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Allow Scoundrels/OPs to Stealth with the Huttball!

STAR WARS: The Old Republic > English > PvP
Allow Scoundrels/OPs to Stealth with the Huttball!

Dissentus's Avatar


Dissentus
03.24.2012 , 01:01 PM | #31
I had some bug where I was stealthed with the ball once, no clue how it happened, unfortunately it reset the ball when I got to their goal.
Quote: Originally Posted by battlebug View Post
can you make sword in box light sword so sword come out when opened? then if sword is back after sword, use light saber on box, and saber will be boxed after sword is out.

Battilea's Avatar


Battilea
03.24.2012 , 01:30 PM | #32
Quote: Originally Posted by xaven_ View Post
Give me your damage and your numerous stuns etc. and I grant you force run.
Deal. Though why you'd want your damage reduced to my healer op's level and only want a single melee range crappy stun, I don't know. But if you want, I'll happily trade my interrupt for yours as well.

Elmuerto's Avatar


Elmuerto
03.24.2012 , 01:37 PM | #33
Good others have picked up on the point. Force run and jump not only bypasses the Warzone hazards such as the Fires - but seems to bypass abilities such as mezzes thrown at them.

Is this by design or by mistake, when it makes quite a difference carrying the Huttball?

hulkweazel's Avatar


hulkweazel
03.24.2012 , 03:31 PM | #34
Quote: Originally Posted by elorei View Post
You think having the stealther sit at the end zone is bad why?

This is the way the team I play with dominates huttball. We don't kill the other team, unless they are the ball carrier (assuming they ever get the ball, we control mid as a priority) or they are at mid, if they run around killing people, we let them try. Killing ppl in huttball does not equal success, you should get past this deathmatch mentality.

Stealther goes to end zone. Tank gets ball, shadow guards tank, plays disruption using knockdowns and pulls and knockbacks to stifle the enemy, trying to never whitebar them. Shadow jumps down into pit, and takes the beating the tank is getting through guard, healers try to keep tank alive, tank leaps to stealther, score.

We have won 6-0 huttball before in under 3 minutes, with no one breaking 20k damage before. Glorious.

Of course, if you think all pvp should be "i smash the faces of the enemy yay!" I can see how this might not work for you. I love huttball, all of the imperial players will just chase ad chase trying to get that kill, while the ball carrier scores over and over. It's like watching the globe trotters play against the special olympics.
Yes, I know how Huttball works.

Just because you play against bads doesn't mean it's a good strategy.

elorei's Avatar


elorei
03.24.2012 , 03:47 PM | #35
Quote: Originally Posted by hulkweazel View Post
Yes, I know how Huttball works.

Just because you play against bads doesn't mean it's a good strategy.
Yeah, cause winning is not the goal, right? It must be a bad strategy because it wins all the time.

Or maybe you are saying the entire server is bad? Maybe you are the bad one, if you can't make a winning strategy, you know...win?

Scoundrels in the endzone, waiting for that interced are perfect. If the enemy sees it coming, they also have flash grenade. What exactly makes you think it is a bad strategy? Because you didn't get to break 400k damage or something?

Bullsith's Avatar


Bullsith
03.24.2012 , 04:13 PM | #36
Quote: Originally Posted by Elmuerto View Post
Amirite?

Not really, but am I crazy to think Force runs and Jumps should not be allowed when carrying the Huttball either?
Ok, force speed I agree, but force leaps, no. They require one dumb player to be standing there asking to be leaped.
Choices need to matter! If I die I need to live with it. Hardcore!

Elmuerto's Avatar


Elmuerto
03.26.2012 , 06:55 AM | #37
Ok I would do a deal and settle for Force runs on that.

me_unknown's Avatar


me_unknown
03.26.2012 , 07:02 AM | #38
Quote: Originally Posted by cycao View Post
/facepalm


Yeah while I will agree soundrels/ops are for the most part useless in huttball, this would just be to easy.
it's funny. our scoundrel in our team is one of the most important players in huttball.
well, we have alternative tactics in case he is not online but with him it is much easier to score.

need a tactics lesson?

me_unknown's Avatar


me_unknown
03.26.2012 , 07:04 AM | #39
Quote: Originally Posted by Elmuerto View Post
Ok I would do a deal and settle for Force runs on that.
why? arn't there several classes that can counter this? that's one part of a group play: have various classes to counter carious class specific abilities.