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Get rid of Huttball

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

dcgregorya's Avatar


dcgregorya
04.30.2012 , 03:00 PM | #161
Quote: Originally Posted by Skolops View Post
...Tons of misinformation...
Blah blah. Honestly, play an operative, a sniper, a mercenary, etc to 50 and get back to me. How is a melee ranged 4 second hard stun the best CC in the game when there's two classes with a 30 meter hard stun (like sorc, who also has a ranged interrupt, ranged slow, ally pull, speed buff, etc). Operatives aren't even good at keeping the BC up if anyone on the other team knows how to interrupt their single channeled heal or *gasp* knock them off the ramparts.

Anyway, I'm seeing a lot of text that comes across as silly justification and doesn't add up.

Bazzoong's Avatar


Bazzoong
04.30.2012 , 03:10 PM | #162
Quote: Originally Posted by Zombro View Post
I play with the OP daily, so I can tell you that the "OP needs to L2P" comments are completely misguided. We rarely (it does happen once in a great while) lose a Huttball, you won't find us 1v1'ing in a random spot unless the game is already decided in our favor, and we understand positioning (both offensive and defensive) to the point where any poor decisions are immediately called out and corrected.

The "I really enjoy Huttball, and I play a Commando!" comments are all well and good, but I guarantee that when you come up against "Huttball-specific" team comps in rated WZs, you will come to these forums and rage about Combat-Transcendence, Force Leap, Force Speed, Guardian Leap, Rescue, Grapple, and Guarded by the Force, just like anyone else who does rateds will.

For the record, I love Huttball in its current state. I play a Guardian and I freaking love it. I also understand that not only losing to Huttball-stacked teams, but having people rejected for premades because they might cost us Huttball wins against teams who do have Huttball-stacked teams is going to suck hard. It's for that reason that I think the OP's options (remove Huttball for rateds or allow unchecking 1-2 warzones from your group's queue) at least have something to them (even if I don't necessarily agree).
The thing is that having huttball in your queue actually will encourage rated teams to more diversity if it comes to classes, on all the other maps stacking with even less ACs is favored. If it was possible to remove 2 wz from the queue I bet 90% of the guilds would remove huttball and NC, and play the tank healer stacking game on ACW and VS. They would eliminate next to all risk and all surprises that way and just play it save.
Ye can still type while yer stunned.

Spiderbubble's Avatar


Spiderbubble
04.30.2012 , 03:11 PM | #163
Quote: Originally Posted by S__T View Post
Tier list for huttball

S-tier: Assassin (tank)
A-tier: Sorc (either), Jugg (tank), Mara (with obliterate), Merc (Arsenal), Jugg (non-tank, with obliterate), Powertech (pyro),
B-tier:Pyrotech (Tank) Assassin (non-tank), Operative (heal), Merc (any but Arsenal), Mara (without obliterate),
C-tier: Operative (dps)
D-tier: Sniper
This is such a terrible tier list. Snipers are great in Hutt Ball. In fact, that's probably their best Warzone. Rage (the ones that use Obliterate) Marauders are certainly worse on Hutt Ball when compared to Carnage for Hutt Ball (2 snares, huge movement speed buff to the whole ops).

I'd also argue that Healing Operatives are considerably better now in 1.2. They're IMO the best healers currently. This holds true for Hutt Ball due to their speed and CC. Sorcerors are also too high on your tier list. They're nowhere near as good anymore.

Skolops's Avatar


Skolops
04.30.2012 , 03:12 PM | #164
Quote: Originally Posted by dcgregorya View Post
Blah blah. Honestly, play an operative, a sniper, a mercenary, etc to 50 and get back to me. How is a melee ranged 4 second hard stun the best CC in the game when there's two classes with a 30 meter hard stun (like sorc, who also has a ranged interrupt, ranged slow, ally pull, speed buff, etc). Operatives aren't even good at keeping the BC up if anyone on the other team knows how to interrupt their single channeled heal or *gasp* knock them off the ramparts.

Anyway, I'm seeing a lot of text that comes across as silly justification and doesn't add up.
Already taken care of, thanks.

I can only use scoundrel terminology, but flash grenade is the only AoE stun I can think of off the top of my head, and its 8 seconds - an eternity near the goal line.

Further as a scoundrel healer you can do amazing things in Huttball. WHILE MOVING with the ball carrier - something no other class can do - you can keep the target up with a stackable HoT, a mobile AoE HoT, and a spammable, potentially infinite instant cast heal that can hold him from the brink of death for quite a while if he is also guarded.

Yes, knocking the Operative off the scaffolds will cause him to be ineffective, as will knocking any other class off. Though, in an organized group a healer who was keeping the BC up would be a priority for any sage or sorc to pull back to the pack.

Operative is a melee class, so of course their abilities are melee. I wish my scoundrel has a long range interrupt, but she doesn't. That's fine, she's melee; she has other things that make her valuable. The sorc has a long ranged mezz - big deal. One of the bigger mistake people make in Huttball is dropping that mezz on the BC so that his resolve fills up and he can walk to the goal line unmolested. In any case, like I said, it's all about doing your job. A Sorc can mezz the BC from 30m if it's really, truly called for. An Op can stun all of his protection for 8 seconds.

When I carry the ball, I'll tell you it's a lot less scary to be mezzed so that as soon as I take any damage I am free again WITH a nearly full resolve bar, then to have all of my protection blinded so that the rest of the opposing team is free to wail on me for as long as their CC breakers are down.

Zombro's Avatar


Zombro
04.30.2012 , 03:16 PM | #165
Quote: Originally Posted by Skolops View Post
I can only use scoundrel terminology, but flash grenade is the only AoE stun I can think of off the top of my head, and its 8 seconds - an eternity near the goal line.
Check out Awe and Neural Surge.

Skolops's Avatar


Skolops
04.30.2012 , 03:18 PM | #166
Quote: Originally Posted by Zombro View Post
Check out Awe and Neural Surge.
Thanks

Tiaa's Avatar


Tiaa
04.30.2012 , 03:20 PM | #167
Quote: Originally Posted by Skolops View Post
Already taken care of, thanks.

I can only use scoundrel terminology, but flash grenade is the only AoE stun I can think of off the top of my head, and its 8 seconds - an eternity near the goal line.
That's kind of funny because I have just played so many games where OPs were doing that at the goal line.

Crowd control skills are great.

I have no idea why they decided to go overboard with CC in this....oh yes I remember.

They didn't properly test it or listen to feedback.

ForsakenToyz's Avatar


ForsakenToyz
04.30.2012 , 03:22 PM | #168
LOL'd.

So you really wanna get rid of the only WZ where you need actual team play?
All other WZs are just skirmish, who has better heals and tanks/dps. No brains.
Toyz, the Fatman. (Oh yeah, Toyz is the legacy and Fatman is the realm.)

EternalMarvel's Avatar


EternalMarvel
04.30.2012 , 03:50 PM | #169
I'd rather get rid of the rest of the game and just keep Huttball. If there were no Huttball, I would've quit long ago. The other warzones are dull and repetitive.

ForsakenToyz's Avatar


ForsakenToyz
04.30.2012 , 04:02 PM | #170
Quote: Originally Posted by Auliga View Post
keep huttball. its probably one of the most unique features of swtor compared to other mmo's
Well, technically this is just a CTF type game. But map with obstacles and all these pits and ramps make me sometimes feel like I playing Quake, not some MMO.
Toyz, the Fatman. (Oh yeah, Toyz is the legacy and Fatman is the realm.)