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Get rid of Huttball

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

TomerRosenthal's Avatar


TomerRosenthal
04.30.2012 , 01:02 PM | #131
As per many others here, I LOVE hutball! it's the one warzone that's actually based mostly on skill and teamwork than pure brute power like the other warzones. Oh, I should mention that I'm playing a commando, so, no, it's not one of your clasees that's supposedly "made" for huttball.
It took me a while, but you've got to understand that huttball is not about spamming massive damage/heals. It's about running after the ball and doing your best (through passes and such) to get the ball to the goal line. I still see a lot of people hanging around the middle of the field killing one another - there's just no use for it.
By the way, I've also played huttball with my sniper and it was great. Again, concentrate on the ball handler, you've got enough CC's to stop him, and enough damage to drop him fast....

But that's just me

Skolops's Avatar


Skolops
04.30.2012 , 01:03 PM | #132
Quote: Originally Posted by Astarica View Post
Just ignore the Op. If your teams are remotely equal their ball carrier should never get anywhere near to throw the ball. If the teams are so lopsided they can pull this off, you've already lost.

Operative healer is very strong though, and they're pretty good at intercepting enemy runners on the catwalk since the opposition usually won't be expecting it nor will they put up a fight (because they're trying to get open) which means you don't have to worry about getting kited/killed.
So what you're saying is that a good team should NEVER have an opposing ball carrier get past the acid pit? This is clearly absurd.

ekaikaforge's Avatar


ekaikaforge
04.30.2012 , 01:04 PM | #133
Sniper isn't 'ideal' I suppose, but I have a lot of fun playing mine.. /shrug

FF mid targets, control mid targets after a score or pick up the ball if alone and rush to the pit. Move up offense/defense ramps unnoticed to AOE chokepoints and burn healers/carrier. Occasionally (very rarely ) find myself moving into the defense endzone in cover (can't be jumped to) to try to burn up the ballcarrier in a last ditch effort , or into the offensive endzone outside the zerg to facilitate a pass.

Certainly a support class, but if played right, can be tons of fun. MVP medals mean people notice the little things!

Astarica's Avatar


Astarica
04.30.2012 , 01:10 PM | #134
Quote: Originally Posted by Skolops View Post
So what you're saying is that a good team should NEVER have an opposing ball carrier get past the acid pit? This is clearly absurd.
That's exactly what happens because once you get past the acid pit, you're about 5 seconds away from scoring if the ball is carried by 4 out of 8 classes (PT, Jugg, Mara, Assassin) if the enemy doesn't have a grapple, and if the enemy has a grapple they shouldn't be worried about stealth tactics because they can just pull the receiver as soon as he comes out of stealth.

dcgregorya's Avatar


dcgregorya
04.30.2012 , 01:11 PM | #135
When you join Huttball you should get a debuff that prevents pulls, leaps and force speed. Then, if they want you to have those things, they should get added as general skills that everyone can use.

How you can have a game where I play on my vanguard, score 4 times and win the game then play on my slinger, kill 50 people and still lose the match to a team of 5 sorcs is beyond me.

Sorcball, Assassinball, Pyrotech ball - whatever you want to call it is a composition match not a PVP match.

Xinika's Avatar


Xinika
04.30.2012 , 01:14 PM | #136
Quote: Originally Posted by dcgregorya View Post
When you join Huttball you should get a debuff that prevents pulls, leaps and force speed. Then, if they want you to have those things, they should get added as general skills that everyone can use.
.
This is not a bad idea.
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StarfyreAngel's Avatar


StarfyreAngel
04.30.2012 , 01:19 PM | #137
Quote: Originally Posted by Wispsy View Post
if you cannot achieve even a single medal in a whole huttball then you really should not be pvping anyway, it is not the right kind of game for you and you will not enjoy it :P soaking up a free defender medal in voidstar and therefore getting xp doesnt mean that void star is instantly the better wz....
That's really not being constructive or helpful. So.. thanks for nothing.

Skolops's Avatar


Skolops
04.30.2012 , 01:20 PM | #138
Quote: Originally Posted by dcgregorya View Post
When you join Huttball you should get a debuff that prevents pulls, leaps and force speed. Then, if they want you to have those things, they should get added as general skills that everyone can use.

How you can have a game where I play on my vanguard, score 4 times and win the game then play on my slinger, kill 50 people and still lose the match to a team of 5 sorcs is beyond me.

Sorcball, Assassinball, Pyrotech ball - whatever you want to call it is a composition match not a PVP match.
I actually used to believe this, but I now couldn't disagree more.

These things encourage strategy, tactics, sound decision making, and selfless play. They encourage awareness and punish carelessness. Oh, there is a Knight with the ball down below the goalline? I SHOULDN'T STAND AT THE EDGE UP TOP. Ahh, a Sorceror is force speeding away from the pack towards the goal? I should peel off the ball carrier and chase knock him back down below the scaffolding so he cannot use his pull to get a score.

I honestly think the folks that want rules like this just want a brainless, zerg warzone. I would never have said it before, but the more I play the more I come to this conclusion. That, or they simply haven't taken the thought to understand the game. It's - quite as it should be, given the design! - far, far more like an athletic sport like football or hockey than any of the other warzones, and just like in these sports, positioning is everything.

Skolops's Avatar


Skolops
04.30.2012 , 01:23 PM | #139
Quote: Originally Posted by Astarica View Post
That's exactly what happens because once you get past the acid pit, you're about 5 seconds away from scoring if the ball is carried by 4 out of 8 classes (PT, Jugg, Mara, Assassin) if the enemy doesn't have a grapple, and if the enemy has a grapple they shouldn't be worried about stealth tactics because they can just pull the receiver as soon as he comes out of stealth.
Absolutely not. You should never be able to score within 5 seconds from the acid as long as the other players use their CCs and damage correctly. Once the player is past the acid, the defenders need to position properly to cut off passing and force pull/leap potential, use stuns judiciously (taking into account the resolve of the opponent so as to gain benefit without giving him immunity), keep a movement slowdown on the ballcarrier (and everyone else if possible), execute proper burst, use the fire to their advantage, and use knockbacks at the correct time.

Khoraji's Avatar


Khoraji
04.30.2012 , 01:28 PM | #140
I love huttball. And I am a merc healer.

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