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Star Wars: The Old Republic [Releasing Date: Dec 20 NA/EU - NDA Lifted]

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EasyTGT said:
Not when you want to take cover right here, and instead it makes your roll half way across the room and face the wrong direction. So then you have to get out of cover, back up, move to where you want to be and then... roll half way across the room again.

It was much better when you could choose to ignore the natural cover and use your portable cover whenever you wanted.

Is there a single button that is doing this because whenever I press the portable cover deploy, it does just that, even if I'm next to natural cover. Never have had it roll me across the room.
 

MaddenNFL64

Member
BattleMonkey said:
Is there a single button that is doing this because whenever I press the portable cover deploy, it does just that, even if I'm next to natural cover. Never have had it roll me across the room.

Oh, so it's not like that.

Well I liked it when I read it lol, but I guess flipping around & being put in the opposite direction would suck.

I still want everything instant cast. Press snipe, portable cover is deployed automatically & you fire off your ability. No channeled timer. The act of getting into cover should act as the timer. Just balance the damage from there.
 
MaddenNFL64 said:
Oh, so it's not like that.

Well I liked it when I read it lol, but I guess flipping around & being put in the opposite direction would suck.

I still want everything instant cast. Press snipe, portable cover is deployed automatically & you fire off your ability. No channeled timer. The act of getting into cover should act as the timer. Just balance the damage from there.

Well I dunno dropping into cover takes about a second right now. The port cover is practically instant, it doesn't add a whole lot to the channel time of the sniper shots and such. Only time it takes any real time is when your character will make a big role across a room but that is still fairly quick.

In flashpoints right now even though you gotta be on the move, I instant drop the port cover, and take my sniper shot and just move. Did it take longer to deploy it before? Some people were acting like it takes forever to deploy cover
 

MaddenNFL64

Member
BattleMonkey said:
Well I dunno dropping into cover takes about a second right now. The port cover is practically instant, it doesn't add a whole lot to the channel time of the sniper shots and such. Only time it takes any real time is when your character will make a big role across a room but that is still fairly quick.

In flashpoints right now even though you gotta be on the move, I instant drop the port cover, and take my sniper shot and just move. Did it take longer to deploy it before? Some people were acting like it takes forever to deploy cover

Do a test. Doesn't have to be in a flashpoint, just find some scrub mobs to punish.

deploy cover, fire off some abilities, but keep moving spot to spot over & over. See if you can viably keep moving around, spot up with your cover, do damage, move, then take cover again, do damage etc. Maybe even do it at point blank range, even if thats goofy. Just keep moving around a target, going into cover using an attack, get out, repeat.

I want to play a cover class, but it needs to be viable speed wise. Like I have to be able to attack in cover with enough speed to get out & deploy again like I was a caster setting up a channeled attack, at least.
 
MaddenNFL64 said:
Do a test. Doesn't have to be in a flashpoint, just find some scrub mobs to punish.

deploy cover, fire off some abilities, but keep moving spot to spot over & over. See if you can viably keep moving around, spot up with your cover, do damage, move, then take cover again, do damage etc. Maybe even do it at point blank range, even if thats goofy. Just keep moving around a target, going into cover using an attack, get out, repeat.

I want to play a cover class, but it needs to be viable speed wise. Like I have to be able to attack in cover with enough speed to get out & deploy again like I was a caster setting up a channeled attack, at least.

Well thats not how I play so not sure, but the class does not seem to be about always sticking to cover as many of your abilities cover a range of encounter ranges. You have a lot of utility in various situations. In group situations, a tank character should be holding aggro which from what I've played in flashpoints I can often just park myself in cover and just shoot sniper shots without having to move outside of boss fights which often force you to move once in a while.

In solo situations you have benefits of having companion characters that draw aggro for you so you can park and snipe. You also have group stun abilities thanks to flash bangs and up close stuns as well to help escape. Even without sniper shots you have up close heavy damage dealing and other dps abilities that don't require the use of cover.
 

MaddenNFL64

Member
Oh for sure I would play your way, but if shit hits the fan, or if I got into a dynamic situation, I wonder if it would be as viable a move as say force lightning (a channeled ability).

We're both rooted to the ground while its channeled, but would I be as mobile afterwords is my thought. And could I drop back into cover & snipe as quickly as a SI could run around then toss another force lightning.

Just crap I have swimming in my head about the cover classes.
 

Cipherr

Member
Won said:
That are pretty weak answers. :/


Agreed. Music to some peoples ears. Like a gunshot wound to the head for me. Ive seen companies try this in MMO's, never works out for the better. Its hard enough leveling things like classes and professions when you give weight to the flexibility and adaptability of one class/profession over another. It becomes that much more difficult to balance things when you don't. A part of balance is weighing things against one another, there is literally no way around that.

Just snatching out variables, for the sake of doing so is different, but Im not convinced its better in any way. It would likely work better in a genre that didn't have a foundation in repetition the way that MMO's do. No matter how much you enjoy a certain style of gameplay, in an MMO, time goes on, and things aren't as fresh anymore. Thats where the issue of value and balance come in. This is going to either be a seesaw, or its not going to be nearly as accurate in reality as they are presenting it. Time will tell.
 
MaddenNFL64 said:
Oh for sure I would play your way, but if shit hits the fan, or if I got into a dynamic situation, I wonder if it would be as viable a move as say force lightning (a channeled ability).

We're both rooted to the ground while its channeled, but would I be as mobile afterwords is my thought. And could I drop back into cover & snipe as quickly as a SI could run around then toss another force lightning.

Just crap I have swimming in my head about the cover classes.

Would be hard to compare without playing both I suppose. Would have to compare their other abilities and their utility. The sniper focused AC from what I remember has it that you can spec to get bonuses to def for a while after leaving cover

Cipherr said:
Just snatching out variables, for the sake of doing so is different, but Im not convinced its better in any way. It would likely work better in a genre that didn't have a foundation in repetition the way that MMO's do. No matter how much you enjoy a certain style of gameplay, in an MMO, time goes on, and things aren't as fresh anymore. Thats where the issue of value and balance come in. This is going to either be a seesaw, or its not going to be nearly as accurate in reality as they are presenting it. Time will tell.

Seems pretty normal really. There is not a single MMO out even many years after launch that doesn't have seesawing going on. "Balance" is a never ending issue with MMO classes, things will change.
 

Fox the Sly

Member
MaddenNFL64 said:
Well, it has nice utility in Sky with the /white mage & chi blast stuff, but I mean, competing with jobs that could out spike me, eh. Monks were alright tho.

I always had envy for the Samurai man, those guys got crazy good.

Yeah, they (Samurai) became SE's pet job for awhile. Dancer seems to have taken that place though.


Parn said:
Those earlier days sucked hard. It always pissed me off how the invites for monk ran dry pre-60 because you couldn't participate in a distortion skill chain and everyone wanted to do them in parties back when black mages were considered integral to a party and insisted on being able to magic burst off of it.

Yeah, I started in 2004 (Monk main), tough times back then. At least we had King Ranperre's Tomb, and of course, imps/Assaults/Salvage when ToAU released. Good times after that lol.

===

So as not to be off-topic (too much), I still haven't decided what class to roll. I usually go with a Monk or Rogue-like dps class, but healers will propably be in low supply. Hmmm.
 

Sophia

Member
Cipherr said:
Agreed. Music to some peoples ears. Like a gunshot wound to the head for me. Ive seen companies try this in MMO's, never works out for the better. Its hard enough leveling things like classes and professions when you give weight to the flexibility and adaptability of one class/profession over another. It becomes that much more difficult to balance things when you don't. A part of balance is weighing things against one another, there is literally no way around that.

Just snatching out variables, for the sake of doing so is different, but Im not convinced its better in any way. It would likely work better in a genre that didn't have a foundation in repetition the way that MMO's do. No matter how much you enjoy a certain style of gameplay, in an MMO, time goes on, and things aren't as fresh anymore. Thats where the issue of value and balance come in. This is going to either be a seesaw, or its not going to be nearly as accurate in reality as they are presenting it. Time will tell.

I have a suspicion that pure DPS classes will be better off anyhow. I'm playing a Healy-speced Commando right now and it's rather apparent that I'm sacrificing single target damage for Healing.
 

Ketch

Member
BattleMonkey said:
Is there a single button that is doing this because whenever I press the portable cover deploy, it does just that, even if I'm next to natural cover. Never have had it roll me across the room.

Yes! It's a single button now. There's no portable cover deploy button any more. Have you tried it since the last change to cover?
 
EasyTGT said:
Yes! It's a single button now. There's no portable cover deploy button any more. Have you tried it since the last change to cover?

When did they change that? I was playing 2 nights ago and there was two cover abilities. A take cover button on the hotbar, and then a deploy portable cover button. They just changed it again? How do you even deploy portable cover if you got button to deploy it now?

* Edit: Ok yea now I see it on the forum. Take a break from the beta for a few days and things go crazy! *
 

MaddenNFL64

Member
I think its on the right track that way. Just have to figure out a way to keep the player from rolling into cover thats not in the intended direction.
 

Lebron

Member
Can't believe I'm finally going to be able to try this out soon. At least now I'll be able to form a more accurate opinion of the game instead of just going by videos and impressions.
 

Sigfodr

Member
MaddenNFL64 said:
6 I think. The ship droids are actual companions you talk to, and use for crafting. They don't fight though.

So 3 fighting companions, the ship droid on both sides make 5, and...

And a secret companion, HK-51 from KOTOR 2.
Thanks, but I was thinking more about fighting companions, so I'm still depressed.

Does HK only go to one side or another or could anyone "obtain" him".
 

Cystm

Member
MaddenNFL64 said:
6 I think. The ship droids are actual companions you talk to, and use for crafting. They don't fight though.

So 3 fighting companions, the ship droid on both sides make 5, and...

And a secret companion, HK-51 from KOTOR 2.

WTF kind of blasphemy is this? It's Hk-47

simpsons-villagers-pitchfork-torches.jpg



Edit: I forgot that they added in wack versions of the aforementioned secret character. SMH.
 

ThatObviousUser

ὁ αἴσχιστος παῖς εἶ
HarryDemeanor said:
We already know who wins anyway.

Bounty Hunter.

Going by the films all Bounty Hunters are good for are getting thrown into Sarlacc Pits.

Jedi Knights meanwhile can take down whole empires.
 

Agkel

Member
For those of you that have been playing long term betas of the game, what tips do you have for us weekend beta testers to enjoy our limited time more?
 
dorkimoe said:
edit found it

editx2. Nope still cant play, awesome. waited all week and the game doesnt even work

Is the launcher not starting at all or is it just crashing once you start? There was an issue with the launchers for some people that required reinstalling it.
 

dorkimoe

Member
it was launching and just black screen loading and not responding

installed the new drivers and just got patient and let it load for 5 minutes it eventually came back and worked
 

Phloxy

Member
Did everybody who was in the first weekend get re-invited, my friend was in the first but he hasn't gotten a second email at all.
 

Gvaz

Banned
Sinatar said:
Tried the beta at my friends place.

Pre-Order cancelled. This is not the game I was looking for.
My friend got into the weekend beta and is hyped for it, he's played a bit before and enjoyed it. He also comes off like TBC/WOLK/CATA playing wow and other mmos like rift and aion and shit so Idk
 

gatti-man

Member
Textures are muuuuuuch better now. Idk if its higher res or just cleaner overall. Seems like a bit of both. Best looking mmo I've ever played besides ff14.
 

Retrofluxed

Member
Just got back from my buddy's house and played it (or watched it being played) for about 8 hours.

Best part - I'm impressed
Worst part - The damn game isn't out yet
 

Sinatar

Official GAF Bottom Feeder
Max said:
I was under the impression this was going to be like KOTOR

I don't want to start some shit in here, but it isn't anything like KOTOR. It feels like someone made a Star Wars mod for WoW.
 

Chindogg

Member
Sinatar said:
I don't want to start some shit in here, but it isn't anything like KOTOR. It feels like someone made a Star Wars mod for WoW.

Its WoW with some elements of KOTOR. Fun game but nothing mindblowingly innovative. I absolutely hate the space battles. I've played flash games that were more fun.

Also, whoever thought it was a good idea to put jumping puzzles in a MMO needs to be shot.
 

gatti-man

Member
Sinatar said:
I don't want to start some shit in here, but it isn't anything like KOTOR. It feels like someone made a Star Wars mod for WoW.
This just isn't true. Spoken like someone who played 30 minutes of low level tor.
 

Mairu

Member
Sinatar said:
I don't want to start some shit in here, but it isn't anything like KOTOR. It feels like someone made a Star Wars mod for WoW.
Where can I find the cutscenes and instanced dungeons designed around a progressing storyline in world of warcraft? What part of wow makes you feel like you're playing a single player game progressing the storyline of your individual character that just happens to have other people around?

Both games have fetch quests and skill trees with a similar combat system but I don't really understand people who consider it entirely a wow-clone or a star wars skinned wow
 

Sophia

Member
Sinatar said:
I don't want to start some shit in here, but it isn't anything like KOTOR. It feels like someone made a Star Wars mod for WoW.

Speaking as someone who's actually in the beta test and actually plays both games, this game plays nothing like World of Warcraft. You couldn't have possibly made it past level 5 and came to this conclusion.

Fonds said:
You can blame Blizzard for that then.

There aren't that many jumping puzzles in WoW actually. I wish there were more. Now there's a lot of bosses with jumping mechanics... (Fuck you, Lord Rhyolith!)
 

Moaradin

Member
I just did Taral V. Shit was so epic. It took us like 3-4 hours and it's pretty much two big flashpoints in one. Ending was great and gave me multiple orgasms.

I would consider that flashpoint to be as large as a big raid in WoW. Maybe not as hard, but in terms of environments and amount of bosses. Throughout the whole thing there were at least 8-10 bosses.
 

Thoraxes

Member
The game is a lot different than it gives off in videos.
It's really hard to understand until you actually get your hands on it though.
It still really feels like it's lacking a lot of polish though, which I hope will happen before the release. They've got plenty of time to fix that though. Just a lot of little tweaks everywhere that will culminate in some nice changes to the overall game.

It's not that it feels half-baked either, it just feels like all new MMOs do, and ultimately, I think the team there will come around to all of this.
 
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