Developer Update: Quesh Huttball Pit 3d2s1k

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SWTOR Associate Designer, Alex Modny posted a Developer Update regarding win most of the time. Alex Modney’s reply to this is below the blog post:

Developer Update: Quesh Huttball Pit

The most brutal Huttball Pit on the noxious planet Quesh and is currently looking for deaths participants to entertain him!

The new Pit, built especially for Giradda, is a different layout than the inaugural Huttball Pit on Nar Shaddaa. The layout is more vertical and has much deadlier traps, which create a fresh experience but also keeps the same thrill and nail biting moments associated with Huttball intact!

Where the original Huttball Pit was setup in a rectangle with the end zones at each of the longer ends, the Quesh Pit is setup more as an upside down pyramid with the Huttball stand at the apex and the end zones at the base. This makes the fight much more hectic as the Huttball gets closer to the end zones and may mean if you pick the wrong time to move the Huttball up the platforms you will be bringing the objective closer to your opponent’s end zone! Brutal!

A crew with new protective gear.

Moving down the Quesh Huttball Pit is easy (simply fall down) but getting up can take some navigating. If you aren’t carrying the Huttball, you can interact with the magnetic grapple blaster tables to quickly move to the second level of the structure. Using the magnetic grapple blaster tables also grants an immunity buff for a Baron Deathmark wouldn’t want to make things too easy.

We hope you enjoy the new Huttball and we are looking forward to you testing it out on PTS and playing it in Game Update 2.7!
Happy Hunting!
-Alex Modny, Associate Designer

Forum Post #1 2a5o1r

AlexModny

Developer Update: Quesh Huttball Pit | 03.10.2014, 11:25 AM

Quote: Originally Posted by KeyboardNinja View Post Sniper on the pipe = game over, especially with their new defensive buffs. The only classes which even have a prayer of countering that situation are shadow/assassin tanks and vanguards/powertechs, since stun + pull is really the only option. I recognize that it’s very tenuous to get to that point, but 8v8s are chaotic enough that I have little doubt that most competent snipers will be able to pull it off.

I realize the health pot on the pipe seems like a good idea, but it is basically the nail in the coffin to non-sniper classes for this map. At least if it’s not up there, the counter to a pipe sniper can be “a lot of ranged DPS”.

I saw this sentiment being posted last Friday but decided (okay, Musco told me ) to wait until the blog went out before sharing my thoughts on the “snipers on the pipe” (great band name btw).

The center of Quesh Pit is an apples to apples comparison to the center of the original Huttball. In the This is just like the center platform in Quesh although taken to the extreme and hectic because it is closer to the endzone.

So whichever Huttball you are playing, you will see ranged classes go for the high ground and get into advantageous positions. We like how this plays as it makes the center of the map a very important place to hold, a mini-battle as part of a bigger strategy of moving the ball forward. It change so please keep the coming and we will discuss it.

I will state again (from the blog just posted) that the design goal of Quesh Huttball was to “create a fresh experience but [one that] also keeps the same thrill and nail biting moments associated with Huttball intact!” I feel we have done this with Quesh Huttball Pit and looking forward to seeing how yall enjoy it, develop new strats for it and squee with elation when it comes up in the queue.

Please continue with the constructive comments and on all things Quesh Huttball Pit!

Cheers!