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Old 02-27-2012, 03:47 PM   Top  -  End  -  #121
Illieas
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

I finally hit 50 on my operative. I level the last level entirely through battlegrounds.
my favorite is hutt ball just cause is more even though some classes are just op in the battle ground.
the alderaan one who ever get 2 guns to one at the start wins. it feels like sisyphus when your down 2 guns to 1. kill all the people then 3 seconds later more people just speedering in so to that window of 8 second is near impossible
the ship one is a game of chance. I hate that respawning defenders don't automatically shifted to next room. it makes it so that the person that is out of combat have an advantage because of sprint. assassins especially can zoom out and pretty much get free bomb on the next door. it just the spirally out of control problem.

So i finally got to play all the space mission and i have to say i am very dissapointed.

I expected each mission to be different but found out that half are copies of old ones but with harder to shoot down fighters. I am also dissapointed in the auction house on my server. I search for epic gear for my character and there is literally no mod no armoring for sale. it goes something like 50% bounty hunter gear and like 30 percent inquisitor and 20% SIth warrior and 0 imperial agent. Are they just so few Agents that there just isn't a market?
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Old 02-27-2012, 04:27 PM   Top  -  End  -  #122
The Glyphstone
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Yeah,there's not as many space missions as you'd think:

-Shuttle Escort
-Ice Crystal Field
-Space Station Assault
-Asteroid Field
-Capital Ship Assault
-Minefield
-Space Station Defense

I love Capital Ship Assault and Minefield (at whatever level I'm geared for) myself - particularly CSA, it just feels so badass to be boring in on an enemy ship alone, then have three of your own capital ships appear flying wing on you before peeling off to let you solo everything.
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The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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Old 02-27-2012, 05:47 PM   Top  -  End  -  #123
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Originally Posted by polity4life View Post


I find the Mantis to be the most organic, interesting ship out of the bunch. It feels and looks like a bounty hunter's ship and to some extent reflects the appearance of the class with its mish-mash of gear choices. I especially love the fact that the big room sort of resembles the main cargo hold of the Serenity from Firefly.

If I had a choice of ship, I would have taken the Mantis.
The Phantom pleases my sense of aesthetics. It's sleek and sporty. Its every line screams speed and style. Truly, it is the Lamborghini of space vessels. And, like her pilot, she is far more than a casual glance reveals.

The Fury is the result of the Millennium Falcon and a TIE Interceptor hooking up and making beautiful babies.

The Mantis is a box (the same reason I despise the shuttles used as taxis on Balmorra and Voss). It has none of the curves that made Serenity a beauty. The engines are on awkward, flimsy little appendages (and are too small for the ship to begin with) - they look like they should simply shear themselves off instead of propelling the ship through space. The main reason it had to be stolen - nobody would pay money for that piece of trash.
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All the melee companions with aim as their primary are "affected":

Troopers - Tanno Vik and Yuun
Consulars - Qyzen Fess
Smugglers - Akaavi Spar
Bounty Hunters - Torian Cadera and Skadge
Agents - SCORPIO

There are no +aim hilts in artifice... that's why there aren't fully modable weapon models. The weapons themselves fairly rare drops in a base case. AFAIK, the companions that can use techstaves can also use techblades, but I don't know if those that can use techblades can use techstaves. The only way to get them consistently is to know someone who does Armstech or to hold out for quest rewards.

This also affects their armor selections. Synthweaving has nothing for the above folks. They're all in "trooper"/"bounty hunter" armor, except for SCORPIO, who is a droid.
Synthweaving has nothing for the majority of companions, though - the only companion that could be reasonably be equipped on the IA's team through synthweaving is Vector. Given that non-Force adepts don't get Sith/Jedi companions, I figure that BH, Trooper, and Smuggler will have similar teams, though I haven't actually played then far enough to know for sure (my BH still only has Mako, haven't even touched the Republic classes yet).

I don't see why they can't just use barrels as mods in electrostaves/blades. Make up some fluff about the item being used as a power source to make using the same item as both a gun barrel and a staff/blade component reasonable. Bam, done, now everyone can get a spiffy upgradeable weapon. It also allows vibroswords/techblades and electrostaves/techstaves to be classified as the same item type, separated only by the primary stat (like every other weapon type in the game - blasters come in cunning and aim variants, sabers come in willpower and strength variants).
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Old 02-27-2012, 11:08 PM   Top  -  End  -  #124
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

The trooper has no companions who use force user gear, but Bowie (because his gear doesn't show up on his character model) uses Jedi Guardian gear.
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Old 02-27-2012, 11:12 PM   Top  -  End  -  #125
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Bad news, I spent my monthly internet frivolity budget on the XBOX this month. Playing through BG&E right now.
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Old 02-28-2012, 01:15 AM   Top  -  End  -  #126
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Has anyone heard any plans at all from the Dev's to fix Ashara Zavros's affection bug?
Ashara has an affection bug?

*Googles*

...Dangit, and Taris is my next planet too.
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Old 02-28-2012, 01:42 AM   Top  -  End  -  #127
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

I'm partial to Space Station Defense. If anyone else remembers Battlehawks 1942 from waaay back in the day, the SSD missions remind me of the carrier defense missions from that game. Except, y'know, not impossible. Good times!

Also, Space Station Attack and Capital Ship Assault provide satisfyingly target-rich environments.
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Old 02-28-2012, 06:00 AM   Top  -  End  -  #128
polity4life
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Originally Posted by mangosta71 View Post
The Phantom pleases my sense of aesthetics. It's sleek and sporty. Its every line screams speed and style. Truly, it is the Lamborghini of space vessels. And, like her pilot, she is far more than a casual glance reveals.

The Fury is the result of the Millennium Falcon and a TIE Interceptor hooking up and making beautiful babies.

The Mantis is a box (the same reason I despise the shuttles used as taxis on Balmorra and Voss). It has none of the curves that made Serenity a beauty. The engines are on awkward, flimsy little appendages (and are too small for the ship to begin with) - they look like they should simply shear themselves off instead of propelling the ship through space. The main reason it had to be stolen - nobody would pay money for that piece of trash.
The Phantom, to me at least, looks like a spoon rest that one puts on their oven. Also, the inside is disproportionately large since the whole ship, at least according to the game's map, is no bigger than other ships. It does look neat on the inside though with its hardwood floors.

The Fury is outright boring and cramped. Sure, it's a military vessel, but people are packed in the most bizarre places and it has absolutely no character, unless you consider computer-walls and pipes charming. It feels like a super-sized TIE Interceptor and has as much room as one.

The Mantis however has the feel of being a beater that keeps on running a la Millennium Falcon. It looks like it shouldn't fly, much like the Falcon and Serenity, but it keeps going and even packs a punch when treated right. I like the large work station in the cargo hold that shows your crew members working if they're on mission (though you will find them in their usual haunts at the same time).

Whatever the case, it's really cool that the ships are so diverse. I would have loved a choice of a ship and the Force classes should each have had their own craft as well, but ohh well.
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Old 02-28-2012, 11:45 AM   Top  -  End  -  #129
Philistine
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

I wish the Phantom was available in a color scheme other than "ultra-high-vis polished metal" - it's awfully flashy for a Cipher Agent who's supposed to be able to go anywhere and be anyone. (I'd expect that landing a ship like that in a war zone like Balmorra, for example, would blow your cover before you even start.) But the design itself seems to be channeling the SR-71 Blackbird by way of Amidala's yacht(s). I can live with that, even if I prefer the Fury's aura of compact menace.
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Old 02-28-2012, 02:02 PM   Top  -  End  -  #130
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

I think the Phantom is channeling Bond's Aston-Martin
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Old 02-28-2012, 02:39 PM   Top  -  End  -  #131
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Quote:
Originally Posted by Squark View Post
The trooper has no companions who use force user gear, but Bowie (because his gear doesn't show up on his character model) uses Jedi Guardian gear.
All trooper companions are +aim, which is great because you can all match.
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Old 02-28-2012, 05:48 PM   Top  -  End  -  #132
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Quote:
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All trooper companions are +aim, which is great because you can all match.
Which is probably the idea.
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Old 02-28-2012, 08:18 PM   Top  -  End  -  #133
Salur
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

This post is random as heck, but:

Back when Thrain and I were leveling with our mains, we ran into one or two bosses that dished out a bit too much damage for us, and we wanted to make sure he was the one taking it. Except, whenever the boss switched to me and I deployed my threat-reducing cooldown, he still kept going after me, even if I would just sit and not attack.

Today, I learned why. Apparently some of the threat reduction cooldowns (the Merc/Commando, IA/Smuggler, and Sage/Sorc Cloud Mind (the pull ability works fine)) reduce threat by 0.25% rather than 25%. No wonder it didn't seem to do anything .

Last edited by Salur : 02-28-2012 at 08:36 PM.
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Old 02-28-2012, 10:42 PM   Top  -  End  -  #134
Squark
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Quote:
Originally Posted by Salur View Post
This post is random as heck, but:

Back when Thrain and I were leveling with our mains, we ran into one or two bosses that dished out a bit too much damage for us, and we wanted to make sure he was the one taking it. Except, whenever the boss switched to me and I deployed my threat-reducing cooldown, he still kept going after me, even if I would just sit and not attack.

Today, I learned why. Apparently some of the threat reduction cooldowns (the Merc/Commando, IA/Smuggler, and Sage/Sorc Cloud Mind (the pull ability works fine)) reduce threat by 0.25% rather than 25%. No wonder it didn't seem to do anything .
I'm not sure if that's funny or sad.
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Old 02-29-2012, 09:29 AM   Top  -  End  -  #135
Valaqil
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Quote:
Originally Posted by Salur View Post
Today, I learned why. Apparently some of the threat reduction cooldowns (the Merc/Commando, IA/Smuggler, and Sage/Sorc Cloud Mind (the pull ability works fine)) reduce threat by 0.25% rather than 25%. No wonder it didn't seem to do anything .
Having had past troubles with Cloud Mind, I decided to go to TORHead and look at the ability after seeing this post. If you navigate to Cloud Mind and click "Effect Details", you can see that it has the effect "ModifyThreat: AmountPercent=>-0.25". However, Rescue (Extrication for you Sorcs) has the effect "ModifyThreat: AmountPercent=>-25". I'm going to guess (hope?) that it's a typo. As it is, -.25% is basically useless. Time to submit a ticket, I guess.
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Old 02-29-2012, 10:02 AM   Top  -  End  -  #136
Salur
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Yeah, I'm sure it's a typo. The only two that work at the moment are the rescue ability and Force Camouflage for the Marauder/Sentinel, because both of them have the correct -25.

Last edited by Salur : 02-29-2012 at 10:07 AM.
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Old 02-29-2012, 11:28 AM   Top  -  End  -  #137
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Intercede and the Guardian's version also seem to work, although those don't dump threat for you unless you take a certain talent.
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Old 02-29-2012, 02:02 PM   Top  -  End  -  #138
The Glyphstone
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Quote:
Originally Posted by Philistine View Post
I'm partial to Space Station Defense. If anyone else remembers Battlehawks 1942 from waaay back in the day, the SSD missions remind me of the carrier defense missions from that game. Except, y'know, not impossible. Good times!

Also, Space Station Attack and Capital Ship Assault provide satisfyingly target-rich environments.
Nothing satisfies the need for Target Rich Environment quite like flying Minefield with an EMP generator equipped.
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Originally Posted by GungHo, on Battletech
The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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Old 03-01-2012, 01:16 AM   Top  -  End  -  #139
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

Yay, so Oceanic Servers are up. Pity there are only a couple of them, I expect huge server queues once everyone on Harbinger and Swiftsure transfer their characters over... It is nice to see a ping in the 60s, rather than the 350 range, though. I don't really feel like starting afresh again so I'll still stick with Rubat for now.
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Old 03-01-2012, 02:18 AM   Top  -  End  -  #140
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Yay, so Oceanic Servers are up. Pity there are only a couple of them, I expect huge server queues once everyone on Harbinger and Swiftsure transfer their characters over... It is nice to see a ping in the 60s, rather than the 350 range, though. I don't really feel like starting afresh again so I'll still stick with Rubat for now.
The free transfers will be available starting in early April. More info here.

Also, 1.2 is going to be on the PTS "soon."
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Old 03-01-2012, 10:34 AM   Top  -  End  -  #141
Philistine
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Nothing satisfies the need for Target Rich Environment quite like flying Minefield with an EMP generator equipped.
Have I gone mad? Or did you just suggest that the minefield missions are in any way satisfying?

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Also, 1.2 is going to be on the PTS "soon."
So, when 1.1.5 goes live, probably?
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Old 03-01-2012, 11:33 AM   Top  -  End  -  #142
GungHo
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Have I gone mad? Or did you just suggest that the minefield missions are in any way satisfying?
I would have preferred the capital ship assault or even the space station assault as the capstone mission, as those are pretty climactic, but they probably picked the longer minefield mission since it's, well, longer.

I do like the target rich enviroment, but it's hard to feel the rush of victory when all you've done is grief the Mandalorians by destroying all the mines they laid and by fusing the bays on their mine layer.
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Old 03-01-2012, 03:26 PM   Top  -  End  -  #143
The Glyphstone
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Have I gone mad? Or did you just suggest that the minefield missions are in any way satisfying?


So, when 1.1.5 goes live, probably?
Oh, they're quite repetitive and easy in all other sense. I just can't help but giggle when I fire off my EMP and kill 100+ mines in a single shot in the 2nd field, then dump all power to shields and cruise effortlessly till the end.
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Originally Posted by GungHo, on Battletech
The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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Old 03-01-2012, 03:30 PM   Top  -  End  -  #144
The Glyphstone
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Originally Posted by Philistine View Post
Have I gone mad? Or did you just suggest that the minefield missions are in any way satisfying?


So, when 1.1.5 goes live, probably?
I just can't help but giggle when I fire off my EMP and kill 100+ mines in a single shot in the 2nd field, then dump all power to shields and cruise effortlessly till the end.
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Quote:
Originally Posted by GungHo, on Battletech
The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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Old 03-01-2012, 04:16 PM   Top  -  End  -  #145
Jeivar
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

I'm still staying away from this life-devouring sarlaac pit of a game until I'm done with Mass Effect 3, which I expect to be around mid-summer. But I'm curious. Are there any rumors of interesting additions that will be made to the game in that time? New playable races or something?

Also, is there same-sex content in the game? Bioware has always been very progressive about that.
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Old 03-01-2012, 04:49 PM   Top  -  End  -  #146
Salur
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

The short answer is that there will be changes, but the specifics aren't really known at this point.

There will probably be one or two major changes by mid-summer. First major change is patch 1.2, coming sometime in March, though there's no set date at the moment. The trailer for that patch strongly implied that at least some race/class combos that were not previously available will be, but I haven't heard anything on new playable races, which I suspect would take a little bit more time. Also, new races may or may not be tied to the legacy system (i.e., you'd have to play for a bit in order to unlock them). I would suspect that 1.3 would come out sometime around June, based on the previous patch schedule, but that's totally estimated on my end and I have no hard evidence for it. I don't even know what gameplay changes 1.3 would bring, but they'd probably be biggish. So, depending on your timing, there will probably be one or two major content patches between now and if you joined in the summer.

You get 5 companions, and you can romance 1 or 2 (depends on class or gender), but there aren't any same sex romances yet. I know they intend to put them in in the future, but I don't know the timeline, and I don't think anyone knows whether they'll allow romance with the old companions or whether new ones would have to be added.
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Old 03-01-2012, 04:58 PM   Top  -  End  -  #147
mangosta71
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

As said above, there are no same-sex romance options yet (aside from cantina RP hookups), but Kaliyo is constantly offering to let my female operative do body shots...

What do you mean, that's not what "Drinks are on me" means?
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Old 03-01-2012, 08:19 PM   Top  -  End  -  #148
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

So my inaugural post on the SWTOR Community Forums was totally ignored. A shame, considering I did spend a bit of time typing the whole thing up. Anyways, since it's out there, it was my idea for a new Warzone to complement the current trio. In any case, is it typical of the official forums to post and then be completely ignored? Or do I have to post some sort of trolly, "end-is-nigh" thread title to actually get any attention?
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Old 03-02-2012, 12:05 AM   Top  -  End  -  #149
Sith_Happens
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

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Originally Posted by Neftren View Post
So my inaugural post on the SWTOR Community Forums was totally ignored. A shame, considering I did spend a bit of time typing the whole thing up. Anyways, since it's out there, it was my idea for a new Warzone to complement the current trio. In any case, is it typical of the official forums to post and then be completely ignored? Or do I have to post some sort of trolly, "end-is-nigh" thread title to actually get any attention?
Yeah, pretty much.
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That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.
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Old 03-02-2012, 08:13 AM   Top  -  End  -  #150
The Glyphstone
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Default Re: Star Wars: The Old Republic II: Hutts don't have feet!

In other news, I finally ran Kaon Under Siege for the first time. When Bioware gets around to instituting achievements, there should be one you can earn for completing the entire run of KUS without making a single Left 4 Dead joke.
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The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
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