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Really you don't have any bad choices (depends on build tho) in these class combinations. The Controllers will struggle with Lts some since they can't be mezzed, but with the Incarnate pets & damage it still shouldn't be too hard.
I'd say that either of your MM's would probably be tops followed by your Brute, but like I said any of these can solo a door without much/any leakage. -
Quote:Seriously how can you have a "best of" list without:Support - WARE
Offense - WARE
Disruption - WARE
Ummm.. am i missing anything?
best troll
best forum warrior
best sandwich eater
best at making funny noises on mumble
I am beginning to think you aren't even taking this thread seriously... -
That sucks guys, really enjoyed the matches and practices.
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Won't matter, since you'll have two in the mission unless you take the time to spawn it before inviting your lowbie so you'll have to deal with bosses. As for the level, try it at 0 and see how you do and adjust from there, but adjust the number before you adjust the level. +0/x8 is better than +2/x6 in most cases.
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I have to disagree, the extra nukes are nice to haves but not required for PL'ing. Getting a character to 50 in less than 15 hours is very doable today PL'ing with a premium account.
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Quote:I do understand, but the problem is that I don't see in my personal experience or the accounts of various groups (Goonies, BoB, etc) who've reached prominence, evidence for anything beyond zerg rush once combat starts. I see lots of prep work but nothing that even looks like battle tactics. If you believe differently then why don't you either point to some accounts of battle tactics or provide some?The skills required in EVE are fundamentally different and more complex than CoH. To say no skill is required is a ridiculous comment. I will agree the skills are much more focused on preparation, but I don't think you quite understand that strategy is a form of preparation. There is a great deal of strategy that goes into fleet combat and the formation of a corp.
where as CoH PvP relies on each individual players twitch abbilities to kite, evade and lock a called target.
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In the end it doesn't matter which stye of PvP you prefer. I shouldn't have to tell you which games PvP is more competitive. I'm a numbers person they tend to speak for themselves.
P.s. I think Kevin Mitnick would disagree with your comment about social engineering not being a strategy...
Now, I do actually agree that the PvP population in CoH hurts its competitiveness because the pool of players is too low for a robust meta-game but the size of EVE's population DOESN'T make up for its shallow combat system and again comparing them is basically useless since they focused on almost diametrically opposed approaches. -
Preparation IS important, but it shouldn't be the end all be all of the conflict. Planning & execution go hand in hand and EVE is weak (IMO) in the execution portion of PvP. I frankly don't even consider it strong in the preparation for a battle in comparison to SB and even DF, but at least its not a weakness for EVE.
In terms of player skill in regards to PvP I don't think there is much in EVE at all because the entire game is dedicated to building fleets and getting the resources for them. Its probably the deepest current MMO in that regard and certainly takes time and dedication but little in the regard for actual tactics. There is much more social engineering than strategy, which includes those folks that get to be "friends" with people on the development team. EVE is much like checkers in that regard, there isn't a ladder or even a metric in game that directly tracks who is good and who isn't at PvP. There are things that track overall corp success, but PvP skill is really a small part of that because the game itself doesn't require skill or tactics to succeed in combat.
CoH has a different set of problems, the actual combat takes a great deal of twitch and tactical skills but the PvP community is tiny. In terms of speed its by far the fastest PvP in a MMO, but it lacks territory/resource control options. (lol, base raids) Off hand I'd agree with Fiery, comparing the two is basically impossible since they are almost complete opposites in terms of approach. -
Yeah, I don't think size of player base is indicative of competitiveness. It is a factor, but its hardly a major one. Halo in its various incarnations is far more popular than CSS is, but its no where near as competitive, despite being in the same genre. Another example, is chess more or less competitive than checkers? Many more people play checkers than chess but that despite having a much larger pool players its certainly NOT as competitive as chess.
EVE's combat system has skill elements, and the game itself is undeniably complex, but combat itself isn't particularly deep IMO or challenging. Getting ready for combat and coordinating the numbers of people to bring the right resources to the fight shouldn't be the hardest part of a battle in my view and that is (or at least was) the state of things in EVE. -
Quote:I haven't logged into EVE in about 14 months, so its certainly possible that tactics have changed, but what I observed was intentional server lag being an integral part of the large battle tactics. My hardware is certainly not the issue (i7 with 8GB of RAM, SSD, and ATI 6970) and the person in charge of the battle told me point blank that the lag was a desired result. The economic parts of EVE and corp building/management are compelling, but the actual PvP portion of the game is (or at least was) NOT enjoyable at all IMO. I'm also comfortable with open full loot PvP. (I played SB and UO for the PvP and numerous other open, but not full loot PvP games.)There is aiming in the form of range and locking, Your skill in pvp isn't determined on how quickly you can lock a target, it's much more involved and complex then that. as for lag, you probably need a better rig. Don't blame the game for your legacy hardware problems.
tldr; There are two things I dislike about EVE, the combat interface (mouse clicks to fly a star ship = lose) and that lag is (or was) a tactical benefit. -
Quote:I don't think that PvP in CoH is competitive in the current state of the game and that is mainly because of the changes in I13 and the number of people who walked away from PvP (and in many cases the game itself). My personal definition of competitive is more in the TF2, CSS, GW kind of scenarios. I DON'T consider zerg games competitive, especially EVE where the goal seems to be cram as many people as possible to produce huge amounts of server lag and call it PvP. My point on CoX is that the game play, including the PvP, is MUCH more enjoyable than a mouse click interface to space ship combat. IF EVE had implemented aiming and a decent flight sim engine I'd have been a huge fan, but I can't stand the interface and slow combat speed in a space game.I won't bother arguing with you as your opinion means absolutely nothing to me. The level of competition in this game is laughable (Although most who say they pvp competitively here would of course vehemently disagree, despite pvp mechanics being borked to hell).
It's possible that my definition of competitive pvp is entirely different than yours. I enjoy spreadsheets, I enjoy following market trends and mechanics and I enjoy Real risk VS Reward PvP scenarios; in-which being the winner doesn't necessarily mean you won a fleet battle, but whether your gains are high and your losses lower.
Trader fundamentals 0.01
I think even Arcana would agree with me that interpreting and exploiting spreadsheet data is a higher form of PvP. So please don't belittle data mining. -
Had to comment on this, EVE doesn't qualify as a good PvP game in my opinion frankly as many mistakes as the devs have made in CoX the PvP (and over all game play) is far better than anything in that spreadsheet disguised as a space MMO ever produced. Gathering up as many people as you can to wait for 45 minutes and then jump into a complete lagfast != competitive.
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Slot one in Foot Stomp, its much more valuable in the PBAoE than in single target attacks. It also will NOT stack nor will a new one over write an active buff in this case. Put damage procs in your single target attacks (if you want) and one of the damage procs in Burn.
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CO was most certainly going to be Marvel Universe Online:
http://www.1up.com/news/marvel-universe-online-dead
http://news.softpedia.com/news/Crypt...ne-36744.shtml -
Ahh, now I get you. AFAIK 16v16 was never really popular, certainly not when Lions Den was around. Why you ran into several screen shots of 16v16 scores I can't answer, but the only time I remember those happening much was when some SGs were trying to get into PvP for the first time and thought the larger numbers would help them (they don't). The larger battles would take a lot more active PvP SGs/VGs to make happen and we just don't have the numbers.
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You're right I didn't discover the CEBR variant until long past needing it, but unless there is an outright bug in how the XP is being calculated I don't believe it was possible. Relying on going to the insp vendor each time between runs slows you down significantly.
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Ran this tip on two different characters last night and had to kill her 4 times in the first mission and 2 times in the second one.
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Feel free to yell at us, I don't know which server we will end up on though it will definitely be PvP
http://www.swtor.com/guilds/3975/lords-dead -
I'm confused, this will have a minimal (if any) affect on PL'ing but everyone here seems to be happy that the developers put resources into a change that only affects a very small slice of the PL'ing population. It really only affects people who wanted to self PL a /FA or /Elec brute which NEVER resulted in going 1-50 in several hours.
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Its short for Claws Electric Brutes Rule. Its a style of AE mission that allows for low level Claws/Elec or FA brutes to farm nearly as effectively as a well IO'd level 50 SS/FA brute. It relies on chugging inspirations before and after zoning into the mission.
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Yeah, I got that Mad, that's what I was talking about. Another big difference is that virtually all of the matches took place on test so SGs from all servers could compete against each other.
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As was noted earlier in the thread this change only hits people self-pling CEBR missions. It won't change my farming one iota nor slow down pl runs. Until a couple of days ago I didn't even notice that there was an insp vendor right outside of the AE terminals. The ambush change also doesn't do anything since I cap after the second ambush anyhow.
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I think the main cause was the shrinking of the organized PvP population after I13. There just aren't many/any/enough SG's and VG's that are focused on PvP or have enough of their members that are. A big part of that was also the failure of base raids and the whole objects of power. Another is that there is exactly 0 official recognition for a PvP focused group to hang their hat on. All of that combined means that most of the good (and even decent) PvP'ers are known as individuals rather than members of a SG/VG.
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Quote:It definitely takes time to adjust to the new normal. I left just before I13 and only now am I really beginning to feel comfortable. I would like to see some more of the people I played with back in day back, especially the Tribute, FoL, and OSL guys.I'd love to have some of the older teams/players come back but truthfully speaking most of them wouldn't be considered probably half as good as they were back when, at least at first.
I don't see LotD coming back and the focus there is in on SWTOR, which I think will pull a number of returnees back out of CoX.