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Topics - Rubino

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137
Warhammer Online / Guild Rank: 15
« on: November 06, 2008, 09:55:06 AM »
Go baby!

138
Warhammer Online / Tier 1/2
« on: November 04, 2008, 09:45:15 AM »
I've been levelling an Engi the past couple of days and in the scenarios I've noticed that 2/3rds of the classes chosen by destro are casters.
Of these the majority are WE's, then those little yoda types and those skateboarders - the rest appear to be mostly Maurders.

In Tier 1 it's generally a whitewash against them - they're unbalanced and while they tend to work together (mostly alts I think) they're easy to disrupt enough to break any tank.
In Tier 2 they have (as an individual) better resists and therefore it's much harder to bypass the front line and harass.  Their tanks appear well setup and they are much more of a PIA.

I noticed that in both tiers they have more borderline characters to the tier above - whereas Order had middle-tier characters.
Which I think indicates that Destro are levelling them faster or sticking to the lower Tier for longer to maximise kills.

Destro had more guilded players in Tier 1 than order.  Most of the order players, while some are alts, weren't part of a guild.
The play style of Order was organised but it's hard to tell if they were experienced War players or if they were just from other MMO's.

I would guess from chats I had with them that it was about 50/50.  Some were into War but were Alt'ers (people who have a ton of alts) - usually part of a small guild where a majority of their friends didn't like/couldn't play (due to lag/client issues) War. 

Tier 1/2 RvR has been slow - while in Tier 1 the BO's have the usual flip-flop between order/Desto - I've not seen much change-over of the BO's & Keeps in Tier 2.
In Tier 1 it's easier to have/get-together a small group to take the BO's - in Tier 2 it takes a larger, more organised group to take the keeps.  Which again reflects the mid-tier characters of Order.

The main counter for Order I think, is to expand alliances to include much smaller Guilds and therefore have a broader reach of online players.
Players who have a carry-over guild from other MMO's are reluctant to join another Guild when their friends have account and might play again in the near future.

Just my take on the lower Tiers.


Edit: Post coffee Spel check ;)

139
Warhammer Online / Career Mastery
« on: November 02, 2008, 08:08:47 PM »
So what happens when you have 25 mastery points and hit lvl 40?
Do continue to get mastery points? or is it just respeccing now and then?

140
Warhammer Online / Offline Access to Battles...
« on: October 31, 2008, 11:57:33 AM »
Never noticed this before but if you wanna see what's happening without running the client - a handy Battlefield Map!

http://www.wardb.com/battlefield.aspx#39:8

141
Warhammer Online / BFP - Zone Lockdown 30/10/2008 - 3/11/2008
« on: October 30, 2008, 10:15:43 AM »
With halloween upon us we have a 4 day long Event.

Primary Objective:
Lock the zone by taking the Keeps and BO's.

Secondary Objective:
Hunting for the Halloween Quests/Mobs
Dwarf & Greenskin Quests

Date:
30th Oct 2008 until the 3rd Nov 2008

Time:
Rolling - 24 Hours

Place:
BFP

Type:
All

Level Requirement:
All players who can play T3 without too much pain :)

Attending:

Calendered:
Yep


Be selective in the scenarios you join - select those fitting the zone you're in.

143
Warhammer Online / Graphics Cards..
« on: October 24, 2008, 09:53:40 AM »
I currently have an nvidia 8600GT (256 MB RAM) - and yesterday in Avelorn (100 players or so) the lag was extreem - I could barely move with any degree of accuracy.
I've updated my driver, defragged and changed a few things to see if it'll help but I was thinking of getting a 8800 GTX (768 MB memory).
Anybody have or know this card?
Is it worth the cash?

144
Warhammer Online / State of play..
« on: October 21, 2008, 12:26:23 AM »
There is a PQ in BFP (I think) that has some potential - in stage one both Distro and Order compete against each other to take out the NPC's (and/or each other).
It could be fun however you wanna play RVR or RVE.

I don't relish the prospect of constant RvR but I think lots could be done to improve the challenge - not so much about boosting the NPC's but getting them to be more strategic in how they respond.  Open RvR ends up usually being about which side has the most HP (wounds + heals) - how much talk is there, on the forums & in-game, about Tank/Healer combos?

How many times does a Keep get taken and the mob running off to take the next objective - then complaining about the people who don't RvR when the other side takes it without any effort - rather than using the resource they've just captured to their advantage?  Use it as a base, launching pad for the next confrontation, teaching lowbies about tactics (any level can use siege eq, repair, AOE, scout, etc).
Not to mention that taking the zone gives a bonus to all.

We should think about having a floating base - taking the objectives and then reaping the rewards.  Use the bonus to boost the RR for skills, INF for the EQ - get the unlocks..
Everybody gets a boost - learns what the zone has to offer.  The next day/week - move to another - rinse & repeat.  Each time we become better at working as a team - our skills & abilities improve making the next zone easier.

Aye - scenarios can be a grind - but likewise they can also be great fun as a group.  Not to mention they are a great place to learn about RvR, weapon/skill combos, tactics. People complain about TA - but don't like the other scenarios as there's no lava! :)
In the others you have to work more as a group!  I've been in TA without healers many times - you know sometimes we've actually won :O

If you asked people today to put together a team for guild championships - most would fill it up with meat-heads (no insult implied :)) and healers.

Avelorn is a good example of all this - it's a great fight and most of it happens along the bridge.
Today I actually managed to pull some people along the right flank - across the river to the back gate of the keep  (held by Destro).
8-10 of us rushed up to them another bunch holding the line on the bridge.  They ran (they could have easily held both fronts) and we held the field again for a siege.

It then went tits up of course - you didn't have many people working together - people were using their siege eq until it fell to pieces not bothering to repair, bolster, etc.

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