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Cappn

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Everything posted by Cappn

  1. What ranged classes are you speaking of exactly? Because I don't see this "Outstanding Weakness" from any Melee class. In fact, this is one of the most Melee friendly games out there. You can look at some of the actual kiting abilities of the "Ranged" classes. Trooper / Bounty Hunter - -Sweltering Heat - 2 second snare, 100% chance if talented that procs near randomly if you have your "Burning" esqe buff on. Now due to this, you only snare them for 2 seconds. This doesn't factor in ability delay and GCD, you pretty much stuck to spamming 1 in a near pointless game of keep-away. Deviate from this, and you will be run down fairly quickly. Other than that, you have the knockbacks, which shouldn't impede you much because you have abilites that counter distance fairly easily and a large "Hitbox" allowing you to use your melee attacks from lax distance. In regards to CC, Trooper / BH depending on advanced class, have 1 - 2 instant cast CC abilities. Which are used not only for interuption but for running away if someone gets too close. Now consider what you can do, they have 1 CC break. In the case of the Sith Warrior, they can break your snare, your force choke, or AoE snare. None of these allows them to get away scot free and can be quickly run down.
  2. Its understandable to get frustrated, but out of the Huttball games I've played on Empire, its near non-stop ************ at each other, Trolling, and just general.... "Derpire" as you put it.
  3. I agree. Play Empire PvP, they multi-task. They whine endlessly WHILE they play.
  4. Remeber the 5 D's of Dodge... Huttball. Dodge. Dip. Duck. Dive. and.... Dodge.
  5. Tracer Missle is hilariously better than Grav Round. Try again.
  6. I would have to say Warhammer Online. Such potential, its a shame really.
  7. I haven't played Empire alot, if I did PvP it was normally Huttball, but I can understand that 1 warzone would get pretty old real fast. I made sure that any of the first ideas that I suggested in this thread would be Non-faction based maps to alleviate that issue.
  8. That'd be cool. I haven't heard anything though. I still open it up for dicussion anyway.
  9. (I wish there was a way you could still make Polls on the forums! Unless I'm blind or just having a dumb moment.) So guys, I was wondering what Warzones the community would be prefered be added in the near future. Now keep in mind all the PvP scenarios you've played and the ones we currently have. Be sure to consider would you prefer if they were "Non-Faction" esqe as is Huttball? Or very strategically focused compared to killing spree focused? I'll do my best to keep checking up on the thread to tally the votes and to moniter additions to the thread. This not a "This should be in, your idea sucks." Thread, please don't turn it into that. Seige Assualt - 10v10 Rather than the standard bomb placing "Assualt" of voidstar this style would focus more on a powerful NPC or object that would need to be guarded so that it could batter down the defenses of the enemy. The objective would be to fully penetrate the "Fort" and once inside, kill the remaining defenders. Who would lose the ability to respawn. Murderball 8v8 Non-Faction based Murderball would be a "Killing Spree" focused warzone that whichever team held onto the ball the longest would declared the winner. Points would be rewarded for killing other players and maintaining control of the ball. King of the Hill 12v12 Could be faction based or Non-faction based A basic King of the hill layout that would require players to control a specfic point on the map. It could be adjusted so that the point that players would have to control would switch randomly to various locations within the map area, this would encourage a constant movement of the battle and less of a "Dig-in and stick it out" type of gameplay. FORMAT FOR ADDING A NEW WARZONE TO THE LIST - Style - Number of players - Brief / Long (your choice) description, as long as people (and myself) get the idea. *NOTE IF THE WARZONE IS NOT FACTION BASED!*
  10. This is the most melee friendly PvP I've ever played.
  11. Heres an update guys, I went ahead and hit fourty and upgraded my gear to its level. Now that I have Demolition Round, Gunnerys damage does in many cases flatten an enemy with a satisfying splat. While I do still believe Gunnery does need some sort of minor defensive upgrades, it still remains a head and shoulders above Assualt Specialist.
  12. I agree. It's a terrible thing to say, but I honestly believe I may have wasted time leveling the class. It's in just abysmal shape really.
  13. The purpose of this thread is to provide decent and understandable feedback and put it up to discussion. I've played the Commando quite a bit now, while I'm not level cap, or the best Commando that has ever graced the game. I will try to provide feedback from experiance in Ranged PvP. I've focused my play into both the Assualt Specialst and Gunnery trees. I have not tried Combat medic, so I cannot provide viable feedback on it. Current Valor level: 21 Level: 38 I'll start off with some basic things I've noticed. THE COMMANDO It's one of.. "Those"... classes. By that I mean the Commando is one of those classes that is currently confused on what it wants to be. It has the potential to be a very "PvP Utility" class by its playstyle, your a ranged DPS with a damage focus. You also have a healing route, making the Commando an eye catcher for PvP. However, the playstyle of Commando naturally leans more towards a "Kiting" class as all ranged classes are; you lack solid tools to do so. Kiting is not a gamble, it is a calculated move that requires the player to actively move and counter his attacker. His ability choice and path of movement will determine if he is successful in killing his target. However the Commando Advanced Class kiting is just that, its a gamble and not a reliable form of self defense. I will go more into this as I review both Gunnery and Assualt Specialist. SPECS GUNNERY Gunnery brings the pain and is more likely your best choice for PvP currently. The combination of its armor crushing debuffs and powerful blasts will put a hurt on any who stand infront of your cannon. Which is the idea behind it. It is unfortunate though that Gunnery is quite the easy target for a Melee class. I understand the term "Glass Cannon" is often pinned to Gunnery, but its good damage (I say good, it isn't extremely good)doesn't compensate well with its poor defense capabilities. Basic Defenses: Your equipped mainly with knockbacks, which is considered your "Primary Defense" by looking at your tree and with a reduced cooldown on "Concussive Round" which knocks a target silly for a minute. I don't count the slow that can be talented with Full-Auto as a defense. It can be so easily countered and often useful only on targets not focusing on you. Knockbacks do little in the small picture (Your basic defense) but are quite good in the big picture (Warzones), thus we have the issue. What exactly do you do to defend yourself? The trick is that you don't, your knockbacks, much like your Full-Auto snare, only delay the soon be thrashing your about to recieve and can be easily countered. If Concussive Round fails to successfuly stop your target (By this point you've probaly taken heavy damage from casting it.) you will die. Terrian also factors in, espically in Huttball where the multiple levels of the warzone make Gunnery into a solid mobile turrent. Useing the the changeing heights to your advantage. I do not believe however that terrian should be taken into account when balanceing a class. Suggestion Tinkering with Gunnery will be tricky. It won't take much to turn the good damage of Gunnery into obliterateing if changes are done overboard on Gunnery's survivability. However I do stress that something must be done to, at a bare minimum, defend yourself from oncoming melee attacks. A attaching a snare to your knockbacks would be useful, no more than 7 seconds. The length of the snare would be dependant on how long the cooldown on your knockback. The shortest for example would your standard talented stockstrike, knocks them back several feet and with a 4 second snare. This would give the Gunnery spec'd Commando time to gain some distance between himself and his target, proper application of his knockbacks and snares in countering anti-range abilities (Such as Force-Charge) would decide if he would survive the encounter. ASSUALT SPECIALIST Assualt Specialist screams PVP, the tree is built for kiting due to talent of "Sweltering Heat" and a focus on instant damage abilities. However that is also its largest issue. Sweltering Heat only lasts for 2 seconds, combine this with a select few abilities that actually apply the debuff and it turns kiting into a frustrateing gamble of "Keep away". Your primary ability to use will be "Hammer Shot", in order to keep sweltering heat up during kitings your rotation is as follows.... "1111111111111111111111111111111111111" If you attempt to ease off this path by firing your High Impact bolt, which is your primary damage dealing ability of the tree OR attempting place another DoT by applying Incendiary Round. You will lose the Sweltering Heat Debuff, you will be run down very quickly due to your Global cooldown. The damage of Assualt Specialist is also quite lackluster. Granted it should not be as devastateing as Gunnery but it should be alarming to have a Assualt Specialist targeting you, if not moderately annoying due to its strong Damage over time affects. Suggestions The key in Assualt Specialist, while balanceing PvP is never simple would be to increase the time of Sweltering Heats affect from 2 seconds to possibly 5. This would grant the player enough time to use other abilities while kiting his foe. A damage increase would be nominal, focusing primarily on the burning effects of Incendiary Round or Plasma Cell. The true pain of AS would be its utility and DoTs, surviveing longer than your foe to carry on the an unrelenting Assualt. Feel free to discuss, Agree with me, or tell me I'm plain wrong. Just keep it civil.
  14. Fighting picks up in the following areas during the leveling experiance. Bonus area of Nar Shadda Tattoonie - Dune Sea - Notably Czerka lab Alderann Thats as far as I've gotten.
  15. Kiting as AS is, in my opinion, far to random. Sometimes you get sweltering heat, other times you don't. You combine this with Melee counters and you really can't do much other than spam 1 and hope. If you gravitate away from spamming 1, you'll lose sweltering heat. And they'll be on you very quickly. I would recommend other abilities apply Sweltering Heat, such as IR. Meanwhile increaseing sweltering heats duration by a second or two to alleviate the randomness of its affect.
  16. Continue to read other rage posts of how terrible the game is, rather than sit back and have a chuckle at many of the players complaints. Carry on.
  17. General patch notes: HUTTBALL - No other classes beside Sith Inquisitor / Jedi Consular will be allowed to grab the Huttball in Huttball. This will skip the inevitable “Downtime” that the ball is fumbled about and is eventually passed to a Sith Inquisitor / Jedi Consular so they may Force Sprint away from everyone else. - Being killed by traps in Huttball now plays the cartoon “Disappointment” theme and also various music death scores from several Mario titles. VOIDSTAR -The bridges in Voidstar now have a chance to malfunction when a player is knocked off. Due to the age and lack of maintenance of the Voidstars systems the bridges will now retract, dropping all players to their death. -When the door bomb detonates all players within 50 meters will be killed. -Voidstar now automatically interrupts you randomly at 8.0/8.0 of bomb placement to ease the frustration of a Sith Inquisitor / Jedi Consular Force Sprinting from extreme distance and interrupting you. Sith Warrior: Sith Warriors upon reaching 100 rage will go berserk, losing control of their character, and attacking all other players around him. The effect lasts until killed. Sith Juggernaut: Juggernauts light saber has now been replaced with a floppy pool toy to visually simulate the amount of damage the enemy player is receiving. -- Sith Inquisitor: Due to the sheer number of Sith Inquisitors, the class will be renamed to fit their endless tide of players. “Random Sith 1234567890” is an example. Due to the electric conductivity of Sith Inquisitors other Inquisitors using force lighting based attacks will redirect to other Sith Inquisitors. -- Jedi Knight: Ghosts of Jedi past will now appear at the bottom left of the screen in the form of a small paper clip and offer random yet useless advice to the Jedi Knight. Jedi Guardian: Guardians light saber has now been replaced with a floppy pool toy to visually simulate the amount of damage the enemy player is receiving. -- Jedi Consular Jedi Sage: All Sage attacks now have “Projectile Rocks” somewhere in their visual effect. -- Smuggler Dirty Kicks animation has replaced all other physical attack moves. -- Imperial Agent: Sniper: Snipers now have to balance a constantly moving meter of Trigger Squeeze and Breathing after every attack in order to hit their target. -- Bounty Hunter: Upon reaching 100% heat bounty hunters will now explode. Killing themselves and damaging all players around him. Mercenary: Mercenaries will now be permanently stuck in their hunched over “Missile launching” casting animation. As such all other damage dealing abilities have been removed from their class as they were not being used. Trooper: All trooper abilities have been adjusted similar to mortar volley and now spend half their cast time “Preparing themselves” and the other half actually doing damage.
  18. Throttle your DPS against a class with very good utility and decent damage... So your saying you want him to kill you, just with more health afterwards. Got it. You can't make that arguement that "lower damage" balances out very good CC. Thier damage isn't utterly terrible or fights with them would last much longer. By the time you've cut through thier shield your already down 60 - 50% health. Now considering thier interrupting you as well, they are at possibly 90 - 85%. You forgot the adsorb shield, Force Sprint which is the best ability in the game, and Drains. All of this is utterly lethal. Your CC break and interrupt are near useless with the 3 second delay to all abilities and when fighting Sorc it shows. You'll be halfway done with a CC by the time the game resgisters "Your out of it.".
  19. From my experiance a Sorc will stomp you as a Commando. : /
  20. So far my time on The Fatman has been very Enjoyable. Republic has the majority.
  21. Cappn

    Sith Sorcerers In PVP

    Not to hurt yall feelings but they really do need a nerf. I play Commando and I really can't make a dent against these guys. The combination of high damage, constant healing, numerous CC abilities, throwing in their shield will eat a majority of any burst you put out. I hear alot of talks about interrupts. You have an automatically 3 second delay + server lag. Your going to be damn lucky if your able to interrupt something at the begining of its cast, if interrupt it all. This goes for your CC break as well, its for the most part useless currently. Also. Delete or increase the cost of Force Sprint 10x fold. This ability grants Inquistors / Sages and incredible advantage in Voidstar / Huttbal.
  22. "Some of them were growing a bit thick!" Hilarious.
  23. Thats it? You need to hope in my hot tub time machine and play Warhammer Online when it released. Now THAT was a rushed release. Damn shame too.
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