What?
Anyways Mandalore, I can agree to playing with whatever ruleset you PC players can come up with. Whether its to compete or just to have fun, I LOVE doing scrimmages. It just gives you more of an incentive to play than just playing people in a public server.
In PS2 we definitely view things differently in terms of Heroes vs Villains. We allow slow run, infinite choke, block, etc etc etc. JOG strictly prohibits teamkilling to avoid letting your enemy get the kill though. We have honor and find that kind of game play unacceptable.
Here's my view on the whole Hero vs Villain match up.
Pull - Obviously overpowered with ridiculous range. Anyone can get war hero using a puller, but not anyone can get war hero using infinite choke. It's actually really hard to pull off. Choke, even infinite, has its weakness. So long as you are choking you need to be focused directly on that target, so a side or sneak attack will ruin you. The benefit of regaining your force is nice... however it does irritate me when its abused. The only time I use infinite choke to regain my force is when I need to use sprint jump to reach someone with an ariel attack. However, being that pull is easily overpowered, it has its weak point. Close-range combat, and outnumbering. Pullers are going to be the primary target for the villains. But as a Villain, playing against pullers is stressful because your normally aggressive style needs to be flipped around to a defensive and extremely cautious style. That being said, while your trying to avoid getting pulled, your teammate is being demolished by the Hero pushers/puller. So even with infinite choke, Heroes triumph over the Villains if pulling is allowed.
Choke - Infinite choke is nice for regaining stamina but it also isn't truly overpowered. Yes it is very difficult to fight against, but hey, that's what slow run is for. Infinite choking truly isn't overpowered because choke still has its major weak point. Fighting multiple enemies and the fact you need to be facing forward for it to have any affect. Even with infinite choke, many chokers find it difficult to preserve all their force abilities, especially since throwing out the choke takes up a huge chunk of force as well as keeping it going. That's why I believe that infinite choke should have originally been implemented in the game. They are essentially useless without it.
Slow Run - This was extremely easy to find so I'm sure even the game developers knew about this. How could you not? I figured it out one of the first times I ever played. Yes you can avoid choke with it, however it still damages you. Being that Choke vs Push is in the chokers favor, I find it necessary to implement slow run into your game play. That's one of the many ways you can balance it out. Slow run is also extremely useful when it comes to pulling off ridiculous stunts all over the map. Bubble hopping, wall running, and all sorts of neat things you can do. It's the most beneficial thing I've ever come across in this game. If you guys have ever seen any of my montages or clan matches on youtube you would understand why I feel like slow run should be allowed. While your in the slow run animation you are also in the sprint animation. So 1 whack from a saber and you fall on your face. Slow run is a MAJOR weak point in close quarter combat and its not overpowered in any way shape or form. That's why I believe it should be allowed. It's more of a tool for heroes to counter choke than it is for anything. Even with slow run being implemented it is still damn hard to kill a good choker.
I'm not getting you guys to change your rules or anything because the way you play is the way you play. My opinion of fair is different than your opinion of fair, so it doesn't really
er. I just wanted to provide you guys with a reason that I allow these sort of things in my servers on PS2. Every server in PS2 allows slow run, infinite choke, and choke lightning. However choke lightning is not allowed if your using it to get your kills. Yes you can use it to walk at normal speed with dooku/emperor, or shock someone down enough to kill them with a saber. But if your shocking someone literally to death, you will be banned.
So as you can see, our opinions and rule sets are very different than any of you guys and for the reasons above. I just wanted to elaborate on why we allow what we allow so that there's no confusion or false judgements.
Now my final question is, can SWGO come to agree to these rules in a JOG rule match
-Slow Run Allowed
-Infinite Choke or Choke/lightning allowed
-No gunners
-No team killing
-No glitching
-No Respawning
-No base camping
-Limited Lukes/Pullers/Chokers [dependent on the quantity of players]
-No blockwhoring [abusing perfect block to kill people out of their attacks] We only allow defensive use of block, not aggressive.
-No excessive camping of any kind
2v2 - 30 kills, then switch and do another 30
3v3 - 50 kills, then switch and do another 50
4v4 - 75-100 kills then switch and repeat
5v5 - 125+ then switch and repeat
6v6 - 200 kills then switch and repeat
As you can see our clan matches last a lot longer... which is the plan, because it results in more practice and more fun. You can't see the full potential of a team in just one small match, you need to prolong it. These don't take too long and they are a lot of fun.
So my question is, can you guys agree to that rule set? If yes, please present me with your rule set and we will see if we can get the ball rolling here. :P