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Sniper's role in Huttball?


DroidDreamer's Avatar


DroidDreamer
03.01.2013 , 06:11 PM | #11
Now that I've covered the basics -- CAMP MID -- a few other pointers:

--Keep the high ground at mid and stay in cover so melees can't jump to you (duh, I know). Drop into cover as close to the edge as possible so that if you get stunned, and a melee tries to leap to you, they fall down of the platform.
--Cover Pulse is the tool you use to 1. knock peeps into the fire and acid pits and 2. knock peeps into the pit.
--Rooting, flashbanging, snares, knockdown 'nading and cover pulsing guys into the pit are often better than killing enemies. Killing them just puts them right in front of your ball carrier at the goal line. DELAYING them is FTW.
--Use Entrench on the rare occasion that you are going to go for the ball and are waiting for it to respawn.
--Use your three second melee/ranged defense to get across the fire pit in the extremely rare occasion that you are running the ball.
--Use your roots, stuns, mezzes and other controlling abilities to stop the enemy team from getting the ball while your team tries to get the ball.
--Root ignores resolve. Use it on ball carriers over the fire pit and in the acid.
--Stop enemy advances. If you see the enemy team advancing en masse toward the ramp at mid, hunker down, pop Entrench, pop Ballistic Shield, call in an Orbital Strike and blow every ability you have, saving cover pulse to knock the ball carrier back into mid. You'll be dead at the end, your abilities will be on cooldown, but you'll have slowed, weakened or stopped the advance or at least weakened them and bought time.
--Use the Force to cultivate a good target priority list. Top targets are (1) ball carrier, (2) ball carrier healers, (3) runners running ahead for passes; (4) enemy Snipers/Gunslingers smart enough to camp mid; and (5) anyone else at mid. The ball carrier is usually the top target, but sometimes the healer is a better choice and sometimes the runner is a better choice. Don't get target fixation. If you're going to lose the DPS vs heals or guard race, switch targets.
--Don't be a hero; every other scrub in the game is doing that. Stay at mid and control it like a node. Yes, you don't get the glory of scoring but that's what your role is and, having played heals and tanks in Huttball, I can tell you that no matter how good you are, if you don't have dedicated DPS at mid you WILL lose. So it is an ESSENTIAL role.
The DroidDreamer Legacy (Pot5 Server)
Eblen 50 Sorc heals | Sodan 50 Sniper | Trilliant 37 Immortal Jugg | Somnis 50 TankSin
They mark me with the lightning bolt in Huttball.

DroidDreamer's Avatar


DroidDreamer
03.01.2013 , 06:24 PM | #12
Quote: Originally Posted by islander View Post
If hes at your goal line/end zone specifically, you gotta kill him - or anyone else for that matter. In fact, you should be posting in ops chat when possible "other team camping our end zone" and hope someone comes back there to help you clean up. huttball gets out of hand QUICK when the opposition is allowed to 'set up shop' back in your defensive zone.
With a lot of respect to my fellow Sniper and Pot5'er, I could not disagree more. Defending your own endzone is how you lose Huttball every time. I see this in pug groups all the time. The enemy team gets the ball, so your team follows trying to stop them. What does that do? First, it gives leaping classes more targets to leap to in your own end zone. Second, immediately after they score guess where the ball is? Mid. And guess where you and your team are? Not at mid. Defending your endzone is how you allow the enemy team to set up a relay of score --> get respawn at mid --> score until they hit six points.

Worst still: lots of times puggers will put the whole team trying to stop the score in the end zone and if they get lucky and stop the score, they immediately reset the ball to prevent another score. Well, guess who controls mid if most of your team was defending immediately before that reset? Hint: not your team.

If you see a solo guy or even two guys in your end zone, IGNORE THEM AND RUN PAST THEM TO MID. If you control mid, your team gets the respawns and those enemies are twiddling their thumbs and lightsabers in your end zone while you and your team control mid and push forward to their end zone. Let them waste time in your end zone. Run past them to mid, control it and push forward.
The DroidDreamer Legacy (Pot5 Server)
Eblen 50 Sorc heals | Sodan 50 Sniper | Trilliant 37 Immortal Jugg | Somnis 50 TankSin
They mark me with the lightning bolt in Huttball.

islander's Avatar


islander
03.02.2013 , 12:50 AM | #13
Quote: Originally Posted by DroidDreamer View Post
With a lot of respect to my fellow Sniper and Pot5'er, I could not disagree more. Defending your own endzone is how you lose Huttball every time. I see this in pug groups all the time. The enemy team gets the ball, so your team follows trying to stop them. What does that do? First, it gives leaping classes more targets to leap to in your own end zone. Second, immediately after they score guess where the ball is? Mid. And guess where you and your team are? Not at mid. Defending your endzone is how you allow the enemy team to set up a relay of score --> get respawn at mid --> score until they hit six points.

Worst still: lots of times puggers will put the whole team trying to stop the score in the end zone and if they get lucky and stop the score, they immediately reset the ball to prevent another score. Well, guess who controls mid if most of your team was defending immediately before that reset? Hint: not your team.

If you see a solo guy or even two guys in your end zone, IGNORE THEM AND RUN PAST THEM TO MID. If you control mid, your team gets the respawns and those enemies are twiddling their thumbs and lightsabers in your end zone while you and your team control mid and push forward to their end zone. Let them waste time in your end zone. Run past them to mid, control it and push forward.
Listen to this guy, he makes more sense on this one.
Gėllies Erimosi, Imperial Deadeye
<Hex> Prophecy of the Five

NoTomorrow's Avatar


NoTomorrow
03.03.2013 , 05:06 PM | #14
Quote: Originally Posted by DroidDreamer View Post
With a lot of respect to my fellow Sniper and Pot5'er, I could not disagree more. Defending your own endzone is how you lose Huttball every time. I see this in pug groups all the time. The enemy team gets the ball, so your team follows trying to stop them. What does that do? First, it gives leaping classes more targets to leap to in your own end zone. Second, immediately after they score guess where the ball is? Mid. And guess where you and your team are? Not at mid. Defending your endzone is how you allow the enemy team to set up a relay of score --> get respawn at mid --> score until they hit six points.

Worst still: lots of times puggers will put the whole team trying to stop the score in the end zone and if they get lucky and stop the score, they immediately reset the ball to prevent another score. Well, guess who controls mid if most of your team was defending immediately before that reset? Hint: not your team.

If you see a solo guy or even two guys in your end zone, IGNORE THEM AND RUN PAST THEM TO MID. If you control mid, your team gets the respawns and those enemies are twiddling their thumbs and lightsabers in your end zone while you and your team control mid and push forward to their end zone. Let them waste time in your end zone. Run past them to mid, control it and push forward.
These are some very solid points. I shall follow your advice.
Quote: Originally Posted by EricMusco View Post
Scatter Bombs are meant to be a fun bit of extra damage that occurs when you roll into or away from the action. That said, we’re okay with you trapping an unsuspecting enemy for a “wall bang” every now and then.

MasterFeign's Avatar


MasterFeign
03.03.2013 , 05:16 PM | #15
specced leg shot is a god send in huttball. I love it. It drives me nuts on my assassin (along with the jk/sw jump mez), but it works, very well.

The great thing with MM and staying at mid is that it almost doesn't matter who you're targetting cause they're gonna get melted by you.

Interestingly enough, a lot of times, enemy stealthers at the very beginning of the game seemingly decide to seek you out, when they should be doing other things. Which is both a good and bad thing they go after you, haha.

Psychedelicvomit's Avatar


Psychedelicvomit
03.04.2013 , 01:53 AM | #16
Ok thanks all for your insights. I certainly have a much better perspective now.

Key message: Dominate mid!

Cheers.

ripamorame's Avatar


ripamorame
03.04.2013 , 04:12 AM | #17
Defense is decent with pulse and a 12 sec root you can root pulse root which gives you enough time to nuke them with no real resolve gained.

Psychedelicvomit's Avatar


Psychedelicvomit
03.04.2013 , 04:29 AM | #18
Ok thanks all for your insights. I certainly have a much better perspective now.

Key message: Dominate mid!

Cheers.

BambulaGTS's Avatar


BambulaGTS
03.04.2013 , 07:07 AM | #19
Depends if it normal warzone or rated.

In normal wz you just pew pew pips (what else sniper can do) sitting high as duck.

In rateds you just pop entrench before ball pillar, praying for heals and wait for taking the ball after first (and consequent) score. If there is no score in the nearest future, you just do as always - pew pew sitting high.

DroidDreamer's Avatar


DroidDreamer
03.04.2013 , 04:17 PM | #20
Quote: Originally Posted by NoTomorrow View Post
These are some very solid points. I shall follow your advice.
Thanks, man. Big fan of your guide.
The DroidDreamer Legacy (Pot5 Server)
Eblen 50 Sorc heals | Sodan 50 Sniper | Trilliant 37 Immortal Jugg | Somnis 50 TankSin
They mark me with the lightning bolt in Huttball.