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The_Hightower

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  1. cf. above, I logged on multiple characters, some haven't been on the Mek-Sha stronghold so far and travelled to the stronghold, but perk still not unlocking
  2. They already made Shae Vizla, Master Ranos and Darth Hexid buyable (although for GS token), which imho somehow sucked considering the requirements to get them initially, i.e., subscription, participation in the Dark vs. Light Event (requirements cf. https://swtorista.com/articles/swtor-dark-vs-light-event-list/). They also reduced all achievements which can no longer be obtained to zero points which imho also sucked. Hence, they already did a lot to comfort new players. Adding all stuff to the CM "for a few hundred CC's" (cf. initial post) would suck even more, since getting all GS stuff and chievos (especially 100 weekly obejctives) is quite an effort.
  3. Rishi Stronghold also has training dummies on the Patrol Carrier. Having a training dummy decoration which can be placed everywhere (which includes the healing functionality etc.) may be problematic. However, adding an extra room to some of the strongholds with a training dummy in it (similar to the room on the Patrol Carrier) may be possible. BUT, when adding such rooms, they should basically be for free not to force everyone to buy the rooms to avoid the conquest bonus to be negatively affected.
  4. Fast spamming of CTRL+M, i.e., open and close the cartel market (in case you assigned another key use that one) usually puts you into the server selection and also resolves the above problem without (a) having to restart the game and (b) do the combat logging shenanigans.
  5. Cf. above, automatically select default choices when skipping, as done before. Hence, in your example imperial characters choose imperial side, republic characters choose republic side. Alternatively, open a window during the story skip process, listing all the choices the player has to make. Can't be that difficult...
  6. As already requested numerous times in this forum, an optional story skip to 7.0 is, in my point of view, mandatory since running with several toons through 6.0-6.3 storyline is somewhat time consuming, and, to be honest, boring to some extent once you hit toon no. 25 etc. Furthermore, the new daily areas (e.g., Ruhnuk & Manaan) are only accessible after completing parts of the 7.X storyline, which limits the number of toons which can actually do these daily areas. This was not the case for previous daily areas, which simply became available after hitting the level requirement. In case of any story choices in the 6.0-6.x story line are relevant for the 7.0 story line, default choices should be selected as already done in the story skip to 5.10 (i.e., Ossus), e.g., whether Vette or Torian is killed by Vaylin in the final chapter of KOTET, depending on the character's base class (now origin story). I know that much effort is put into the storyline, so a compromise might be that a story skip to 7.0 is only possible in case the player has once completed the respective Republic and Imperial stroyline. I would prefer that Republic toons can skip once the Republic storyline is completed, irrespective of the completion of the Imperial storyline and vice versa, since some players prefer to play only one faction. Hence, some sort of legacy unlock. Furthermore, the three Relic Hunt Missions on Ruhnuk, i.e., the items which greatly facilitate doing the Ruhnuk dailies (thank you for that!), should also be legacy unlocked once done.
  7. When can we expect the full patch notes? Thx
  8. Has nothing to do with the server but simply with the language of the game; I play on Tulak in English and the PvP mission descriptions are ok. Every description not in English language (and sometimes even those) is highly questionable; it all started with the introduction of the Serendipitous Assault Relic back in 2.x, which German description mentioned a temporary power gain being a fraction of the true gain (verified by parsing tool).
  9. The damage buff for Combustible Gas Cylinder provided by Heatstroke (Powertech Pyrotech level 23 ability choice) lasts 20 secs, whereas the corresponding damage buff for Plasma Cell provided by Suppressive Heat (Vanguard Plasmatech level 23 ability choice) lasts only 15 sec. This bug is still present on the PTS. In addition, the ability to pull allies on Powertech tank still roots friendly targets, whereas the corresponding ability on Vanguard tank does not. This bug is also still present on PTS. Addendum: Upon consuming the five stacks generated by the tactical: "Flame Dissipation", the Vanguard abilities "Shockstrike" and "High Impact Bolt" are buffed as well, whereas the corresponding abilities on Powertech (Flaming Fist/Rail Shot) are not buffed.
  10. First, there is a brief GSF tutorial teaching the basics ingame (the question mark in the upper right corner of the gsf window). Furthermore, there are beginner's guides such as https://swtorista.com/articles/swtor-galactic-starfighter-guide/ or https://vulkk.com/2022/07/01/swtor-7-0-galactic-starfighter-guide-and-best-builds-by-siow/. There are also plenty of video guides which I did not check. I'm playing GSF a lot and getting involuntarily flagged inactive so that people can kick you is nearly impossible ihmo. Even in case your ships are not equipped and you are a beginner you are able to hit something in a fight (although the hits may not do any real damage...) or your ship is destroyed, both of which reset the timer for being flagged inactive. In additon, in Domination matches, being close to a satellite controlled by your team prevents you from being flagged inactive even in case you do not hit anything. The only two instances where I was actually flagged inactive during a match were: a) when I kited 4-5 opponents around a neutral satellite with a strike fighter whereby aiming at one of them would have given others a clear shot; b) when I guarded a satellite with a gunship and moved too far away from said satellite; However, when you get the inactivity message on your screen you still cannot be vote-kicked immediately, so resolving the inactivity issue is still possible, e.g., in situation a) shooting at one of them, or in situation b) closing in on the satellite. Regarding ship gearing: For the GSF dailies/weeklies you get Fleet Commendations (currency tab, section planet commendations) which can be exchanged for ship requisition tokens at: Imperial Fleet: S-1AO; lower left section outer ring, X: 4522; Y: 4796 Republic Fleet: S-4SO; upper right section outer ring, X: -4550; Y: -4833 The token are even legacy bound, hence, can be used on a toon.
  11. First of all, when they try QoL improvements like this, usually something significantly more important gets messed up thanks to the spaghetti code of this game. The only people I know who have a full legacy bank have stored crap like birthright token, or armorings from 5.x therein, i.e., basically use the legacy bank as a trash can and they would easily have filled any number of ramps with trash. Hence: a) Please tell me how on earth you manage to fill all seven(!) ramps of the legacy bank. b) Please tell me how on earth you manage to fill all seven(!) ramps on all your characters, unless you have less than 5 toons.
  12. Dunno, what the problem is, each of my characters carries 16 items or less, i.e., enough space for 3+ gear sets, whereby the only situation where I deemed necessary to carry three sets was Dxun nim time run prior to 7.0, since I used different set boni for Trandoshans, Huntmaster and Apex Vanguard on my shadow/sin tank. Assuming, arguendo, you would need more space than available, the legacy bank has 15 mins cd, port to stronghold and return takes less than 1-2 min (in operations maybe a little more). Speaking of legacy bank, even in case you have equipment including tacticals/legendaries etc. for all classes, all roles, you need two out of seven ramps of the legacy bank, maybe a little more (store the useless tacticals, if you have them, on a toon). Of the remaining ramps of my legacy bank, one is filled with level 5 companion gifts, non-reusable stims/medpacks, heroic mission crates, etc., meaning 4 ramps can be littered with whatever you deem required...
  13. This appears to make black/black and white/white dye modules basically obsolete, so this is probably not going to happen.
  14. same this week, i.e., 4/4 weeklies shown completed, relogging prior to doing pvp resetted to 0/4 and it seems to work normally
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