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Tenacity

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  1. One thing that's always bothered me is that in every star wars movie, tv show, or game, force lightning is blue/white - but here, it's purple. Why is it purple? The sheer amount of purple lightning effects for sith assassins just makes me not want to play the spec at all, it's ugly and overpowering. I had the thought that it'd be nice if some class abilities and visual effects had their appearance based on the color crystal in your mainhand weapon. Red force lightning would be great for sith; but being able to spec a jedi into assassin/sorceror and then use a yellow lightsaber to get yellow force lightning, mimicking plo koon's force judgement ability, would be amazing. This could extend to others as well. The electrical/ion/plasma effects for vanguard, or the flamethrower/fire effects from powertech could change color with the crystal used. Maybe a bounty hunter wants green or blue fire? Sage/Shadow could have their meditation and force wave/kinetic attacks colored blue or green, instead of yellow. It seems like so many of the classes don't really get much benefit out of that color crystal, when it comes to customizing their look - while others like gunslingers/snipers or mercenaries/commandos have most of their attacks changed to the color crystal (and those that aren't should be, lookin at you grav round...)
  2. It's a trait choice at the top of the discipline talent tree now. You have to pick between it and other options.
  3. Cascading debris for jedi shadow, especially with the trait/talent that causes it to hit every other enemy near your target. It's like a 3 second channel, hits the main target 4-5 times with rocks/droid parts/whatever it rips out of the ground, and with the trait hits every other enemy with additional debris for the same damage. When you use it on a pack of enemies (if you can get them to clump up together) it's like a massive storm of junk flying and bashing into everyone.
  4. Your only options for what you describe are to go with a powertech or mercenary, and pick up sniper as your secondary combat style. That will let you: -play a bounty hunter -use one (or two) blaster pistols, depending on if you go with powertech or mercenary -swap combat style when you want to use a sniper rifle (sniper is the only combat style that can use them) Powertech vs mercenary ends up being largely a matter of taste and personal preference. The primary differences I'd focus on are: Powertech: -is melee / short range -only uses one pistol -mostly uses fire attacks for dps, doesn't shoot the pistol very often with any of the specs -Mostly instant abilities, so you can move while fighting -is generally tougher than mercenary / can take more damage -can spec into tanking Mercenary: -is medium/long range -uses two pistols -Mostly uses rockets/missiles and blasters for dps -has a lot of cast time abilities, so you can't move as much while fighting -Kinda squishy / can't take a lot of damage -Can spec into healing Compare those to sniper: -long range -uses sniper rifle -uses a lot of weapon-based attacks from the rifle, and a few extra abilities like grenades/orbital strike -lots of cast time abilities, and needs to be in cover for most of them, so you end up being a very immobile "turret" -very squishy, especially when dealing with melee enemies. Cover helps greatly against ranged opponents though. -Cannot spec into tanking or healing, only dps.
  5. If I could only play one class from here out, I'd still pick bounty hunter / powertech (my main since launch). Thematically, it's just leagues ahead of the others, and has always been my favorite.
  6. It seems like they moved a lot of CC into tank specs and away from DPS specs, probably have the pvp crowd to blame.
  7. Spike is still there, as a choice for the tank disciplines (kinetic combat and whatever the equivalent for assassin is).
  8. You'd think that in this day and age of gaming, developers would realize that "permanent" choices generally aren't a good thing. Compounding this is the fact that at character creation, or when choosing your secondary combat style, there is no 'test mode' to see if you even like it or not. You get a brief description, a couple poorly selected animations (some of which don't even accurately portray the combat style), and absolutely no info on the disciplines used by that style prior to choosing. With all of these shortcomings, you'd think that we'd have that old talent point reset / skill mentor NPC at fleet able to reset your combat style choice for a price; but no, there's nothing, bioware went with "you're screwed" if you pick incorrectly or decide you don't like the choice after the fact. For long term players, this isn't as much of an issue, because most of us know what each class/spec plays like, or likely have characters of each class already made so we can try out the abilities before picking on another character. New players don't get this luxury. Players who haven't tried every class don't get this luxury. And even then, even for veteran players, you can't change your existing primary combat style - an existing character is always stuck with whatever their base class choice was, and can only pick a secondary style, while new characters can select both at will. An existing jedi guardian will always have a primary combat style of jedi guardian; a new jedi knight can have a primary and secondary that don't include guardian or sentinel though. This needs to be changed. Primary styles on existing characters should be alterable, and you should have the option to pay gold or even cartel coins to reset your primary or secondary combat style choice when necessary.
  9. I used to play GSF all the time when it was first added to the game. I used to be fairly good, mained strike fighters and had a lot of upgrades and such. Then I took an extended break from the game. When I came back, all of my ships/upgrades were gone, and it's like all my characters had been reset to zero GSF matches. I tried to get back into it, but GSF has changed so much now that it feels absolutely terrible to play. Why do the devs ruin all the good things about this game?
  10. I'm sorry your Codkiddie brain can't handle it. Fitting signature, though.
  11. "Melee" non-force classes would be fine, if they didn't run around with a blaster as their primary weapon. Operative using a vibrosword or knife as a primary weapon would have, functionally and thematically, been a much better decision. Hell, even having a single pistol mainhand and a vibroblade offhand would've been a better combo than a friggin blaster rifle. "here, recruit, this is your AR-15 long rifle, it's used for beating the skulls of your enemies in at point blank range"
  12. I'd love bothans. But more than a new race, I'd love more customization for my cathar.
  13. I guess having the stealth and such would be good too, I just never liked the idea of using blasters at close range unless forced to. It really bugged me when bioware decided to get rid of the ranged aspects of vanguard/powertech (and to a lesser degree scoundrel/operative) to make them "more like melee jedi/sith counterparts". Ranged tanking as a powertech back in the early days of launch was so much fun and they completely gutted that capability.
  14. Overall 7.0 has been a pretty big letdown, even to me (and these day's I'm uber-casual and only really play solo for the stories). That said, the one thing I was hoping for turned out great: Trooper origin with the Sniper elite spec. I've been around since beta/launch, and I always wanted to love the trooper story line, reminiscent of clone wars soldiers and republic commando... but it's always felt poorly designed: Vanguards fighting at point-blank range despite using rifles, commandos hauling around big guns but just standing in the open like red coat soldiers getting ripped a new one by colonial guerilla fighters. Now I can actually play a trooper and feel like a soldier. I can use cover and duck behind objects like any soldier worth his salt should. I can send in M1-4X or another squad member to draw attention while I ambush and snipe to pick off targets in a couple of shots, or spray the area with suppression fire. I can call in Orbital Strikes like artillery support. I can throw grenades 30+m instead of literally dropping them at my feet or making my "armor explode" (god, explosive surge is the stupidest ability I've ever seen in a game). When an errant enemy decides to bum rush my position I can throw a knife at him and then take him out with a kill shot. I can throw a 'smoke grenade' to suppress enemy accuracy. This is how class design should've been from the beginning.
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