Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Can Huttball finally be fixed?

STAR WARS: The Old Republic > English > PvP
Can Huttball finally be fixed?

Shlamorel's Avatar


Shlamorel
03.29.2012 , 08:58 AM | #51
Quote: Originally Posted by HellFlame View Post
O'rlly mr obvious. Let me explain you one thing: jugger goes down into pit. one sorc sprints to catwalk. what u gonna do?
  1. You gonna run after the sorc and try to knock him down. Jugger waits till you knock him down and the charges on you.
  2. You gonna wait till the jugger charges on you but till then the sorc knocks you down and the jugger charges on his teammate.
  3. You do nothing and go to center.

We are not talking about random pugs here just btw. YOU CAN NOT DEFEND...
In the example you give, it's 1 vs 2. Two people working together should be able to overcome the utility of 1 person. You say that you cannot defend against a Juggernaut's "charge" ability.

Can you describe a scenario where it's just you and a Juggernaut and you can't do anything to defend against the charge? By including a 2nd player (the Sorcerer), this argument is no longer about defending against a single class ability.

This further proves the point that Huttball is a team sport and is dominated by teamwork... that is, unless you can give a better defense of how charge is an insurmountable class ability in a team situation.
Shlamorel Sta'raeth - Jedi Seer
Dragonbrand
------------
I vow to try and respond in a constructive and positive manner

Darthshnooky's Avatar


Darthshnooky
03.29.2012 , 08:59 AM | #52
Quote: Originally Posted by HellFlame View Post
O'rlly mr obvious. Let me explain you one thing: jugger goes down into pit. one sorc sprints to catwalk. what u gonna do?
  1. You gonna run after the sorc and try to knock him down. Jugger waits till you knock him down and the charges on you.
  2. You gonna wait till the jugger charges on you but till then the sorc knocks you down and the jugger charges on his teammate.
  3. You do nothing and go to center.

We are not talking about random pugs here just btw. YOU CAN NOT DEFEND...
So... you're playing alone? There should be 7 other people there to help you in this situation. If it's just you against this Sorc and Jugg combo... you're probably outta luck. OR you can try to get to the Sorc while out of LoS on the Jugg and kill it, eliminating both problems. If you are up against a more organized team, like a premade, and you're with a random PuG of awful players where you are the only one in this situation, well you're in trouble. But that's true of any situation.

Again, Huttball is a TEAM game -- you need your team to actually win.

TUXs's Avatar


TUXs
03.29.2012 , 09:00 AM | #53
Quote: Originally Posted by Darthshnooky View Post
Huttball is a team sport much like football...
LOL! Unless you mean "football" as in soccer?! Huttball is ridiculously slanted towards certain classes and is a worthless joke of a warzone.

Huttball is the soccer of PvP. A place where pretend athletes can act like they're good.
All warfare is based on deception If his forces are united, separate them If you are far from the enemy, make him believe you are near A leader leads by example not by force
My referral code: here What you get: here (1 FREE transfer 7-day FREE sub FREE Jumpstart and Preferred Bundles)

signahead's Avatar


signahead
03.29.2012 , 09:02 AM | #54
I'm still enjoying Huttball immensely on my Commando and my Gunslinger. Neither one has a pull, a charge or a speed boost. In fact, many players consider them to be worthless in the Pit. But to me they still feel very effective.

The Commando likes to team up with a tank and a damage-dealer to form a slow-moving, ball-carrying turtle. The tank inches towards the end zone, while I run ahead, heal until he catches up and then run ahead again. The DPS stays close (usually, but not always, ahead of teh tank. That gives us passing options) and attacks anyone who gets close to the tank. It is a very effective team.

My Gunslinger likes to play the DPS role in those trios, but he also likes to hunt ball carriers, pullers and healers. Between the crowd control (especially the "lowly" Leg Shot), the DPS and the protection he gets from cover, he makes a great defensive player for my team.

Both of my characters would benefit if movement tricks were taken away from the ball carrier. But I would be very disappointed if that happens. I absolutely love the unpredictability of Huttball as it is now.
This is my first visit to the Galaxy of Terror, and I'd like it to be a pleasant one.

Niddhog's Avatar


Niddhog
03.29.2012 , 09:09 AM | #55
Quote: Originally Posted by HellFlame View Post
O'rlly mr obvious. Let me explain you one thing: jugger goes down into pit. one sorc sprints to catwalk. what u gonna do?
  1. You gonna run after the sorc and try to knock him down. Jugger waits till you knock him down and the charges on you.
  2. You gonna wait till the jugger charges on you but till then the sorc knocks you down and the jugger charges on his teammate.
  3. You do nothing and go to center.

We are not talking about random pugs here just btw. YOU CAN NOT DEFEND...
You forgot three options:

4. Go into the pit and use a grapple on the sorc/sage to safely remove them from position

5. Kill the Juggernaut (while not on the goal line/any other advantageous position for said Jugg to charge).

6. Requires coordination. Have someone stun the Jugg while another KB's the sage off the ledge. The person using the KB should then retreat/jump down so as not to be charged themselves. This also requires no CC breaker to be up on the Jugg. I concede this is by far the weakest option.


Just saying that the above tactic is by no means UNDEFENDABLE, but it is tricky to defend against. Mostly any grapplers on your team need to keep the CD up for intelligent uses (it has a 45 second CD). I almost always save it for stopping a ball carrier/score set up. At most I might pull a healer into fire to leave the BC vulnerable to our teams' dps.

ninjashadowdark's Avatar


ninjashadowdark
03.29.2012 , 09:11 AM | #56
Quote: Originally Posted by Arlanon View Post
oh my
Lions tigers and bears Oh my O_O maybe dangeerous jawas as awel :P

Orangerascal's Avatar


Orangerascal
03.29.2012 , 09:12 AM | #57
Quote: Originally Posted by signahead View Post
I'm still enjoying Huttball immensely on my Commando and my Gunslinger. Neither one has a pull, a charge or a speed boost. In fact, many players consider them to be worthless in the Pit. But to me they still feel very effective.
You're right, many bad players think commando's and gunsligers are useless when they infact provide the highest single target range dps in the game. Adding items like leaps or pulls will be the quickest way to ensure a drastic decrease in their damage.

It's the 'Everyone wants to be the striker' syndrome.
Lace - Sage / Fleet - Scoundrel / Vaine - Guardian - www.jedilace.com
<Sphinx> - Tomb of the Freedon Nadd

signahead's Avatar


signahead
03.29.2012 , 09:30 AM | #58
Quote: Originally Posted by HellFlame View Post
O'rlly mr obvious. Let me explain you one thing: jugger goes down into pit. one sorc sprints to catwalk. what u gonna do?
  1. You gonna run after the sorc and try to knock him down. Jugger waits till you knock him down and the charges on you.
  2. You gonna wait till the jugger charges on you but till then the sorc knocks you down and the jugger charges on his teammate.
  3. You do nothing and go to center.

We are not talking about random pugs here just btw. YOU CAN NOT DEFEND...
I'm not sure that the "YOU CAN NOT DEFEND" part is true, even if it is large and easy to read.

If I'm on a catwalk with a Sorcerer and there's a Juggernaut on a level below, I can usually knock the Sorcerer off the catwalk without ever putting myself in the Juggernaut's line of sight. The catwalk provides excellent cover.

This is also a situation where Gunslingers really shine, thanks to their immobilizing attacks, knockback and protection from charges. It won't work every time, but they are very capable of slowing the ball down until help arrives.
This is my first visit to the Galaxy of Terror, and I'd like it to be a pleasant one.

WBTronix's Avatar


WBTronix
03.29.2012 , 09:39 AM | #59
Quote: Originally Posted by cLicked View Post
::first off I'm not sure if this topic has been posted, I searched..couldn't find it::


I am still mostly confused as to how the 'Ball' in Huttball does not have some encumbering characteristic other than just slowing the carrier. Isn't the point of slowing the person with the ball to create a challenge for the team with the ball? If so, then please explain to me how it makes any sense at all that the ball carrier can Leap to enemy's/friendlies (who can be stealth, because that makes sense), be force pulled by friendlies or any other "teleport" mechanic. If players are matched against a force heavy team ie juggernauts/sorcerers or their counterparts, they almost have a zero percent chance of winning, especially at lvl 50 with experienced players.

The real issue:
There is no counter for the the leaping/pulling.
Solution:
"The weight of the huttball encumbers the carrier, preventing them from being pulled or leaping to any target"

may need some tweaking but seriously come on..

#Flameon
I agree that the team leaping and team pulls don't have great counters. When I first started figuring out strategies in Huttball it seemed that passing the ball was the best option.

I don't believe that's true anymore. A team can gain ground much faster by using those tools. Everytime a player is pulled or leaps it seperates the defense. Which can be said the same for passing. However the other method is faster and more efficient with the defense less likely to keep up.

VainEldritch's Avatar


VainEldritch
03.29.2012 , 09:41 AM | #60
I wasn't aware that HB needed fixing.

I confidently state that Huttball is far and away the single best PvP match I have played in fourteen years of MMORPG PvP.

Tactics will change as classes are "tweaked", but the game itself is pure win.
Vanitas vanitatum, omnia vanitas
"I didn't get where I am today by letting some snot-nosed Jedi Padawan leave my cheese out in the wind." Sith Imperial Guard Vorlok Vindictus explains why Jedi Younglings must die.
Star Wars: The Old Republic beta tester and Founder