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Ralandar

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  1. Thunder THUNDER THUNDER CAT (HAR) HO!!
  2. Something I have been noticing for a while in WZs. A Sith Warrior(Jedi Knight) could be in the front arc and they could leap to me, even though I had the cover screen up or behind hard cover. It is especially noticeable when I am on a different elevation than them. The only time it seems they can't jump to me is when I have Hunker Down active.
  3. After almost two months of playing, it still irks me that there is a two-minute timer on team imbalances. In two minutes the opposing team can blow through 2 doors in VoidStar, and easily cap 2 (and in a 2:1 or less ratio cap all three) turrets in Alderaan, and in Huttball the opposing team can easily get a 2 - 3 point lead if not more. I cannot count how many games I have played in off hours or prime time where I have been on the receiving end of a 2:1 or higher ratio of team imbalance. But I can count on one hand the number of times my team won after getting equal sized teams (three). Part of the problem is due to the current bag/quest system for the WZ, players jump into a WZ see they are badly out number and leave again, in the mean time the two minute timer that counted down to 2 seconds is reset again to two minutes *sigh*. Another issue with being that badly outnumbered, if you engage the enemy all you will do is feed them points while you get nothing in return. Only in Alderaan could you get some decent points due to the layout of the board, but for Huttball and Voidstar, when you are 3 (or 4) again 8, all you are doing is saying "Feeding time at the zoo!". A couple of suggestions: - Reduce the timer to 30 seconds: A 30 second timer is more than enough time for other players to join in the game while preventing the other team from farming. Also if someone joins and leaves again, you will give the opposing team a possible 2/4/6 minute worth of advantage. - Buff the lower player team: Add a flat amount of Expertise to the lower pop team something in the order of 1% or 2% bonus Expertise (straight up increase, not a percentage increase) for every player they are short. This will give the lower pop team some teeth and survivability when they are more at the disadvantage. - If keeping the two minute timer, reduce the timeout period after each reset. I have been in countless matches where the timer is about to expire, someone joins the math sees the imbalance and then less again. And that happens a second time, and by the third time the match is over. Each time the countdown timer is reset, take off 30 seconds from the timer to a minimum of 30 seconds. Well that is a few suggestions/thoughts I have about WZ team imbalances. Loser version: Don't feed the _ _ _ _ _ (fill in the blank)
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