Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Getting left solo guarding...

STAR WARS: The Old Republic > English > PvP
Getting left solo guarding...

POPsi's Avatar


POPsi
01.22.2013 , 02:47 AM | #31
Quote: Originally Posted by Chlomamf View Post
You don't even have to position yourself smart to stop a ninja capper. Like I said before, on my Sniper I almost always solo defend our objectives, so naturally I have to worry about Stealthers who look at me and go 'oh lookie here, a lone defender, I think I'll just go stun him a couple of times and cap the objective then proceed to laugh! Mwuhahahaha!'. They don't know they've just made a huge mistake.

On AH when Solo Guarding our Pylon I position myself right next to the Pylon. Alot of people think this is stupid but it isn't. I go into Cover (to avoid a Sin/Shadow pulling me away as his buddy caps) and spam Orbital Strike on the Pylon to stop Ninja Cappers. Sometimes a Stealther comes along and stuns me with their in-stealth stun, then try to cap. What I do then is use my CC breaker, go back into cover and activate 'Entrench' (for all you non-Snipers out there, it's an in-cover ability that makes you immune to all Stuns). I then interrupt the cap. Like any ninja capper they'll try to stun me with their 8-second stun and try to cap again. However since I've got Entrench active that means their stun failed to stun me, meaning that their entire Ninja Cap plan has failed and they are forced to either retreat or die at my hands.

This method has stopped many Ninja Cappers to this day.
But you apparently are not a noob solo guard like most people in pugs And not all classes have the ability to get immune to ccs. Yesterday I tried to ninja in civil war against a pyro, but he was aware that we have stealthers so he jumped on top of the node, which was probably the best counter against a ninja in this case... I couldn't los him so no capping

mattycutts's Avatar


mattycutts
01.22.2013 , 06:57 AM | #32
ive seen similar things on red eclipse,


im a mm sniper one game was in nover coast got left defending, two stealth opperatives dropped on me, i had it pre typed "inc east" etc and died with in two seconds and group called me the noob, they literally came out of stealth and hit me once each lol and from moment i called inc no one actually made their way to east but im the noob lol

another one was civil war, i got left defending snow, team mostly in mid and republic team was healer heavy, ours was dps light but could i get someone to take me off defending NOPE lol

Think players would learn. Most times against republic teams its 99% of time either a stealth or a tank type defending, very rare i ever reach a enermy bunker/turret etc and find a sniper/gunslinger on their own defending.
RED ECLIPSE - Unrelenting (Rep) / The Deathbringers (emp)
(Ground & Space PVP only) - Republic main
Empire - Quickblast / Quickstrike / Quickblow / Quickcast / Toretto
Republic - Quickblasts / Quickslam / Quickvolley
Former Baccas Blade / Nightmare Lands

JP_Legatus's Avatar


JP_Legatus
01.22.2013 , 04:05 PM | #33
The general rule is last there stays. It's a good rule because it encourages leaving the node earlier, and many games are lost due to 6 people staying to beat up the one remaining enemy while the other team is back heading to the other node. If you're a bad node guard class and spec, make sure you're the first one out.
Also iirc your class either has a tank tree or a heal tree, and you need to use your breaker more intelligently. You should have enough time when you see them open to break the stun and pop every defensive skill and aoe stun you have before they get you again. At that point if you're a healer you may live long enough to self heal after the white bar or if you're a tank you may last long enough for help to arrive.
If instead of attacking they sap you and start capping, you save your breaker to get that one interrupt. If you're lucky you might stop them altogether because they ninja wrong.
Yes most of the time you'll die and/or get ninja capped as that class if they execute properly, but if you did those things you may have a chance to delay them long enough, which is better than no chance at all.
Also, I noticed you said there were 3 attackers meaning somewhere your team had 7 guys fighting 5 guys, which is a fail to both win a 7v5 in a reasonable time and to notice stealthers missing and send another guard. So it's not entirely your fault despite being a terrible guard class and/or using abilities wrong. They'd still have to own up to not paying attention.
Plaje - 55 Assassin Sorcheals - 55 Sorcerer
TheHulkk - 55 Juggernaut Riksa - 55 Marauder
Ophealing - 55 Operative Lolsniper - 55 Sniper
Overpoweredtech - 29 Powertech The Bastion http://www.twitch.tv/plajje

Philelectric's Avatar


Philelectric
01.22.2013 , 04:23 PM | #34
Quote: Originally Posted by venomlash View Post
So, today I was playing Voidstar. Level 50 Republic side PUG, nothing too unusual except for some mind-numbingly dumb tactics.
We start out on defense, and I head to the right door along with two or three others. We fend off the initial wave of Imps, and then the entire rest of the team heads to the left door to help defend against a heavy onslaught there.

They left a Gunnery Commando to solo guard a door. Do they think I'm a Shadow tank or something?

Needless to say, I call the incs as soon as I see them and proceed to get stunlocked to death within ten seconds of first hit. Since nobody came to help me until I was already dead, we lose the door. And then the SAME EXACT THING happens on the second door. Everyone leaves but me, I call for a guard buddy before I even see any imps incoming on my side, but I get stunlocked by three imps, downed pretty quickly, and we lose the door. (Yeah, the Commando sucks pretty badly in 1v1s. We're only useful in support roles.)

I guess what I'm asking is if this seems to be a common occurrence (I've never had this happen to me before) and if anyone knows a way to prevent it when asking nicely doesn't help.
Poor you lol, I feel you pain even if I am playing an asassin. I can feel your pain because everytime I see a solo Merc/Mando or Shmonkey guarding a node I go for the cap...and succed 95% of the time. Mercs/mandos are sooooo underpowered especialy in a 1v1 situation.
Guarding a healer is not only the job the the skill ''guard''. It is also your job to stay around the healer to be a plague for the people attacking the healer.

Darth-Rammstein's Avatar


Darth-Rammstein
01.22.2013 , 07:03 PM | #35
When I'm solo guarding I'll often have the inc call pretyped incase I get jumped by a stealther or two all I have to do is press enter so it gives me more time to focus on staying alive instead of typing.
Belgoth's Beacon ----> The Fatman ----> Prophecy of the Five