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Ne'laa's PvP guide to SW:TOR - Including Yavin Ruins!


Schoock

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Hello all,

 

After the many positive comments received in a previous thread, I've decided to publish the latest version of my PvP guide for everyone to enjoy. It is aimed at players of little to average experience playing non-ranked warzones.

 

https://swtor-tryhard.github.io/pvpguide/

 

Got any questions? Comments? Something wrong? Needs improvement? Feel free to post here or drop me a PM.

 

Enjoy,

Ne'laa

Edited by Schoock
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Another great edition :D

 

Fellow pvpers.

 

Can I suggest we direct all newbies to this guide or others who don’t understand tactics or like to call hacks when it’s a WZ mechanic ;)

 

Also, vote at the bottom of this thread to give it 5 stars. When we get enough, we can ask Eric to sticky the thread like he has done with past guides on gearing.

Edited by TrixxieTriss
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No need for a guide, What is need is someone with actual brains in the dev dept. something biowares devs complete lack to balance the ^%$^% mother $%^$^% classes! So Sick of 4 snipers, 3 mercs every %^$%^% match! IF your too inept to balance the class bioware then LIMIT THE NUMBER IN A MATCH ! It's a ^%$^% joke
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Great Stuff!

 

There used to be a "How to Become a Contender" guide back in a day, which helped me a lot to learn to swim , but this one is even better and covers so much, I can't even think how much time and effort it has taken.

 

Thank you for your work!

This guide should be a fat sticky around here.

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One thing about hypergates, pretty sure nobody gets points for people dying in the explosion or while the explosion is happening. When its over the counter continues.

 

If I am wrong about this im going to hide in a cave.

 

I'm pretty sure you're right, and if you're wrong I owe my past teams an apology. When fighting at a pylon, I never run back. I just die in the explosion to avoid mid.

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One thing about hypergates, pretty sure nobody gets points for people dying in the explosion or while the explosion is happening. When its over the counter continues.

 

If I am wrong about this im going to hide in a cave.

You are getting kill points while explosion is going, some guy did maths, cant remember who tho.

 

Back to topic, really nice and huge work was done. I will need some time to read full post, but on 1st look its really amazing stuff.

Edited by GUN_GAME
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Honestly though, the whole UI element for hypergates doesn't do the point system any justice.

It's comparably lacking to something like Novare Coast but without including the part where it displays how far the enemy team is into capping.

 

It should display points you are going to get per pylon at all times, with or without a pylon being in possession.

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One thing about hypergates, pretty sure nobody gets points for people dying in the explosion or while the explosion is happening. When its over the counter continues.

 

If I am wrong about this im going to hide in a cave.

 

I watched a few Hypergates videos and tracked the scores by hand to make sure they match when I wrote that part so I'm kinda sure it's right. If I'm wrong, could you please point me to a video that proves it wrong?

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I watched a few Hypergates videos and tracked the scores by hand to make sure they match when I wrote that part so I'm kinda sure it's right. If I'm wrong, could you please point me to a video that proves it wrong?

 

Im not quite sure how youd be able to determine just from a video. Too easy to miss things.

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Im not quite sure how youd be able to determine just from a video. Too easy to miss things.

 

That's what I can't figure out - unless you're working with someone on your team as well as a couple someone's on the other team and verifying kills, how do you account for all of the variables?

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Im not quite sure how youd be able to determine just from a video. Too easy to miss things.

 

You watch the red death announcements in your team and track the enemy score. You can also see orbs (permanent score going up) etc. Of course you don't just watch, you slow and pause and rewind and... you get it.

 

It's tedious, yes, but doable for a few matches.

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You watch the red death announcements in your team and track the enemy score. You can also see orbs (permanent score going up) etc. Of course you don't just watch, you slow and pause and rewind and... you get it.

 

It's tedious, yes, but doable for a few matches.

 

But how can you tell what the cause of death was from the death announcements, unless you or someone else saw it/reported it? I'm thinking of a situation where you have someone die on the other side of the map while the explosion is going off. How do you know if they got killed by the explosion vs the enemy?

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But how can you tell what the cause of death was from the death announcements, unless you or someone else saw it/reported it? I'm thinking of a situation where you have someone die on the other side of the map while the explosion is going off. How do you know if they got killed by the explosion vs the enemy?

 

That doesn't really matter, if all deaths count, then the source would be irrilevant.

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But how can you tell what the cause of death was from the death announcements, unless you or someone else saw it/reported it? I'm thinking of a situation where you have someone die on the other side of the map while the explosion is going off. How do you know if they got killed by the explosion vs the enemy?

 

Either you're there and see it for yourself, or, in the case when there are 2-3 deaths pop up in quick succession when there's an explosion, it's safe to assume.

 

In any case, if there are any deaths at all in your group from explosions, and it would not count towards the score, you'd see it, as in the next round the enemy score wouldn't match your death count.

 

I'll record and check it tonight anyway, I'm curious now.

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It should be visible at all times, for 1 pylon ahead of current.

So people can see what they would score if they got a pylon, or to see what they would score if they got both pylons when they already have one.

 

This could drastically improve decisionmaking on people in general as they will now be able to see the effect of kills directly even when they don't have a pylon. Might even get rid of people spamming orbs mindlessly.

 

It sure as hell will for people like me. I can't be bothered to act a calculator all game but knowing the ups and downs of going offensive can make or break a game.

 

I mean, how hard could this really be to put in the game?

Edited by Evolixe
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You should check out some things though ! For example when you say that Chaff Flare does not grant an immunity against Force/Tech attack for I.O. Mercenary it's not true. It increase both your chances to resist to F/T attacks as well as M/R attacks. It's exactly the same as for Sonic Missile for Advanced Prototype (Powertech) or the passive on Explosive Fuel for Shield Specialist (Also Powertech) ! I agree though, it's badly explained and should be made more clear :)

 

Great work though, a lot of fun to read :)

Edited by supertimtaf
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Hi,

 

I can help fill in the types for debuff types on CCs.

 

Force Choke = F

Back Hand = F

Debilitate = P

Electrocute = F

Maim = P

Electro Dart = T

Carbonize = N/A (no type; not cleanable)

 

Hello,

 

Do you mean the Dispel Type column in the table of CCs? The reason why these were left out is because hardstuns, to my best knowledge, cannot be cleansed.

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