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Significant power shift @ the Harbinger

STAR WARS: The Old Republic > English > PvP
Significant power shift @ the Harbinger

The_Anghell's Avatar


The_Anghell
06.01.2015 , 08:52 PM | #121
I actually really love arena.. when it comes down to straight team play strats bursting the other team to pieces. And it's even better when you find a good team to play that isn't that easy to kill. But I do agree that it would be more fun for everyone if there was more choice as to which type of warzone they q for. The unfortunate thing is.. we don't have a solid enough pvp community to support additional q's like that. People would just complain about the longer q times.. as they have in the past.

alexsamma's Avatar


alexsamma
06.01.2015 , 09:00 PM | #122
Quote: Originally Posted by The_Anghell View Post
Incorrect. Because if everyone was pulling 3k+ dps (which btw is only above average).. you'd be at the same crossroads you are now. A bunch of players damaging each other and accomplishing nothing. lol.
Can you please post screenies, I find that very few people are capable of breaking 3k, even on dot specs.

CaptRogue's Avatar


CaptRogue
06.01.2015 , 09:10 PM | #123
Quote: Originally Posted by Icykill_ View Post
Wait... How is kick ball ranked now?... Are you saying you ran premades in Hutt ball... LoL... How is that ranked when it's regs...
Probably THIS is what he is referring to. A strange idea IMO.
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The_Anghell's Avatar


The_Anghell
06.01.2015 , 09:14 PM | #124
That would both eliminate the fun of being pseudo-anonymous to those who don't normally play with me.. while simultaneously implying I actually DO want to impress you. Naaaaaaaaaaaaaaaah.

Icykill_'s Avatar


Icykill_
06.01.2015 , 09:21 PM | #125
Quote: Originally Posted by CaptRogue View Post
Probably THIS is what he is referring to. A strange idea IMO.
Yeah, he explained it already in his reply to me

Back to Hutt Ball
Still, we need a Hutt Ball league.... I love Hutt Ball when played right (like a sport)... Its so different to the other forms of the game... Any class can contribute as well
Imagine having teams with names, not just guilds... You could recruit players outside your guild... You would have reserve players on the official team roster as substitutes when people can't play... Or you need to run a different configuration against certain teams
It would develop as an eSport, tactics and plays would develop... Certain players might be sort after by other teams, so you could induce them to trade or change teams at the end of a season... You would have a rule maybe that only 2-4 change swaps between teams of sort after players
You could have recruit draw at the beginning of the season to induce new players into the team
Lastly... A spectator option would be awesome, but unlikely... Except imagine people streaming it with live commentators... How awesome would that be
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LtBombshell's Avatar


LtBombshell
06.01.2015 , 10:58 PM | #126
Fairly certain it depends entirely on when you queue.
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zZeroAgent's Avatar


zZeroAgent
06.01.2015 , 11:15 PM | #127
Quote: Originally Posted by Icykill_ View Post
Yeah, he explained it already in his reply to me

Back to Hutt Ball
Still, we need a Hutt Ball league.... I love Hutt Ball when played right (like a sport)... Its so different to the other forms of the game... Any class can contribute as well
Imagine having teams with names, not just guilds... You could recruit players outside your guild... You would have reserve players on the official team roster as substitutes when people can't play... Or you need to run a different configuration against certain teams
It would develop as an eSport, tactics and plays would develop... Certain players might be sort after by other teams, so you could induce them to trade or change teams at the end of a season... You would have a rule maybe that only 2-4 change swaps between teams of sort after players
You could have recruit draw at the beginning of the season to induce new players into the team
Lastly... A spectator option would be awesome, but unlikely... Except imagine people streaming it with live commentators... How awesome would that be
the game is not really balanced around huttball. it'd just be a bunch of tank PTs and heal Sorcs and whoever gets the ball first automatically scores

Grue_Hunter's Avatar


Grue_Hunter
06.02.2015 , 12:09 AM | #128
Quote: Originally Posted by Jake_Chambers View Post
I have found that pub players are worse at objectives, so at the beginning of the match make it clear what needs to be done. No matter what, they simply refuse to ignore orbs in Hypergate, leaving like 2v7 while they run orbs that are meaningless, or in Novaare a tank wants to guard, in Civil War like half the team goes to our own node. Sounds like either you just need to lvl out of it or take control, be a leader or form a premade
This begs a few comments in reply...

Believe it or not, there's about 4-5 successful strategies that work in Hypergate. And yes, one involves ignoring the orbs and hitting the pylons hard (i.e. treating them like a MacGuffin -- I call it the Cutthroat Strategy because it is literally an all-or-nothing type approach to the warzone). The problem comes in when different players have different strategies in Hypergate or the gearing is just not suited for the strategy chosen. For example, to say nothing of the gear situation, if you have 3 players who are doing something orb-based, another 3 players are trying to do the Cutthroat (maybe because they saw it done successfully before), and the remaining 2 are either guarding the node or confused, then of course your team will take a shellacking. All I can suggest is that if you are going solo queued into a Hypergate, then try to get a quick read of what the team is going to do then play along.

Also, re your tank comment, I should point out that a Sin/Shadow tank makes an pretty good guard (especially if geared properly and he knows how to delay a ninja until help comes).

As for your comments relating to Civil War, again it depends on what the other team has elected to do (The start really is a biased version of the Three Prisoner Dilemma - especially since the side speeders were removed, which made things more predictable and. to be honest, somewhat more boring.) In the post-sidespeeder version of the game, I've seen a situation where half the team to the middle node while 1 grabs the "home node" (say snow for Impside) and the remainder heads to grass for a quick ambush actually work. So, saying half the team went to a node in Civil War doesn't necessarily mean doom - but it does hinge on an outguessing of the other side.

Grue_Hunter's Avatar


Grue_Hunter
06.02.2015 , 12:18 AM | #129
Quote: Originally Posted by Icykill_ View Post
As for spawn camping... All I can say is if people are stupid enough to be Lemmings or Sheep and keep jumping into the meat grinder, they deserve it...
I mean, how hard is it to go out the other respawn point?
Obviously, you haven't pugged where the opposing team was farming kills at both exit points in Novarre.

Grue_Hunter's Avatar


Grue_Hunter
06.02.2015 , 12:23 AM | #130
Quote: Originally Posted by KingKalbo View Post
Does anyone think this wasn't going on on Harby for years by one guild or another? It's nothing new just that it's now Imp side with an overwhelming advantage with the influx of the transfer. I'd say group up and fight back PUBS.
I have noticed that there are a lot more of the "me too, I wanna be on the winning side" players on Harbinger, lately -- and it has led to some really jerky switches between which side had more wins (where in the past, it was smoother). I have a feeling that it will balance out with either the next batch of pvp gear or the end of 12xXP - whichever comes first. Hopefully.