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The time has come to revamp Civil War

STAR WARS: The Old Republic > English > PvP
The time has come to revamp Civil War

ArchangelLBC's Avatar


ArchangelLBC
03.21.2013 , 04:14 PM | #31
I honestly don't think it would make much difference.

I also like the variety it offers to be honest since it allows one of the few chances when, say you're shadow, doesn't have to just spec as a tank hybrid and solo guard.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

StrikerMatt's Avatar


StrikerMatt
03.21.2013 , 04:15 PM | #32
Alderaan Civil War can be fixed by taking a note from Ancient Hypergates. Make all three turrets reset to neutral every 4-5 minutes. They need to be recaptured before they start firing again. Also, when the side nodes are reset, the side speeders are no longer available until that node is recaptured.

The opening rush to capture the nodes in CW is actually quite interesting. Each team is trying to figure out how to get numbers-up on two out of three nodes. The problem is that the penalty for either bad guesswork up front, or bad execution in those crucial first minutes is that you lose the whole game. By having the turrets reset, then the teams have to repeat the numbers gambit multiple times during the match, each time having knowledge of what happened earlier in the match. This way, even if you lose in the opening, your team has a chance to recoup.
The Harbinger <Full Resolve> "Don't stun the ball carrier!"
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ArchangelLBC's Avatar


ArchangelLBC
03.21.2013 , 04:17 PM | #33
Oooh, not the worst idea.


I'd also just like to see what removing the side speeders entirely would look like.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

foxmob's Avatar


foxmob
03.21.2013 , 04:18 PM | #34
Quote: Originally Posted by MelliMelon View Post
(4) Ancient Hypergates: PvPers were asking for a deathmatch, and they got one. The doors are so long that if you start losing ground at mid, you're pretty much screwed, but you can't really back out because that allows orbs (4 orbs = a complete wipe of the team in points) to be captured. It's possible to do work at the sides if you have some extra stealthers. Pretty interesting match.
I don't think this is quite right, but maybe I can learn something. all you need is a sniper, a couple of offensive pulls and a sorc pull. snipers range every other class, so as long as the sniper can reach the farthest orbs while in cover just outside the doorway, all you gotta do is protect him. if they stun him and you don't pull the stunner/puller who comes in range, just sorc pull your sniper right back. since your whole team is essentially outside of middle, it's more or less impossible to ninja the node on them. I've seen this scenario play out numerous times, and the only thing that affected it seemed to be players' mutual distaste for the boring tactic. but at a high level, you're not going to let lameness/boredom trump victory.

I think this turns into the worst friggin WZ in the bunch. at least the "useless" dm at mid in cw let's you do something.

:2cents:
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funkiestj's Avatar


funkiestj
03.21.2013 , 04:28 PM | #35
Quote: Originally Posted by StrikerMatt View Post
Alderaan Civil War can be fixed by taking a note from Ancient Hypergates. Make all three turrets reset to neutral every 4-5 minutes. They need to be recaptured before they start firing again. Also, when the side nodes are reset, the side speeders are no longer available until that node is recaptured.
Very interesting idea!

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