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Kalliadies

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  1. im mostly pretty happy, BUT diversion needs to not remove cover, and make it so you can dodge roll. At present if you are affected by diversion you cant even roll out of it.
  2. Kalliadies

    Marauder 3.0

    Dont ge me wrong, marauders certainly have a hard task, since they are need to be on the front line, taking alot of fire, and at times it can just be hell, and yet others it can be unstopable I rather liked beating on sorcs to be honest, yes they can kite but they cant rub out a burst without using god bubble, and since they almost always cast dots, 20% damage reduction will be up for the entire duration (plus 15% from stim), not to mention giving the heal during saber ward. And yes I am aware they can kite and slow until to the cows go home, but this isnt one on one, in a team battle you can capitalize on what someone else has started just by awareness. If your team mates at least know what they are doing, none of your targets should have every cooldown for you Mercs and vanguards after Shield cant rub out damage either so once they pop shield I tend to disenage (force camo is one of the greatest cooldowns) for a bit and come back and finish the job after, other melee classes can fall heavy victim to obfusicate when used at the right time the only class i would leave to last would be sniper as they can rub out all your damage, with shield probe, evasion, diversion, entrench and keep you in a constant state of knock back and rooted. But to each his own
  3. Kalliadies

    Marauder 3.0

    Ive seen marauders on my server be as devastating as ever topping damage and really putting the hurt on healers. Ofcourse I have also seen alot that are just fodder, But mainly because they insist on trying to burn the wrong classes. Most of the marauders I have seen getting dominated are doing so because of poor target selection. When I play my sniper i have marauders making a bee line for me all the time, (maybe because the word is snipers are sitting ducks). Thing is, why would you put all your focus into the one class that hard counters everything you have And restricts your movement more than any other class...9 times out of 10 it ends badly.
  4. Nothing wrong with relearing. keeps things fresh. I grant you if you get your rotation wrong in Pyro it is unforgiving compared to arsenal, but the payoff for getting it right is just the bees knees
  5. I dont know why People think dps is worse. Both specs have hugely improved burst and damage capabilities, not to mention the ability to do so on the fly. If you arent getting insane results then I suggest you probably havent read what "super charged gas" does, especially in combustible gas cylinder. I have always loved my mercs damage capablities, but never more so than now
  6. all you have to do is get the right utilities and you can make any warriors life hell. The only warrior that can charge to you is a rage warrior, and you have so many options. 1: You need to pop entrench the moment you are challenged. 2: you have so many tools that are anti melee. -Diversion (renders a good deal of their attacks useless -evasion completely negates their burst when you know its coming -roll, knockback, Series of shots knock back, Series of Shots snare. If you keep your cool and focus on doing your rotation, you can kill a warrior very quickly while he is almost comletely helpless (dependent on the warriors skill). For example after using knockback, keep shooting them with something other than series of shots, wait until they start getting close then use series of shots to knock them back again. Warriors and marauders are not even on the threat list for snipers atm. All you have to do is show them how badly it can sting, and warriors will stop bothering you and move on to other targets
  7. Not sure if i understood you wrong (because of your wording) but really an actual sniper would be the one protecting the healers and vital assets, not the other way round. Thats how i play anyway, if im not taking out High priority targets, im assisting the healers. I dont see why a "dug" in sniper would become more vulnerable. completely the opposite, booby traps, trip mines you name it.
  8. Been playing alot of pvp and I am feeling alot stronger. (although this could be because people havent worked out their new min maxes. but alot of people do have full gear and augments) In regs I am finding there is no class I cant suprise. At first I was getting focused by the usual burst assasins, AP power techs and sorcs looking for an easy kill, but after the first few times they became very timid about engaging my sniper. I have alts of these classes so I know the rotations of whats coming, when I smell the burst about to go off, heeeelllo evasion. And diversion is amazing, has kept me alive against melees during their most dangerous rotations. I havent had a probelm with dots between ballistic dampeners, Sheild probe and my Shield relic (yes I use a defensive relic, I play solo and I expect to fight without support, so this helps) In 4 v 4s, i still get focused first and still die first. Having said that, that doesnt mean that I went down cheaply. Infact the three games i had yesterday we won because they all stacked on my while i used every defensive cooldown, orbital aoe dot spread and nuke before I died. More often than at the time of my death, they would be 1 man down and all at half health from the aoe beating. (thats without heals or a tank on our side, vs heals on their side. all 3 games) I reckon we will see how the sniper is doing in about a month
  9. I dont like the utility for -%20 accuracy on flash bang. i would rather have this utility remove the stun from flash bang and just add a -% accuracy bonus either single or multiple target. Why would you want to lose a stun you ask? I rely on soft cc more than hard cc and would rather have this resolve monster as a pure acuracy debuff I am Loving diversion on live atm. Have pissed off so many melee classes. The only thing i would change is how it counters cover. We should not counter our own class so hard. something else should be put in its place
  10. I do agree with you that the sitting duck playstyle is what is holding us back, But at the same time I would rather keep that as the defining playstyle. We already have mercenaries for mobility. That being said, Sitting duck playstyle has to be managed in a way that provides powerful characteristics if it is to be desireable. Mobile classes are superior because they can kite and los while hitting hard. So in order for a stationary class to be viable they would need the ability to manage focus fire and deal With LOS. The New Diversion is a great step into managing the focus fire we recieve while being imobile With that in mind, for a stationary class to work, it has to be able to deal with these inferiorities. Such mechanics could be: Vantage point: While in cover Max range is increased to 40 (trade off, mobility for a high max range) Infared Optics and Rail Rounds: Snipe, series of shots, cull, take down penetrate all surfaces (NO LOS, shooting through objects as long as they are in range) These 2 abilities serve the purpose of making offensive chase, kiting and los moot to a stationary sniper As for the defensive side, there has to be a powerful deterent to focusing the sniper as they are a sitting duck. This is the difficult part because it has to be powerful against many focusing foes, but not too powerful for a single foe Reflective Shielding - Each charge of Ballistic dampners Consumed Explodes outwards dealing #damage in a small area around the sniper. increases Damage reduction by 8% per enemy hit. the idea here being to deter stacking on the sniper. only problem here is this only deters melee range classes These are just some thoughts of mine
  11. I havent made it to lvl 60 pvp yet (still sitting on 59) but I have been doying well vs all in regs. Our defensive cool downs are great and we have plenty of them BUT whereas we can only slow down the damage we take, while face tanking it. All other classes have a way a either disengaging completely, Kiting OR self health recovery. As a a sniper we cant disengage only displace. We can kite, we just dont have great freedom to do so, we dont have a substantial health return (oh **** button). this is why in 4v4s we get focused down first, because we are reliably going to be sitting in one spot to be beat on (with the exception of roll) and can only mitigate damage, not recover our own health. the only way I can see to solve this probelm is by giving us a self heal of some sort OR a complete disengage. Utility Diversion - Ghost Tactics: sniper deploys defensive smoke to conceal his position, while the sniper remains within the smoke screen, he is invisible and takes 50% less damage from all attacks until he leaves the smoke screen. The sniper becomes visable for 1.5 seconds everytime he attacks. (this is just a suggestion But it would provied a complete disenage option with the limitation that people will still know where you will be at the end of the ability. First strike - Using laze target Out of combat, initiates Stealth generator, Causing the sniper to remain hidden, the next attack will be precise and ignore armor. also When out of combat laze targets cool down is reduced to zero. (This isnt a disengage, but a sniper can chose when to become a target. Vital regulators - 2% every 3 seconds (100% buff). When sniper uses Adrenaline probe, he heals for 3% of his max health every . 5 seconds. lasts for 5 seconds.
  12. I must say i was underwhelmed aswell. Im an early access sniper and even though the idea is cool, its usefulness is in question. In pve Snipe is a last alternative filler that rarely comes around. in PvP its nothing because you will be too busy with the core rotation and swaping targets Now if in addition it also refreshed all the dots you have on target, THAT would be cause to add it to rotation I like the idea of having internal/elementail tied into abilities like snipe and overload shot. but yeah
  13. Well what other choice do they have. Its a massive design failure for the concealment class. The best/most defining nuke of concealment can only be used once (or twice if blowing a major cooldown) per engagment. No other class is restricted this heavily. In a 1 on1 skirmish this isnt a big issue. But pvp battles are usually large skirmishes, where getting back to stealth without a major cool down is difficult with all the aoes and dots keeping you in combat Not to mention that bursting someone can be countered by healing. So your choices are to continue in the fray without your nuking ability or to try and disengage to get back to stealth (whilst leaving your team a player down while you try to get back to steath) Just making hidden strike available out of stealth to the concealment op with a lower cooldown might help out but still. (think a deceptions sins maul)
  14. best pvp I ever experience was in Age of conan (before 1.5) where gear made no difference to your performance. you could fight naked and all that mattered was your competence.
  15. pop hydraulic overide, powersurge, fusion missle, tracer, net, heatseaker = GG
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