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Cooperal

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  1. I whole-heartedly agree. Just as bad are those who jump in with endgame PvE sets. Perhaps even worse since a lot of them have self-styled themselves into knot-it-alls of every aspect of the game. A dps in full campaign may do damage matching damage to a full recruit but there is one giant difference between PvE and PvP. In PvE, everyone has a single role and is best off neglecting their classes weaknesses. In PvP it's a different story. In PvP you can't depend on making a statistically measured influence on your enemies mind. If they want to ignore the tank they will. There is no "threat" to calculate and your enemies are not going to mindlessly run in a line toward the target that you WANT them to go for. Your DPSs and healers each need that big defense bonus that expertise provides. And tanks can't afford to sit around with guard up and tickle their enemies. It's a very temporary solution to protecting from your teams attackers. Expertise is needed. Campaign gear is no good.
  2. I always imagined that an objective-point-based (or medal-based) tiebreaker would be the more practical way to determine a win. On paper it sounds more effective at keeping people focussed on their original goal, instead of encouraging the "team deathmatch" mindset that much of the community want to eliminate. Changing the future tiebreaker to kills instead of coinflips is a certain step in the right direction compared to the current state. Infinitely greater. I am however wondering how much it'll have an impact on optimal team setups. Good teams (usually in ranked) will be bracing themselves for a 0-0 tie from the very beginning. This dynamic could very well make these 0-0 games into a win for one team from the very start. Infact if a team knows that they have the edge for kills but are doubtful in their chances to plant, they could sit back without ever assaulting the doors when their turn comes.
  3. As far as I can tell: 0-0 ties = A coinflip victory (factually awful) 2nd attackers achieve the same score quicker = Instant win for 2nd attackers (makes perfect sense) 2nd attackers achieve the same score slower = A coinflip victory if 2nd attackers don't overtake in the remaining time (plain unfair to the 1st attackers) I've won games I should've lost due to the third scenario. In the 0-0 scenario they surely should've left some control over the victory in the players hands; moreso since it's a coinflip that could speed or slow your daily and weekly. Maybe weigh the victory based on team-total objective points or medals at least. The map layout alone indicates to me that the dev team were not big on competative games. There's a reason why a lot of attack/defend online games place objectives in order of easiest to hardest for the attacker. But I'll shut up because I'm derailing.
  4. It's simply that any old idiot can join ranked with 7 other idiots that ruins it. They all want in on something that wasn't designed for the little leagues. I myself play with real PvP players. We've seen Civil Wars where both teams are battling so fiercely for middle that it never got capped. We've seen games that are only won based on seconds in Voidstar. We've seen huttballs that require tie-breakers. We've had Novare Coast end on less than 10% difference.
  5. Cooperal

    Epic Voidstar

    Welcome to online games. It's perfectly normal to have ridiculously easy games every once in a while. Provided your team are well aware that their jobs go beyond "hurr kil healur, defend healur" (and sometimes they don't even know that much). The hardest achievable victory on a map so far would be winning 600-0 on Civil War. Never letting the enemy cap a point. Grabbing all, or stalemating 1/2 uncapped points from start to finish. It'll happen if you play enough. In all cases except Civil War so far, their is a certain nasty "finesse" to timing your kills for maximum benefit. For Voidstar, when you cap a point, the less opposition you cause to spawn up ahead, the better. Also when attacking on Void and Novare, it tends to work against you if they respawn just as their spawn gate is coming down. You've essentially just refilled their health. In short, your kill time and crowd control should be made to manipulate how slowly the enemy reestablish their defenses. Even in Huttball. Not so fussy when you're defending. Just kill and survive as hard as you can.
  6. Sounds like normal matches are where you belong right now. The reason it'll pair any team with any is because the rating modifier changes when weighing up the difference between the two teams. If you lose to a team that you're incredibly far below, you'll barely feel a thing. If somehow you beat them, your rating will sky-rocket. All vice-versa for the higher rated team. But in any case you'll be leaving with some ranked commendations in your pocket. So that makes it good that you got a game at all.
  7. That's not the worst thing that needs changing. Those side turret speeders win the game for whoever gets first grabs. Their landing spot should be pulled back. Even if there are some steps to break sight, less than 30 range from the turret is just plain wrong. Even if you only need to kill one guy, he'll be halfway back by the time you're done hacking. Two people, has you biting the rubber to squeeze in a hack. Ranked matches, heh nevermind. That fence wasn't nearly enough on void. It may work well on pug matches, but 2 good teams made of 8 good individuals will mean both sides defend perfectly. 0-0 random victories. An unpredicatable factor that has no place in determining rating. Two or more healers on that map? Forget the door, just collect medals because you'll never come close to clearing the doors quick enough.
  8. People should play a little bit of the PvP before they get the second best PvP gear in the game. It's already practically next to free. Incredibly easy progression compared to what it was pre-1.2. You wouldn't believe me if I told you. But I did make a longish post earlier in the thread. Also to the guy who said real pvpers don't come to MMOs. I think you're forgetting something other than being on equal grounds or having an advantage. Having a disadvantage. Plenty want to prove the merits of their skill when overcoming statistical odds. People who are motivated to do that have no problem reaching higher-end gear passively. When they've managed to pocket a lot of WH gear, they're ready for ranked. Good players with good gear, versus other good players with good gear.
  9. While I don't want to sound mean about it, that's not a problem worthy of pulling the entire masses back. 1 or 2 hours a week is ridiculously little by MMO player standards. It would be like watching 5 minutes of a movie every week and stopping because it bores you, but then being unhappy because everyone else has seen the end. The idea is not to make hard work seem pointless in favor of people that don't play because they "don't feel like it".
  10. If it takes any more than a week to make the jump from full recruit to full BM, your subscription money is a waste. While it's not intended as much of a rite of passage, it functions well enough as one. Not many actual PvPers will claim to want to work with (or simply help) someone who is breaking down into tears before the first hurdle. It costs just short of an entire BM set to upgrade a classes mainhand item from BM to it's WH equilavent. I think they earned it. What's more is that we're now in a state where the PvP climb has been easier than ever. Recruit gear is closer to BM than centurion and champion ever were. It is obtained for free (or credits) while those two required plenty of PvP matches. Champion gear was harder to aquire then than BM is now. BM used to require players to be valor 60 before they were even entitled to start collection BM comms. Which you could obtain from a daily reward which had a CHANCE of dropping a comm (odds against you). Alternatively you could save 1000 wz comms and 1000 mercenary comms (also had a 30:10 transfer rate from wz comms) for a single BM comm. 1 comm for the smaller pieces of gear. 2 comms for the customisable armor pieces. 3 comms for the mainhand or offhand items. People who made effort back then have already taken some painful slaps in the face for people who confuse MMORPGs for a "pick up, play, be instantly awesome" sort of genre.
  11. Weakest definition of butthurt I've ever witnessed. Name calling and swearing just flips the accusation back in your face. Skip along back to 4chan young grasshopper.
  12. I don't think the OP has tried a ranked match. Not even versus a pug-composed premade. Or he was on that said premade.
  13. It's a nice thought. I've had it myself. But lets face it. It's hard to imagine that it's anymore than an overly complicated novelty to implement. With the time it would take to gather and make enough resources to hide the "half baked" feel, they could've instead implemented all sorts of cool things.
  14. Their isn't a problem. It alters its bandwidth usage to make sure it doesn't cut into pings. It doesn't use a whole load of RAM either. Skype also seems to have a strange habit of staying connected when other connections break sometimes too. Some miracle I know. I guess it's just because it hasn't become the norm for a lot of gamers since it's tailored to more general-purpose communication. Things like TS, Vent and Mumble however have been around longer. They're intentionally primitive with the purpose of keeping RAM usage to an absolute minimum. The voice chat of these 3 also tend to be hosted on dedicated servers for guilds. No need to add a bunch of people to a friend list; just pop into the chat and see who's around. For guilds I tend to use the latter mentioned programs as I'm told to do. With gaming buddies however (not guild but still very active bunch of gamers) I use skype, but skype has a few quirks. Including but not limited to: Ringtone still occuring when a GROUP call starts despite setting my status to "Do not disturb." Fullscreen games getting minimised when someone gets added to a conversation. Definetly not ideal when you can't pause your game. You'll need to add strangers to your contact list. People you might not be talking to for very long. For some this is all it takes to make their guild too personal too quickly. Those are my little gripes but honestly skype is my favourite still. Wrong. Also skype is free. Safe if you arn't silly enough to add that random bot that comes back to bother you every 3 months too.
  15. Through some very extensive testing with either, I've found I do about the same amount of damage as either. I find its uses come more down to their utilities. In watchmans case, zen is godly in a group environment and leaves slightly more room to lean toward power rather than crit rating. Burn effects also help to make up for the loss of hitting time against kiters. 0 range leaps are also great as watchmen are VERY focus-hungry and the interrupt is there to juggle with your force kick and stuns. To keep a watchman at its optimal damage, he needs to make sure that he's getting merciless slash (MS) out as often as possible. This will make champions and general raid enemies their best friend. But the complications with it in PvP might cause you to do some bending over backwards. Remember that it doesn't matter who your MS hits. If you're getting kited, briefly switch to a closer target just to get the low-cooldown buff refreshed, before dealing with that kiter. --------------------------------------------- For combat, I find its better application in PvP (more on that later) but is still good at both. Combat specced players rely on rotating a lot of abilities that have a brilliant damage : focus cost ratio. This negates the need for more than an opening force leap. It also makes Zen (no focus cost) very lackluster leaving room to pop your AoE defense/speed buff instead. Whether that makes it better than watchmans zen depend on whether you've got a real healer present. Combat, while still very viable for PvE, I think one of its best utilities makes it a brilliant PvP spec. Combat has two (HEAVILY underestimated) immoblises that can be juggled with the sentinels existing array of CC to give you one very confused, frustrated target. Never get kited again, land your final master strike hit a lot more often, don't worry about resolve when abusing huttball traps. Of course keeping an enemy in place will help more members of the team than you alone. And also of course this benefit doesn't see much point in a PvE setting.
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