Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Hutball is broken.

STAR WARS: The Old Republic > English > PvP
Hutball is broken.

karnyboy's Avatar


karnyboy
01.10.2012 , 04:12 PM | #51
You should be covering your lines to prevent passing.


The only complaint I have is the 2 man cap team. One is a tank guarding a healer who uses a knock back to send everyone off the ledge into the pit and you can't charge back up to them because they go LOS.

Genixx's Avatar


Genixx
01.10.2012 , 04:13 PM | #52
i thought name weapons, name calling and cheating was encouraged in Huttball? doesnt all this qualify?

Fonitrus's Avatar


Fonitrus
01.10.2012 , 04:35 PM | #53
Hutball rocks. I think all this crying comes from PUG vs Premade whining. 4 organised people with 4 other puggers to help out will stomp 8 disorganised people anyway of the week because the organised one will work together to pass the ball open themselves aup or down obstacles while the puggers will simply deathmatch each other in some insignificant corner of the map and then come on the forums crying "we got rolled 10:0 by a premade. nerf premades...QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ QQQQQQQQ"

In the future I would like Hutball to be more like WoW Arenas but maybe add a wager option. so people that WANT to play competitively can put in an amount they ofer for a win and anyone willing to challenge them needs to put in the same amount to match. kinda like pub pool

maybe even have special season gear for playing in the competition

then when the season finishes all Season winners per server can play round robin with all other servers winers and have a Grand champion team that gets super cool gear
Let each man be repaid in full

~~~ Facilitating communication, resulting in the termination of hostilities ~~~

DF-Syn's Avatar


DF-Syn
01.10.2012 , 04:46 PM | #54
this warzone is so broken it's not even funny. It requires 0 dps, 2-4 healers and 2-4 tanks who can (i apologize for WoW terminology) death grip your players completely away from the in-zone and life grip themselves to a team member(s) in your own in-zone and or ANY CHOKE POINT!! Being as a person who ALWAYS has a premade w/ me (most of us were seasoned glads in WoW so we're not incompetent) we still lose! It's not due to lack of skill but it's because we dont have the correct group composition. Hutball is all about group composition and nothing else. We shouldn't lose the game because our composition isn't catered to this specific warzone. but hey, you win some, you lose some.

Typheran's Avatar


Typheran
01.10.2012 , 07:27 PM | #55
Quote: Originally Posted by karnyboy View Post
You should be covering your lines to prevent passing.


The only complaint I have is the 2 man cap team. One is a tank guarding a healer who uses a knock back to send everyone off the ledge into the pit and you can't charge back up to them because they go LOS.
Covering your lines is useless vs shielded +force running sorcs... or leaping jedi/war

Astarica's Avatar


Astarica
01.10.2012 , 07:31 PM | #56
An effective defense when the enemy has ball past even one fire trap is very hard, which is why the most effective defense in Huttball is kill the enemy carrier at mid field. Here DPS classes are quite useful.

A lot of people make the mistake of attacking the ball carrier first if he's a tank. You're not going to take down a tank (who might even be guarded by another tank) with a healer behind him by focusing on him. You got to at least remove the healer first to have a shot at stopping him unless your team greatly outclasses the enemy.

Drahh's Avatar


Drahh
01.10.2012 , 07:35 PM | #57
Quote: Originally Posted by BoDiE View Post
Huttball sucks. Queue selection ftw.
I agree man. . .I think it sucks so bad. I find myself skipping out when as soon as the load screen finishes. So painfull to even win at lol

Senul's Avatar


Senul
01.10.2012 , 07:38 PM | #58
Quote: Originally Posted by Typheran View Post
Covering your lines is useless vs shielded +force running sorcs... or leaping jedi/war
Those Force running jedi can still be stunned in fire, also, the stun lasts the duration of the speed boost.

Those leaping Jedi, yea those guys can be pulled back down to the pit.

Those shielded jedi those guys can be knocked back.'

Senul's Avatar


Senul
01.10.2012 , 07:41 PM | #59
Quote: Originally Posted by DF-Syn View Post
this warzone is so broken it's not even funny. It requires 0 dps, 2-4 healers and 2-4 tanks who can (i apologize for WoW terminology) death grip your players completely away from the in-zone and life grip themselves to a team member(s) in your own in-zone and or ANY CHOKE POINT!! Being as a person who ALWAYS has a premade w/ me (most of us were seasoned glads in WoW so we're not incompetent) we still lose! It's not due to lack of skill but it's because we dont have the correct group composition. Hutball is all about group composition and nothing else. We shouldn't lose the game because our composition isn't catered to this specific warzone. but hey, you win some, you lose some.
If you're getting beat as a premade, the problems between the chair and the keyboard, no matter the comp if you have any brains at all you'll beat an unorganized pug.

Gumbicus's Avatar


Gumbicus
01.10.2012 , 08:03 PM | #60
Quote: Originally Posted by Typheran View Post
As is stands now abilities that allow the ball carrier to bypass choke points and blatantly broken.

While the imbalance leans heavily to force users other classes are left to wonder why.

A force user can jump across fire with the ball or out of the pit.

A force user can force run across fire or away from people they are in combat with while holding the ball.

A sorc can pull a ball carrier across fire or up a cliff.

A sorc shield protects you from knock back, making a force running shielded sorc equal a free cap.

Mean while Agents and BH have to wait for the hazards.

so.... what is the point of agents and BH to play huttball?

Mark my words.. when you can que for individual pvp zones huttball will only be force users.

They really need to make using using these broken abilities force you to drop the ball.
Roll a different class.
On my server for the last 2 weeks we've been doing that to republic.
Last night republic FINALLY figured it out and their combos started doing it to us.

Also the people who do this well tend to be in premades, last night we won a match in 3 and a half minutes, things like that are going to have to wait for the patch that splits us 50's from the lower levels.

Also, theres this nifty thing called Resolve. I'm a tank and if one of my healer buddies i like to roll with is near ill just train the ball through, you guys stun me 4 times quickly and then you cant stun me for 10seconds. Everyone has it, matter is whether you live long enough for it to happen.