Added: 1 month ago
From: GuardianHQMedia
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  • Patch notes say this has been fixed.. but no it wasn't YAY for bioware

  • It's because every 5 seconds GLOBALLY the turrets deal damage to the ship this timer is globally not per turret, if the roles were swapped the same thing would have happened.

  • @th3bestbeast Wrong. This BUG is finally being fixed in tomorrow's patch.

  • I'd say the tickets are on timed intervals, say every 15 seconds or so the system checks to see what points are taken and then takes a tick off. If the republics point is taken at say 1 second into that interval, and the empire's is taken at say 13 seconds into the interval. At the 15 second mark they will both go decrease at the same time.

    *these numbers are theoretical*

  • How about a recent video of this happening instead of pre-patch videos.

  • "It's a bug"

    "It's so soon after launch!"

    100% of these """bugs""" favor the empire.

  • 29 Empire responded to this video.

  • Horrible choice of music. But that looks to me like a bug to me. Not surprising since it is a bug-filled game in alpha state. I do not think the devs favor the Sith over the Republic. I think they have bugs in their game that are left there for some reason, especially in pvp. There are too many bugs and SWTOR will fail like warhammer did.

  • talk to Origin support live chat and ask for a refund for The Old Republic. you still keep access to the game even after they refund it. you shouldnt have to pay for this unfinished turd

  • Hmm stange looks like you have 3 latency bars...

  • @micshaz the reason behind this is the fact that the Sith forced the Republic to sign the Treaty of Coruscant.

  • I feel like this is a latency issue because when I play (I'm Imperial) we always cap first and it always takes a few second before we take 5 damage off, and then the Rep turret does the same. Perhaps we're just not seeing what's happening at the same time?

  • Warzones are generally unbalanced. When a group has 5 healers while the other group has 0 healers, it ain't fun, if there is no healer in one side then healing should be forbidden in the other one.

  • @EngelVerloren This is one of the dumbest things I read today, even for youtube standarts. So, if one side has no healers, the healers on the other team have to be rendered useless?

  • @factorious I prefer fair fights, do you find it fair if they have 5 healers or the whole army is almost a bunch of healers while the other team has no healers?

  • @factorious Plus if you played warzones you'd understand that if the opponent have 5 or more healers than the fight will take a while and they will always win it, where is the fun in that when a healer can easily change the tide of a warzone?

  • @EngelVerloren I had a wz I got into with 3 guildies (1 heal, 2 tank, 1 dps) and we came out against a republic team that had 4-5 healers easy to our 2-3 heals and we had a perfect game 6-0 (huttball) Healers do not make or break the game, competent players do.

  • @irishsamurai Dude that's Huttball lol. It's easy to win a game of huttball even if you have 0 healers. It's the alderaan turrets and voidstar that makes a difference with healers.

  • @EngelVerloren lol. I read your comment about the other team not being able to heal and all I saw was

    "you're to op! you're not allowed to do anything so I can win!"

  • @Onshki Then I'd like to see how you like it when the opposing team has an army of healers and your team has 0 healers.

  • @EngelVerloren been playing mmos for years bro. winning pvp matches with no healers is an old story.

  • @irishsamurai Try posing a bomb on a door in voidstar when you have 8 people including 3 competent healers harrassing you, and killing your teamates slowly but surely...

    Alderaan is kinda the same, if there is like 2 healers 2 dps middle good luck killing them, you'll have your team obliterated before you can even think of tagging the tourels.

  • A similiar thing happend to me when playing, we locked down all three towers right from the start and hold them the whole game, somehow we still lost 20 points.

    I play emp btw

  • Not only does the game mechanics seem to favor sith, so does the story line - not that i particularly care for the story, i just noticed that the story usually goes something like "Sith are attacking we need to be fucking saved NOW"

    It's like the sith are just.... advertised to be "better"

  • @micshaz The reason why they're so dominating in the story is for one reason. The Sith are the ultimate bad guys in this game. Even though they are playable they are the final boss. So to increase tension they have to make the bad guys be kinda overpowering in the story. Makes it more interesting.

  • @Onshki Sure it works for the story, not for MMO balance.

  • Hello from Jung Ma-Froich

  • I just tested this. It's true. Watch for yourself when you get into a warzone. We capped LEFT first, we had it about 30 seconds before the sith got right. When we got left, it took 6 seconds (me counting) before the enemy ship took 5 damage. When the sith capped the right...it did damage IMMEDIATELY. AND it took 10 damage off our ship. That is broken. . Took 6 seconds for theirs to take 5 damage, took zero seconds for our ship to take 10 damage.

  • @MrDoctorDrake Then why in the first example does the Imperials, who captured second, even if before a tick, get to 590 before the Republic? If what you are saying was in fact correct they both should have been @ 590 at the same time, no?

  • @MrDoctorDake just recorded another match after a BW Dev said it was working as intended. My team captured the West Turret, two seconds before the Sith captured East. Sith Turret ticked immediately. Before our Turret ever ticked some damage off, their turret hit again...10 points before we got 5 and we captured first...how is that balanced and working as intended. I will post the video soon.

  • To people saying it's because of the "ticks" when the damage is actually calculated- That doesn't explain the second clip.

    In the second clip, Republic has one turret locked, completely, before the sith do. However- as soon as the sith get one locked republic INSTANTLY take 5 damage- and the sith take none. On that exact same tick, despite both sides having one locked. Clearly bugged.

  • You're misinterpreting what you're seeing. There are fixed "ticks" during which both sides lose health. If you happen to capture a turret right before a tick, the other side will lose health immediately. If you happen to capture a turret right after a tick, you'll be waiting a couple seconds before any damage is taken.

  • QQ

  • @amabax If that was the case then in the second match they should of hit at the same time but you can see that the empire cap'd after the republic but still damaged first

  • This proves nothing...

  • Can I get the song name prz :)

  • That's not the case though. I've tested it many times. The Sith Turrets always shoot as soon as they are locked in.  No matter which turret they grab first.

  • ah no, thats not whats happening. the thing is that the cannons seem to have fixed "ticks" when they shoot.i believe they don't fire x seconds after being captured, but x seconds after round start - and to prevent ties they don't shoot at the same time but are offset by a little bit. so what you saw was the first tick after the capturing - the thing that seems to still validate your statement of imperials being favored is that the right tower comes first, then center, then left.

  • noticed that too, altough i have to say, its rather unlikely to really make a difference to the outcome. rounds that close are pretty rare.

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