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Notbk

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  1. Exactly, say you call for help. Even IF someone can get to your node in time. You've been eating 10-15k dps the whole time. Your cooldowns are probably blown and you're hanging on by a sliver of health, what use are you now? And if its another melee that scrambles over to assist, well that puts us right back where we started doesn't it? Sure, mods win games, (lets consider that you didnt open the node with a green) even with 2x you're not going to secure as many points as the ranged dps is when he finishes you in short order and claims the node, and hes at 100% to defend it still. So it was suggested that this is a L2P issue. Given the original scenario, lets say mara capping node and a merc/sorc/sniper opens up on you like you're a training dummy from 30+ meters. What is your solution here? Never claim the point to begin with, let the other team have the points at their leisure? Furthermore, after the first round or two you spend nearly the whole round basically afk on the node. Thats pvp? Standing around waiting for a timer to run out, go to new node next round, repeat. The devs really like to beat on a dead horse about not encouraging afk gameplay, promoting engagement, we'll tell you how to play BS, but very often a significant, if not majority, amount of your time in the warzone is standing at a node not fighting, not engaged, trying not to alt tab to reddit. Often in the later rounds if there's no more mods up, all the nodes are taken, team members double and triple up on at their nodes just waiting for the next round of nodes to pop. There's no fighting, you have to weaken your node's presence to go attack their node. And following suit, they have 2-3 extras just waiting for the next round of nodes to pop and you're likely running into a camped node and 1v3+. So by round 3 no one fights, a few do, mostly just sitting on a node waiting for the next round.
  2. So we have a warzone with more operation like mechanics than pvp. OK, fine, whatever. After the first round, more often than not, people just running to cap and avoiding PVP. OK, fine, whatever. (On average what's the top damage & kills amount?) To me, that sucks. But all that aside, there's a major inbalance to the game mode/map. Stand in square, capture point. OK, fine. Melee class gets to an open point, begins capturing. Ranged class from 30 meters opens up on them. Melee player can not leave square to fight back. There's no where to LOS external ranged attacks while in the square. Melee player can stand and die or engage and lose the objective. This is pvp? I'll take the 15 minute time out and queue on another character to leave this one every time. Worth.
  3. Make sure gear is set? Many people use 2-3 different sets depending on 4v4 or 8v8, match type, dps heavy, tank heavy, etc. I'm sorry if I'm assuming too much but I believe you missed the point I was trying to illustrate. You are tossed into a warzone but are not given the same opportunity everyone else in the warzone was given to change gears. Additionally, I'm not sure I understand the logic in even having adjustable gear but then removing the ability to adjust your gear.
  4. First, I probably should have titled this post A problem with disabling gear changes after a match begins, not THE problem. Anyway, so here's the all-too-common scenario: You decide to queue up for some PvP, lets have some fun! Queue pops and you are backfilled into an in progress (and usually unwinable) Warzone. Lets set aside the fact that leaving to requeue (for the fun times you actually queued up for) means you get to sit in a time-out doing nothing for the next 15 minutes of your limited time to game. Now that this almost certainly one-sided match (because why would someone chose to leave a winning match, save for disconnection/change of plans, and eat a 15 minute lockout) has already begun, you are now stuck in the gear you arrived in. So now you're stuck in gear and tacticals that you can not change to help fill a missing role on this failing team, only serving to further hinder your already losing and short-handed team. Lets not bring up that you can't even change gear prematch in Voidstar. Congratulations, by queueing up for some fun, you've played yourself.
  5. What about leaving before the match begins? There are certain maps many people just dont want to play. I'd rather have a team of motivated players than a bunch of people that would rather be on another wz.
  6. is this real life right now? this is one of the defining skills of a juggernaut and it is left broken this long? team should be ashamed. like i feel bad for you guys being so bad.
  7. I fed mine to level 10, only has 1 trick so far, Calibrate where he does a little holohoop dance. The other cash comps had 2 tricks by 10, duno if he has a second one.
  8. Biggest qol improvement since ever
  9. This is not a post about end of season rewards. Winning a ranked warzone match currently nets you roughly a quick and cool 16k credits and, during the preseason, 144 wz comms. This is great, it helps offset the costs of your medpac, adrenal, stims, and nades. Now say you use 1 medpac worth ~2k, 1 adrenal again ~2k, and 1 nade ~4k per round, worse case you're looking at 24k worth of credits. Comes out pretty even when you combine the coms and credits and this is competitive ranked, not where you go to make any money. Losing a ranked warzone currently rewards a measly ~500 - 800 credits and 44 wz coms, depending on the number of medals you earned. I propose the credit reward for the losing team be increased to help offset the cost of competing at the highest levels of pvp the game has to offer. Thanks.
  10. This is inaccurate due to the very high number of people using the tank hybrid spec that are in tank stance but have most of their points in the DPS tree.
  11. Its a great guide except for this. Never played a sage and having to constantly look up what skill was what - especially for the rotation - was inconvenient. I nearly wanted to put it down and put the energy into looking for a more complete guide.
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