatch when it's scout & fighter-heavy. Best match I played was when, except for me and another guy on the imp team, everyone only had the starting ships. Lots of zooming around, blasting away, getting missile locks, panicking and barrel rolling into rocks when someone locks onto me, good times. And all that dogfighting ups your game, makes you a better player (I've found I'm a much more deadly bomber pilot when my mines are backed up by me pew pewing away at people rather then dropping mines and hiding under a satellite). When it's gunship-heavy, things just grind to a halt as the middle ground becomes a no-fly zone, and that's when you start seeing the dreaded cap ship camp, as one side invariably loses the sniper duel and is forced back. Or worse still, bombers lay a minefield around the gunships and any poor bugger who gets through no mans land is blown up by mines and drones. I dunno, maybe have a Dogfight gametype, where players are restricted to scouts and fighters? I like flying gunships and bombers, and they have a real role to play in Objective mode, either helping to clear out a node or keeping it. But I do feel they take the fun out of deathmatch.
  6. It's the same for my GS. My usual tactic is to wait until the knights go leaping in and then find a nice corner and open up (usually any healers first). So long as people ignore me and concentrate to whoever's in their face, I'll rip through people with little effort, and it's often helped by the assumption that gunslingers are rubbish, so people ignore me until it's too late. Smarter players who know better tend to mess me up badly though
  7. I don't use it in turret mode since I want to burn down my target with my big hitters asap and I find it doesn't add that much to them, but if I'm fighting on the move (like chasing a ball carrier or after a door goes down in Voidstar) then I use it since it'll give my weaker non-cover attacks a boost they sorely need.
  8. Frankly, this is unacceptable, and I think you should unsubcribe in prot.....oh
  9. Same here. Feels good to actually have proper close games rather then having a murdertrain run over you.
  10. Havoc Squad! (WARNING: Contains very mild spoilers) http://i.imgur.com/xg22g.jpg
  11. I've found commandos are a very bad 1v1 class, but with some backup (read: distractions) allowing you to really unload with impunity, you can melt faces before anyone realises what's happening. It's when the other team makes you a priority target that things fall apart.
  12. No real difference tbh. Your main attacks are charged burst and high impact bolt, so you want to stack crit so they hit like a truck. Anything else is gravy. Plus as always, critting on a mortar volley is a thing of beauty.
  13. My biggest annoyance with this is that at the end of Act 3 Missed opportunity there
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