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SirHaggis

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  1. Well two moves Charged bolts and Hail of bolts. But you got to remember Cannons do 20% more damage so your autofire and and hi-impact bolts will be much weaker. For combat medics: Go for it. As long as your doing pure healing it's fine. Of course if you get a chance to attack your worth less due to weaker attacks and no charged bolts. For Gunnery: Grav Round is your main attack, but auto fire is your proc shot so you be doing quite a bit less damage. I wouldn't but if you want I won't stop you. Please keep a cannon with you for when you group though. For Assault: Charged bolts is both your main attack and your main trigger for your proc. You got nothing like this. Pretty much unplayable.
  2. I'm happy with it as is. If I want to stand back and let loose with a barrage of ammo then the cannon is the way to go for me (This is why I went commando) On the other hand if I want someone to charge though the front lines and breaking jaws with stockstrikes then Rifle just looks right. I mean the vanguard is the person kicking down doors and getting in the faces of glowstick wavers. You don't want to be weighed down by a big cumbersome cannon in such a situation.
  3. Actually sticky grenade is the one that's wrong. It should read "The explosion deals 858 - 923 kinetic damage to up to 3 nearby enemies when it detonates. Standard and weak targets are knocked back from the blast." Assault Plastique is pure single target. Compare it to bounty hunters explosive dart and thermal detonator.
  4. Sticky's tooltip is what's wrong. It should say up to three others targets. Compare the BH's explosive darts tool tip with thermal detonator. AP is simply a stronger, but single target version of sticky.
  5. It's working fine. The normal cost is three with it being two after muzzle fitting just like charged bolts.
  6. Vanguards are close range specialist, running around in heavy armor and with state of the are personal shields. No need for cover there. Commandos are carrying assault cannons. We may be more suited to cover, but it's as big as some players, it's not practical to use it behind cover. And we're still wearing heavy armor.
  7. I doubt it change that much just taking some of the points that focus on grav round and added it to something else. Just so we get some of the powers from other attacks. Like having demo and hi-impact proc CoF instead of grav. I doubt they change the basic feel or force us to use explosive round.
  8. well tracer and grav are.the same thing so ... Yes. That said don't worry so much. They said ign was wrong when they singled out bh and from the sound they simply change so it not so focused on grav round and is a butt more interesting.
  9. That said a good rule of thumb is keep the ammo above 60%. The lower the ammo the slower it recharges. Better to use hammershot every attack or two, then blow though all of it and have to wait 8 seconds to be able to do anything.
  10. The Assault Tree for troopers is focused on setting people on fire Dirty fighting for smuggler is all about bleeding targets Balance for Consular. And for knights it's not the shared tree. Vigilance for guardians and watchman for sentinels. That said each seems to run off only two or three dots each.
  11. Actually I think Orbital strike was mentioned for the agent. Though I got that off the boards so I might not be official.
  12. Range and mobility mainly. Commando has the big gun and likes to blast away from a distance, but is very much a turret. Vanguard keeps the rifle but uses it at close to melee range. On the upside he very mobile.
  13. You also have a lot less range damage which means weaker full autos and hi-impact bolts. Unless you plan to heal I highly suggest going with the cannon anyway. And even then you might want to throw out a bit of extra dps to help out.
  14. And your range damage will be lower meaning weaker full autos and hi-impact bolts. If you refuse to use it anyway Assault tree will be all, but useless since charged bolts is your go to attack and full auto and hi-impact are your big hitters. Gunnery won't be as bad once you get grav round, but still full auto is your big hitter and you rely a lot on hi-impact. Combat medic is doable. Though without charged bolts you have no DPS to speak of.
  15. As I understand it the trooper community doesn't worry about it. And as a trooper I agree. First off we only have a few abilities for 1 ammo most of which are on a long cooldown. Vanguards might be able to interrupt or, if speced for it, fire pulse. Commandos might be able hi-impact if they are speced for it. So assume 6 vs 8 seconds instead. At which point it be equal. And frankly if your that low your already shooting yourself in the foot. Better to keep your ammo regen high and do constant damage. Let the hunters have a round number. If they try and take "advantage" of the 4 extra heat then troopers already won.
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