So! Lets discuss PvP here. I'll fill this with useful resources if someone knows of them. Because I am woefully ignorant. Warzones! Illium! Camping Imperial scum on a frozen ball at the edge of the galaxy!
To kick off, Expertise is the PvP stat. It doesn't seem to appear on gear before 50, but gives a nice boost for PvP in pretty much everything. There are also valor levels, commendations, gear upgrades, the works.
The #1 PvP tip that I'd put in the OP is:
Go into preferences, find the 'maximum zoom distance' slider. Turn that to 100%. Suddenly you have a lot better view of and oversight of what's going on.
(I don't understand why this is even an option, let alone the default being 15%)
edit: How to PvP!
Do not jump down to your goal line when the enemy carrier is ahead and has a charge.
Do root ball carriers on fire.
Do not stand in fire yourself.
Do pass to tanks who seem competent.
Do not jump into the pit when you could be open for a pass.
Do look for a pass when you are in the pit.
Do not flirt with the Hutt.
Do flirt with Rigorous Scholarship.
Do not make a futile attempt to score if the match is a tie and you have the ball in the last thirty seconds. Keep the ball. You will win if you survive.
Do hit your group buff when you respawn.
Do not leave the Void Star doors unattended on defense, even if it seems like a great idea to chase someone ten feet to the right around a corner. It isn't. Really.
Do stare longingly at the doors even in combat. They are tricky and have many suitors. They will find love behind your back if you aren't careful.
Do not stand between a warrior or inquisitor and the yawning gulf of instant death unless you like dying.
Do leave people crippled and slowed in the hallways rather than killing them on a good push to the core.
Do not delude yourself into believing that you might have killed Fexhie if only you hadn't been horribly murdered by his entire team that one time. Fexhie can not die.
Further tips for PvP: http://www.reddit.com/r/swtor/comments/o2inc/warzone_guide_strategies_and_tips/
Strategy: Start out with 2 people going left and the rest hitting the middle. The 2 to the left base (west for Republic players, East for Imperials, i believe) are to have a bit of defense to control the base if the other team has a wanderer that feels like trying to solo a base.
The middle is important. A lot of people say to control sides because it's easier, but the middle gives you the advantage of being able to stack more defense and get it to your second base quickly and easily.
If people start attacking the middle, there should be 5-6 people there that should be able to easily defend from a cap, while your second base should be able to call incoming players and you should be able to get defensive forces there quickly from the middle. There is no way that the other team can effectively attack both bases. Stack the middle heavier, and get defense back when you can after a side base attack, always leaving at least 2 people at the side base. A healer and dps/tank is great to have time to get more defense there if needed.
If you are overwhelmed at either base, most likely middle, and it becomes well defended, continue to send 1 or 2 people into the middle to die and try. A tank with CDs is great, because all you're doing is keeping them distracted. While this is going on, group up and hit their other base. Do not go alone. Just wait for a second for other people to respond, and go in a group of 3 or more. Once you control their other side base (if they control the middle), they will send a surge to get it back, which is your opportunity to retake the middle with a surge yourself using the same method that you used to take the base.
ALTERNATE STRATEGY: Thanks to numerous people for bringing this up: holding the sides can be worthwhile as opposed to the middle and a side. As long as defense is split and you use the side speeders to quickly return to the side base to defend it if you die, and quickly focus on interrupting captures asap when you get back, they can be defended almost indefinitely. Just be on top of cc and interrupting caps. And again, DO NOT let yourself get kited into the field away from the turret.
Never try and solo a base. It's never a good idea. It's so rare that you need a base and there's no one there to defend, that all you're really doing is either weakening your team's defense or weakening an offensive surge group.
When you control side bases, you get an extra speeder from the respawn point that drops you off directly there. It's a great way to get back to a base to defend, or to move to the side base quickly to bolster defenses.
NEVER leave a base you're defending to chase a kill. You are getting kited. Plain and simple. Defending a base is more important than getting that one kill that's going to probably result in your base getting ninja'd.
If you're fighting in one of the fields, or anywhere away from a base, for that matter, you're most likely doing it wrong. I know stopping to kill someone is tempting, but all it's doing is stopping an offensive surge or weakening your defenses. It's never worth it. Unless you are working to kite people away from their base to get someone to cap behind them.
If you control 2 bases, and you aren't guaranteed a win based on the score, there is zero reason to try and e a hero and capture a third.
As PvP is right now, we have a whole range of levels. A fun strategy is to send a low level out into a field and run around in front of a defended base while someone ninjas it. Defenders seem to not be able to resist running out to kill a low level player.
Always fight on turrets when defending!!! I can't stress this enough. The most common time for a base to be capped is when it is defended, but people chase kills away from anywhere near where they can stop a capper. Always keep an eye on the turret you're defending.
You can use the turrets that you're capping as line of sight points. Always cap on the opposite side attackers will be coming from.
Don't try to cap when there are people swarming the base. It's fine when they've been kited away and you're trying to ninja, but I see people all the time trying to cap when the entire base is overrun. It rarely, if ever, works. Just kill more until there's a real chance.
And lastly, for now, if someone is already capping a base, the best thing you can do is defend them, not try and overcap them. Most classes, that I can tell, have some sort of stun, slow, etc. If one of your teammates is capping something, look around, find an attacker coming to interrupt, and stop them while the base can be capped. Don't try and kill them, just slow them down.
Thanks to VodkaMonster: "when you run halfway up the left ramp (from the starting area perspective) on the inner circle of the middle, you can easily see where enemy attacks are headed. That makes it easy to call out incoming to middle AND side, as well as jump off the ledge to run toward the side base and reinforce it."
Strategy: Huttball strategy is pretty basic, but a lot of people still don't get it. PASSING! Passing the ball wins matches. Getting yourself set up to receive passes and immediately looking for someone to pass to when you get the ball will win matches.
NEVER expect to score yourself when you get the ball. Instead, first look to see if there is someone in a safe position that you can pass to, and do it. If there is no one around, then start moving towards the goal, always keeping an eye out for someone to pass to.
If you get knocked into the pit close to the goal, look up for someone to pass to, or, if you have a charge/leap, look for an enemy player to leap to to get back in position.
Even when looking for players to pass to, it's still a good idea to run with a pack who can defend you, heal you, and who you can quickly pass the ball to if you're dropping health.
Keep a cc breaker and defensive CD's available for running across flames and making it the last bit of distance to the goal.
If you kill the ball carrier close to your goal, immediately jump into the pit. It makes it much more difficult for them to get back across to your goal. Watch for people they can pass to, though.
Lead the ball carrier when your team is running it. Being across flame traps and on different platforms ahead of the carrier to be ope for passes is a great way to put points on the board. You may not be killing or defending, but you are being strategic.
Some people forget to pass, like I've been saying, communication is key, so remind them if you're in position to receive. Don't yell, don't name call, just tell them to pass, and maybe where you are.
If your team is beating on a ball carrier and you see a healer, cc them, stun them, interrupt them. They don't necessarily need to be burned, even though it's a good idea. If they're close to your goal line, though, focusing all on the healer gives the carrier a chance to break away. Stay on your toes.
Much like Alderaan, don't be tempted to stop and kill someone near no objective. It's tempting, but pointless. I've seen someone fighting a random DPS as the ball carrier ran past them.
Thanks to troglodyte: Set your max camera distance to as far out as you can, and zoom all the way out when you have the ball to see all of you options.
Thanks naskin: "In Huttball, if you get the ball deep in your own territory, rather than jumping in the pit, just throw the ball on the ground in an empty space. Incomplete pass, the ball is now instantly in the middle and away from your goal." I generally meant that it's a good first move to jump down if you get it, but if you're definitely going to die, throwing it to the ground is definitely worth it. BE WARNED! I have noticed very intelligent people on top of their game noticing this and intercepting.
Thanks Orsenfelt: "Stop trying to ride the air elevator/blaster things to get to the top tier, It's the shitty route. Go around the poison pit and use the bottom tier, it is faster." To add to this, I would only say this is the faster route to take AFTER you have already checked to see if someone is around to pass to.
Thanks to Incurus: "'vanish' abilities that pop you into stealth make you instantly reset the ball, this allows you to make the ball respawn in middle without worrying about a pass."
Strategy: On defense, you should always, ALWAYS, fight on top of the doors. Like Alderaan, don't let yourself be kited, and don't chase kills without keeping an eye on people capping. When doors are blown, fall back ASAP! Even when the bridges are extended, everyone fall back and defend both doors, even the one the bridge wasn't extended next to.
On offense, it's a good idea to start with a zerg on one side and send the stealth to the other side. If you're stealthed, don't immediately try and cap, give it a second, if there is a defender, and see if they abandon their post to see some action. When a bomb is put up, everyone get on the door and defend it. Everyone. Again, don't get kited, don't chase kills. When the doors are blown, don't kill a few more people, immediately advance into the next room, slowing people down if you can. Most of the time, you can get the next point captured before they can stop you if your teammates slow and cc people instead of trying to overcap.
ALWAYS FIGHT ON OBJECTIVES unless you're kiting a defender away/around a corner.
Don't stop to kill someone next to nothing. If you are just killing someone and you aren't near an objective, you're not helping anyone.
In the second room (the one with the bridge controls), if there is a lot of defense, focus on burning people down first. The defenders respawn across the bridge, so the more you kill, the quicker you can get across.
Don't try and overcap people. If someone is working on placing a bomb or removing one, etc, don't try and do it yourself. Instead, turn around and stop attackers. It take 1 aoe attack to interrupt everyone capping, so having multiple people capping doesn't do much the majority of the time.
Thanks to jaggeh: Between the first and second room, it's better to use slows and cc rather than going for kills in order to give your team a better chance at a quick cap.
Thanks to dejarnjc: "In my opinion, the single best attacking tactic in Voidstar is for EVERYONE in the attacking team to zerg rush one side (stealth included). Since defenders usually split 50/50 at the beginning, you can usually crush half their team in one fell swoop. THEN the stealth should go over to the other side as peeps from the other door start running over to help."
Keep an eye on objective and remember you're on a team. If you want to just kill, remember, if you're winning and following objectives, they're going to be coming to you. You'l get your kills.
Watch for healers and deal with them. Pretty simple and applies to all WZs. Interrupts, CC, knockbacks, all of it.
Don't try and solo anything... pretty much ever. The only time you should be doing something by yourself is if you can stealth and are trying to ninja something if you're told to/have a plan. Controlling 2 bases in Alderaan doesn't mean you should go try and solo ninja the third, unless you're just stomping people. Which generally, you're not.
Communicate the whole time and be willing to change your strategy. If you have a strategy, know why you have that strategy. I have had people tell me that their strategy was better just because, when they didn't really know why.
Don't yell or berate people. The teams I see lose are the ones who have people constantly telling their own team they suck and telling people trying to have a strat that they should shut up. You're just being a dick. Your $15 per month doesn't mean you get to do what you want and ignore that everyone else who do do want to win pay their money too. You're just being an asshole. You will get kills, you will have fun, just follow Wheaton's Law: "Don't be a dick."
Thanks for reading, guys. If you have any criticisms or extra tips, feel free to leave them and I'll try and update this. I just have heard so many people saying they get stomped in PvP and it seems to be groups who don't communicate and work as a team.
Chaucer, Jedi Sentinel of <Jeddit>
EDIT: On MVP votes:
Use them. It feels good to have someone recognize if you've been doing something well, so why not? I can't tell you how many times I see 1 or 2 votes thrown out in a full wz. I know some people forget, but try and take notice. It improves player morale when they do well.
Just because someone has the most marks, damage, healing, or is at the top of a list, DOES NOT mean they were being helpful to the overall group. If someone is running around doing no objectives just racking up damage and heals, they should not get encouraged for it. Keep that in mind when voting. If you notice someone talking and communicating strats, maybe vote for them. If you notice someone defending really well, vote for them. If you see someone abandon fights to make sure to get an interrupt on a cap or a healer, vote for them.