Showing posts with label pvp. Show all posts
Showing posts with label pvp. Show all posts

Thursday, April 26, 2012

Swotr Pvping As melee

Lets look at certain styles of play as a melee character. First of all, you gotta be aware of 2 things: 1 staying close to your enemy as much as possible, and 2nd do not allow him to frequently have hits on you. Basically as marauder for example, you can kite around even in a melee fight. Y is this good, simply, it depends on your acctuall spec. If you are rage build vs rage build, you do not want your opponent to strike u down with smash, so you have to make sure that he misses that, if the opponent does miss, then you have a higher chance of winning againts him. How to avoid? well, usually you get cought up by latency, so the character is acctually closer to you then it is shown on your screen, but nevertheless, whever you see you opponent having 4x stacks of shock wave up and running, you can try to kite away, pull away as much as possible, or just go force camo to reduce 50% dmg, or pop a defensive abbility up.

Tuesday, April 3, 2012

PVP- player versus player 2nd intructions

In the first phase we talked about one of the warzone`s that we can find in swtor... "huttball".
Now we will talk about the 2nd and 3rd type of warzones, starting with: Voidstar. Voidstar is an attack/defend time/round based type of warzone.
Each team that either attacks or defends have 7 min $ 30 seconds to defend or attack succesfully. But what are we attacking and defending?  Mainly there are 3 checkpoints in the zone, consisting 2 doors at each checkpoint... 1 door on east and 1 door on the west side.
The defenders must make sure they do not allow players to plant a bomb on the door: The attacker team can interact with the door and have a 8 second timer gauge until they uccesfully plant. Any incoming attack on the player that is planting the bomb, will intrerupt it prematurely.
So your fellow attackers have to make sure, that they stun the opponents, push them back or kill them before they get to intrerupt the bomb planter. If the bomb has been succesfully planted, it needs 20 seconds before detonation... in this very time, the defenders must make sure they deactivate it, or the attackers proceed twoards the 2nd checkpoint. The defenders can interact with the bomb and defuse it, having 3 seconds for the defuse to take place.
If the attackers destroyed the first door, then they proceed twoards a bridge, that they must activate so they reach the 2nd door checkpoint. Same as planting... attackers have 8 seconds to lower the bridge after they interacted with the console panel, any intrerupt will end the  process. In this phase, the attackers can either generate a "choke point" for the defenders or destroy them quickly and have the bridge for theyr own without any interference.
Chocke point: The attacker is making sure they hold off the defenders to they wont reach the bridge, mainly someone with force speed ( sorcerer/assasin) will rush the panel to lower the bridge. After lowering the bridge, they once again will rush the 2nd door checkpoint and plant the door while the defenders are still trying to break through the attackers choke point. Destroying them:The attackers will wipe the defenders and they will be respawned past the bridge, that grants the attackers to raise the bridge without any hostile activity... but this will allow the defenders to place themselves in position to defend the 2nd checkpoint ( not advisible for the attacker).
After the attackers managed to destroy the 2nd door aswell ( if they still have time) they will proceed twoards the 3rd door. Same as before, but instead of a bridge, they will encounter a barrier wich they must shutdown, in order to get to the 3rd door. Same case for the defenders,they must not allow the attackers to lower it, and buy time. If the attackers lower the bridge, and destroy the 3rd door checkpoint, they will get to the main panel wich takes 0.5 seconds to activate. After the first round is done, comes round 2 of the warzone... where the ones that attacked before, will defend and vice versa for the defender team aswell.
If any team gets to the main panel before the 7 min and 30 seconds expire, they will reduce the time on the clock for the opposing team when they get to attack.
For example if the attackers get to the main panel in 5 minutes and activate it... in round 2 they will only have to defend 5 minutes, instead of 7 minutes and 30 seconds.
Winning method: Whoever gets to a further door wins( each door and barrier grants you 1 point, wich goes up to a maximum 6 points if you destroyed the last door and activated the main panel as well). Make sure you gain more ground then the opposing team, and defend well when it comes for you team  to do so. If on the other hand its a tie ( resulting from both teams getting to the same checkpoint) the winner will be randomly selected.

Monday, March 19, 2012

PVP- player versus player 1st intructions

Main territory war planet is ilum, which is based on capturing points, then is one point of each faction side. One point on south and north control and one control point. The idea is for each faction (light and dark) to capture these points by disabling  the enemies ground vehicles.
There are three other PVP warzones which are based on queue: each individual player has a queue button on the button right screen where they get to choose, either go in the wars solo (solo queue), this will lead the player to play with other random player in upcoming warzone.
Second option is queue group, where you get to invite three more players in your partie and get them to queue with you for the upcoming warzone match.
When the warzone pops-up, you will have a meter bar in the middle of the screen where you get 90 seconds to enter the warzone or leave. After you/team, will get in one of the three  following areas: hutt-ball-two opposing tams fighting over a central ball. Each team must get the ball in the opposing sides lines, to get a score.
Players can pass the ball to each other but the maximum range to pass is 30 meters.
Here are the rules:
1. Whoever gets to 6 goals, wins;
2.Whoever team has more goal points after the 15 minutes timer will win the match;
3. If both teams are tied for the lead, then  whoever control the ball until the timer is up, it will win the match;