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Kaisies

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  1. large coordination? hardly. Easy coordination. Try to find someone stealthed? have you every REALLY tried to do that? Depending on your class, your chances go from slim to non-existant.
  2. Lets say 3 players come at a node at the same time, with 2 shadows there that can coordinate (voice chat) 3 Enemies coming at node vs 2 Shadows Let us ASSUME for THIS ARGUMENT and SIMPLICITIES SAKE 3 enemies (1, 2, 3) have no CC breaker currently. 0 Seconds - 1 and 2 are mezzed 2 seconds - 3 has reached node and begins capping 8 seconds - 1 and 2 come out of mez. 9 seconds - 3 is 7.0 / 8.0 seconds capping point. 3 Is Mezzed. 10 seconds - 1 and 2 reach node. 1 Is mezzed. 2 Begins cast on node. 17 seconds - 2 is 7.0 / 8.0 seconds capping point. 2 is Mezzed. 3 Comes out of Mez, begins capping point again. 3 Is CC Immune. 18 Seconds - 1 comes out of mez. 1 is CC Immune. 1 Begins capping point. 24 Seconds - 3 is 7.0 / 8.0 seconds, 1 is 6.0 / 8.0 seconds. Shadow 1 Casts deathfield, interrupting both players. 25 seconds - 2 Comes out of mez. 2 is CC Immune. I dont think it was his intention to mean they were CC'd for that amount of time, just simply stating that 2 shadows vs 3 players on a node is imbalanced and needs to be adressed. Take this even further- 24 seconds - 1 and 3 both start channeling node again. Shadow 1 insta stealths. 25 seconds - 2 begins channeling node. 31 seconds - 1 and 3 are 7.0 / 8.0 seconds. 2 is 6.0 / 8.0 seconds. Shadow 2 casts deathfield. Interrupting all three players. All 3 players begin recasting channel. Shadow 2 restealths. 37 seconds - 1, 2, 3 are 6.0 / 8.0 seconds. It has been 20 seconds since 3 was CC Immune. 3 Is Mez'd. 38 seconds - 1 is 7.0 / 8.0 seconds. It has been 20 seconds since 1 was CC Immune. 1 Is Mez'd. 38 seconds - 2 is 7.0 / 8.0 seconds. It has been 13 seconds since 2 was CC Immune. 2 must be engaged. Shadow 1 casts force cloak and is CC Immune for 3 seconds. 40 seconds - It has been 15 seconds since 2 was cc immune. Shadow 1 throws a grenade, stunning 2 for 4 seconds. 41 seconds - Shadow 1 begins casting whirlwind on 2. 43 seconds - 2 Is whirlwinded, shadow 1 runs away. 45 seconds - 3 Comes out of Mez. Shadow 2 Mez's 3. 1 Comes out of Mez because of this, and begins channeling. 51 seconds - 2 comes out of Whirlwind. 2 begins channeling. 2 is CC Immune. 52 seconds - 1 is 7.0 / 8.0 seconds. Shadow 2 Mez's 1. 53 seconds - 3 comes out of Mez, begins channeling. 3 Is CC Immune. 58 seconds - 2 is 7.0 / 8.0 seconds. Shadow 1 engages 2 again. 60 seconds - 3 is 7.0 / 8.0 seconds. Shadow 1 engages 3. 60 seconds - 1 Comes out of Mez. 1 is CC Immune you could continue speculating what happens after this, but there isn't much point in it. Regardless, something is very broken with stealth classes guarding nodes. That much can be seen. In the current state of the game, an assassin (operative) can guard a node and there is essentially no risk to him doing so. He can easily handle 1 or 2 players coming at him until help arrives, and (realistically, in an all players equal game, if 3 players come then the other engagement will end quickly) Something needs to change. There needs to be a RISK for a stealth class to guard a node where 2 players have a reasonable chance at capping that node prior to help arriving. my head hurts after typing all that.
  3. instance one: standing on the top rung of huttball, as sniper, assassin on me. activate cover pulse, ability GOES OFF. I watch the assassin fly away, then 2 seconds later hes standing next to me again. Then he knocks me back into the fire and i die. horrah. instance two: in cover, full resolve (white bar thats dwindling down) and a sentinel on me INTERRUPTS my cast of orbital. Didn't CC me (i'm immune) didn't interrupt me (im in cover) we promptly lose the point. (I was the last one alive casting it on the point, with 3 people landing) le sigh.
  4. you can talk to the other faction in /say or /yell.
  5. its a personal preferance, but i much prefer alt instead of shift 1-6 q e r z x c alt 1-6 alt q w e r z x c f1-4 for medpack, cooldowns shift s for chilling scream
  6. quite the contrary, pulling someone off the point and CC'ing them is a great way to cap a point in either voidstar or alderaan.
  7. you do realize you dont have to take off on your ship to talk to your companions.. right? :eek::eek::eek::eek::eek::eek:
  8. lagged today in a RWZ that caused us to lose. Its not fixed.
  9. 7859 hit and 896 dps http://i.imgur.com/Z58W5.jpg
  10. any marauder that isn't a carnage marauder is usually a bad marauder
  11. A rage jugg that can (sometimes, not always, just when needed) have a proper rotation where your not rage starved while guarding someone is quite a thing to have in pvp
  12. what is this i dont even. jugg tanks are (basically) fine. the damage nerf hit us a little meh. and its basically agreed upon that we have the lowest damage, however we have the best single tanking in the game really. also, we have the same HP as an assassin, pt's get a skill for +%endo, its all just how we are mod'ed
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