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Get rid of Huttball

STAR WARS: The Old Republic > English > PvP
Get rid of Huttball

Tomb-Stone's Avatar


Tomb-Stone
04.30.2012 , 12:34 AM | #61
Quote: Originally Posted by Wesgile View Post
funny how anytime people said hutball is about "tactics", most of the time it involves force users, and never about operatives/scoundrels,
when the op clearly said its class-biased.
A cloaked operative or scoundrel waiting on the enemy goal line to pop out out of cloak and catch a ball thrown up from the pit is indeed very tactical.
Tomb-Stone
Common Sense Is Like Deodorant. The People Who Need It The Most Never Use It...

Wesgile's Avatar


Wesgile
04.30.2012 , 12:38 AM | #62
Quote: Originally Posted by Skolops View Post
Scoundrels and Operatives have the tools to be amazing in Hutball. I'm sorry you feel this way, but I must say that I think it's a matter of simply not understanding how perfect these classes are for Huttball.

To start, Sawbones scoundrels (and whatever the operative healing spec) are INCREDIBLE in Huttball. Their mobile style of healing is an absolute game changer if you have one. Whereas other healers need to be stationary, a scoundrel can follow the ball carrier and keep him alive at times almost indefinitely.

Scoundrels and ops also have a huge plethora of stuns and CCs, which are absolutely king in Huttball. a good scoundrel can separate his ball carrier from an entire team of opponents. Flash grenade this group, dirty kick that guy, Tendon blast another... amazing utility.
you don't need to heal when the other team doesn't even need to kill anyone when they have the ball. and a single push down the pit would have the scoundrel nullified from healing, or doing any other thing for that matter. and between knockbacks, leaps, guardian leaps, rescue, force speed, etc. any cc a scoundrel does is minimal at best against a properly played team of force users.

for the record, i didn't say scoundrels are just useless on hutball. they have their uses, and i've played using/with/against them and they did have several utilities to the advancement of the team. but on a perfect play/coordinated matches, other classes would be more advantageous to have compared to them.
大丈夫だ、問題ない。

Mawduce's Avatar


Mawduce
04.30.2012 , 12:46 AM | #63
of course the pubs hate huttball, you never get it enough to learn it well. on our server, well into the 50's, we always laugh at the pubs as they run through fire, run through the acid, never pass the ball (even with a pass chain setup) pass to smugglers when they do pass, troopers not pulling ppl into fire, sorcs not pulling allies up or around levels, tanks not jumping, placing ones self on a ledge near the goal, grabbing the ball at low health, and lastly out running their support so they get owned when a firewall goes up.

its most likely the most balanced Warzone in the game. field awareness and communication is all ones needs to get through it.
I was made to fly, and you were made to die...

Pathlight-'s Avatar


Pathlight-
04.30.2012 , 12:52 AM | #64
Quote: Originally Posted by Mawduce View Post
of course the pubs hate huttball, you never get it enough to learn it well. on our server, well into the 50's, we always laugh at the pubs as they run through fire, run through the acid, never pass the ball (even with a pass chain setup) pass to smugglers when they do pass, troopers not pulling ppl into fire, sorcs not pulling allies up or around levels, tanks not jumping, placing ones self on a ledge near the goal, grabbing the ball at low health, and lastly out running their support so they get owned when a firewall goes up.

its most likely the most balanced Warzone in the game. field awareness and communication is all ones needs to get through it.
Funny, on Fatman we roll the imps all day long at HB. It's my favorite wz as a sent.

Skolops's Avatar


Skolops
04.30.2012 , 12:53 AM | #65
On Veela the Republic is starting to understand Huttball. The other interesting thing is that I see Republic versus Republic warzones far more than I ever saw Imperial versus Imperial. It absolutely seems like its the Empire holding up the que a lot of the time.

_DaGreat's Avatar


_DaGreat
04.30.2012 , 12:54 AM | #66
NO! As a merc pyro I love huttball because there are so many kiting options unlike other WZs where things will often not end well with when a melee class gets on you.

The problem I had with huttball per 1.2 was being forced to play it some often.

Escarrabutxaques's Avatar


Escarrabutxaques
04.30.2012 , 12:59 AM | #67
Quote: Originally Posted by Tomb-Stone View Post
A cloaked operative or scoundrel waiting on the enemy goal line to pop out out of cloak and catch a ball thrown up from the pit is indeed very tactical.
Thats the only useful thing that operatives can do there. And assassins can do the same thing and even better than operatives (they get there a lot faster thanks to force speed), plus they can do a lot of other things, not only act as a stealthed beacon for juggernaut/guardian or await the pass on the goal line. So basicly putting an operative in your team is just making your team weaker.

I totally agree with the OP, huttball shouldnt be in ranked warzones. Hell, if when the ranked warzones system is released, huttball mechanics or utility/tools balance of the classes will remain unchanged, I probably will be done with this game.

MelodicSixNine's Avatar


MelodicSixNine
04.30.2012 , 01:10 AM | #68
Huttbal stays. I'm a pyro merc and I absolutely love this match up.
btw OP is a Rep. Reps have hard time in huttball against Imps who perfected the matchup for several months. People even in pugs know what to do.
Rated warzones will have custom teams for hutball? So what? You can always complete the team too. In team sports that's how it works. Everyone has a role to play.

I've seen proposal to lock special quick travel abilities for ball carriers... that's just stupid. Huttball will get boring and best ball carriers will be only jugs/guardians.

cashogy's Avatar


cashogy
04.30.2012 , 01:15 AM | #69
huttball would be fine if bioware implemented this change:

carrying the huttball now applies a debuff preventing all speed, physics, and leap/pull abilities from working on the carrier.

that one simple change turns huttball from "who has the most force users" to "who has the best passing game and best positioning and the best ball movement". one simple change and it puts the emphasis back on player skill rather than group class composition
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Skolops's Avatar


Skolops
04.30.2012 , 01:15 AM | #70
Quote: Originally Posted by MelodicSixNine View Post
Huttbal stays. I'm a pyro merc and I absolutely love this match up.
btw OP is a Rep. Reps have hard time in huttball against Imps who perfected the matchup for several months. People even in pugs know what to do.
Rated warzones will have custom teams for hutball? So what? You can always complete the team too. In team sports that's how it works. Everyone has a role to play.

I've seen proposal to lock special quick travel abilities for ball carriers... that's just stupid. Huttball will get boring and best ball carriers will be only jugs/guardians.
I used to hate pulls and jumps in Huttball and think they were too strong, but since then I've figured out how to play properly. Force pull, force leap, etc... these things are all counterable by playing correctly and if anything they add strategy to the game and make it better.