Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Hutt Ball Suggestion: Ball drop/reset.

STAR WARS: The Old Republic > English > PvP
Hutt Ball Suggestion: Ball drop/reset.

T-Nutz's Avatar


T-Nutz
03.10.2012 , 01:17 PM | #51
Anyway to allow those classes without a friendly pull to use the MGG5 gun to pull their group members?

_Kayko_'s Avatar


_Kayko_
03.10.2012 , 01:32 PM | #52
I'm seriously tired of these damn whiny little "oh I suck" posts..

You want a nerf to classes in huttball, then I want any multi target abilty have no effect either on Voidstar. How about lets say no classes that have a letter of the alphabet in their name be able to control a turret in Voidstar? Or maybe you just quit the warzone when you see its Huttball and **** already.

A rescue is so EASILY countered! What do you think that Sage or Inquisitor is doing running ahead of the ball carrier? Waiting for a pass so they can get blown up in 2.5 seconds?

If ever a type of post warranted a L2PvP response, these are the likes of them.
[Jedi Covenant] ~Katsune Legacy
Kayko - 55 Kinetic Sage
Sonika - 51 Lightning Inquisitor
Kaito - 55 Balance Sage

Vitellius's Avatar


Vitellius
03.10.2012 , 01:41 PM | #53
I find hutball can be very frustrating at times. I've seen an entire team attacking the ball carrier and not being able to stop him. I've seen a team score in under 30 seconds. I've jumped out of the spawn only to be charged right from the ramp to give them a score. Really? Leaving the spawn helps the other team?

If I could make changes, I'd make these:
1. Get rid of the resolve system. We need real deminishing returns.
2. Sand bags effectively block all pushes, pulls, charges. If you are in the open, fine, but being on the ramps defending should never be looked at as a benefit to the other team. That means put some defensive positions at the goal line as well where you can't be charged.
3. No rescue for ball carrier. If you want to move the ball to another player, you throw it.
"Smoke me a kipper...i'll be back for breakfast." -Ace Rimmer

Aowar's Avatar


Aowar
03.10.2012 , 01:43 PM | #54
Quote: Originally Posted by Stanjoly View Post
So I was playing a game of Hutt Ball today. against 7 Inquisitors and 1 Bounty Hunter.

As you may imagine, it was awfully one-sided.

And then the thought struck me (as it has many times). - "Why doesn't the ball drop/reset when you charge/sprint or get pulled?"

Am I the only one that thinks this should happen?


My reasoning is basically because only 1 AC out of 8 has the ability to Pull a friendly target, and only 3 have the ability to charge to another player. and only two get a sprint.

So if you don't get any of those AC's in your "random" group, you're immediately gimped.

In my honest opinion the only way to get the ball over long distances quickly should be to use the ability given to you ("Throw the Huttball")

-Thank you for reading.
/discuss.



Make sure to add leap too otherwise no.

Nhaok's Avatar


Nhaok
03.10.2012 , 01:47 PM | #55
Does this also mean that if you "pull" an enemy player then the ball drops or if you jump to/charge an enemy player with the ball the ball drops.


If so then yes. If not then no. Does this post many any sense, potato.
Evil will always triumph because good is dumb.
-Dark Helmet

Englisheart's Avatar


Englisheart
03.10.2012 , 01:49 PM | #56
Quote: Originally Posted by _Kayko_ View Post
I'm seriously tired of these damn whiny little "oh I suck" posts..

You want a nerf to classes in huttball, then I want any multi target abilty have no effect either on Voidstar. How about lets say no classes that have a letter of the alphabet in their name be able to control a turret in Voidstar? Or maybe you just quit the warzone when you see its Huttball and **** already.

A rescue is so EASILY countered! What do you think that Sage or Inquisitor is doing running ahead of the ball carrier? Waiting for a pass so they can get blown up in 2.5 seconds?

If ever a type of post warranted a L2PvP response, these are the likes of them.
A well thought out response...your post has certainly lifted the standard of this debate.
Just because I dont care it dosnt mean I dont understand

_Marou_'s Avatar


_Marou_
03.10.2012 , 01:54 PM | #57
As someone who plays an operative and assassin I would totally support this change. My ability to throw a pug game or win a pre-made vs pre-made game is directly related to which class I'm on. My assassin is a king of huttball. Force Speed, Knockback, Offensive pull, stealth. My operative can kill people and...kill people.

The amount of "teamwork" and "skill" either side can display is based on their composition in huttball, far more than any other map. It's not balanced property for all classes, and nerfing/changing classes based on one WZ map is stupid. Instead the WZ map should be updated.

Putting a buff/debuff on the ball carrier making them move at a fixed speed and being immune to all controlling effects is a great balancer. Charge should make you drop the ball, just like stealth does. You should be treated as in "cover" for the purpose of pulls and knockbacks.

signahead's Avatar


signahead
03.10.2012 , 01:56 PM | #58
Quote: Originally Posted by _Kayko_ View Post
I'm seriously tired of these damn whiny little "oh I suck" posts..

You want a nerf to classes in huttball, then I want any multi target abilty have no effect either on Voidstar. How about lets say no classes that have a letter of the alphabet in their name be able to control a turret in Voidstar? Or maybe you just quit the warzone when you see its Huttball and **** already.

A rescue is so EASILY countered! What do you think that Sage or Inquisitor is doing running ahead of the ball carrier? Waiting for a pass so they can get blown up in 2.5 seconds?

If ever a type of post warranted a L2PvP response, these are the likes of them.
Even though I don't agree with original poster's suggestion, there has been some excellent well-presented discussion on this thread. It feels like the beginnings of a real PvP community for SWTOR.

Although it may look like we agree on this issue, I'm not impressed with the way that you treat other posters. It makes it difficult to take your posts, or you as a poster, seriously.
This is my first visit to the Galaxy of Terror, and I'd like it to be a pleasant one.

_Kayko_'s Avatar


_Kayko_
03.10.2012 , 02:16 PM | #59
Quote: Originally Posted by Englisheart View Post
A well thought out response...your post has certainly lifted the standard of this debate.
It is not a debate, it is simply -X class is better then me in this particular zone so nerf em- post.

I must be on the one server in the entire game that knows how to counter a sorc/sage pull.

Take a look and read this entire post. You have people comparing Stealth to pull/leap.. come on now.. really? Ok, fine, how about you can now stealth with the ball.. and while we are at it, planting a bomb or taking a turret doesn't break stealth either. That is only fair in the minds of some.

How about this.. Beginners tip: Player wearing a dress that has a single lightsaber running ahead is going there to PULL THE BALL CARRIER! Stop them!

L2PvP. Priority target is not always the one holding the ball.


Quote: Originally Posted by signahead View Post
Even though I don't agree with original poster's suggestion, there has been some excellent well-presented discussion on this thread. It feels like the beginnings of a real PvP community for SWTOR.

Although it may look like we agree on this issue, I'm not impressed with the way that you treat other posters. It makes it difficult to take your posts, or you as a poster, seriously.
I don't care what you think of my posts or how I write them, the point is that the ability can and often is countered.
All people want to do is make the ability basically worthless in a zone. You really think that Rescue has any other use then moving the ball?
If I pull a player back towards my goal line, I just simply moved the player further away from the overall objective and can not advance to protect the ball carrier. If I pull a player that is getting attacked behind the ball carrier, guess what? I am hurting my team cause now those enemy players that were tied up in killing someone behind the carrier can now refocus and go after the carrier. So, this suggestion does nothing more then nerf the con/sorc.
[Jedi Covenant] ~Katsune Legacy
Kayko - 55 Kinetic Sage
Sonika - 51 Lightning Inquisitor
Kaito - 55 Balance Sage

ilovethepink's Avatar


ilovethepink
03.10.2012 , 02:18 PM | #60
Quote: Originally Posted by T-Nutz View Post
Anyway to allow those classes without a friendly pull to use the MGG5 gun to pull their group members?
While I like this, it would make it mandatory to have and unless they added a debuff to a for being grabbed it will just be grab-to-win
Quote: Originally Posted by Gonewild View Post
Bioware kindly restrain the crack head making these decisions, and return the monkey. The monkey's decisions were more random, but at least they weren't as bad.