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BlackMercenary

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Everything posted by BlackMercenary

  1. I already bought the expansion but I have to say this: This expansion is being sold without enough info, they are just sending it to get fast money on the hopes of new players. No stable game would ever sell something to someone with so little info as we have now, BUT I understand that they are desperate for money.
  2. I hate this new set !! Please do change back !!!!
  3. they should have fixed the operations not popping up rather than nerfed the money, but that's ok. I just hope that they do fix it soon
  4. For me they screwed my character look by giving him a mini-skirt, some of my guild mates now are looking for new chest pieces due to that crap shoulder. I'd love to see they change the sets back. I'll have to either give up on my set and never buy another cartel market item for the "cool" visual that can soon be changed to a "crappy" visual or just keep crusading the forums for this to get changed back !!
  5. GOD DAMMIT !! THEY GAVE MY CHAR (that was using a pretty white cat-suit) A *********** MINI-SKIRT !!! >.< " that's totally wrong man, I'm so pissed over that, and I paid a lot of credits for that visual !!
  6. let me put it simple, I don't believe that free players will stop playing because they can't do the same stuff that subscribers can. the F2P is a demo version of the game, he will either pay for the subs and keep playing or not at all. what I believe is that new players die with time, the game gets older, it lose publicity and the amount of players drop. the only thing that might keep players coming IS THE EXPANSION ! What this game NEEDS is more content, it's simply more publicity.
  7. First this class is should be different than all others and have one race, DROID - the idea is that you are a republic or imperial prototype combat droid with a very nice AI, the majority of your companions would be droids with one companion being a handyman or a technician, especialy the healer companion. you would equip the droid pieces and have a lot of cool droid atacks. Also, I'd like to add that there should be a lot of customization for the race due to the lack of visual change on the droid, or maybe, just add a customization slot to your own char.
  8. I will just trow this here, but this was the last e3 video... those were promisses for this year.
  9. I have no Idea how this will work, but I know that if there is a bracket 50-55, this will make this new pvp need the buff that levels players from 50 to 55. I don't know how much of a bonus those 5 levels will be, but I know that the lack of a buff will be the doom of the ill equiped lvl 50. Also, I don't believe that they would throw the free players that managed to hit 50 but didn't buy the expansion with the guys that bought the expansion and is doing a lot of warzone, to farm their equips, this would make free players the damnation of the warzone, ppl would hate players that can't go to 55 and that keep playing warzone... I believe that they might add new brackets ( like 10-49; 50; 51-54; 55) or that they will make new brackets for ppl without expansion ( 10-49; 50 no expansion; 50-54 expansion; 55). I don't believe that they can put all players from lvl 50 to 55 on the same package, that would be horrible for the warzone balance
  10. The problem for me is not actually the price but the utility/price ratio. Serious, there is little to no use in having a vendor or a neutral GNT or a mail box inside your ship, this is a VERY EXPENSIVE VANITY TOY Also, it's necessary to pay a lot of money( around 6m) to reduce the imperial fleet pass and the other teleport by 6 minutes/hours - yes it's a nice addition, but not worth the money. The only things that I may eventually buy are the dummies for damage comparison and, after I discover how useful it is, the rocket boost. I seriously don't recommend that ANYONE spend money on legacy unless you have a lot of it gathering mold
  11. One important tip: you depend on corrosive granade, and it's an AoE, be carefull not to hit the enemy that is being controlled
  12. while your build idea surelly can proc off more damage at PvE, I'd have two concerns about it on PvP. First is about the devouring microbes, I really like how fast I can mow down enemies below 30%, and that is because of 2 things, cull and poison hits more and I have take down ( wich is usable out of cover). Second would be armor mitigation, why do I call on armor ? that's because explosive probe is kinetic damage and interrogation is energy, that means that they both suffer from mitigation based on our enemy armor. Against any tank player, there is no doubt that the build with WB would do more damage, but I wonder if against more weak armored players it would be bad too, after all I'm only a sniper with medium armor, but my mitigation is 24.21% I don't know if I'm right by doing this, but I try to evade damages that aren't internal or elemental for PvP
  13. you are right about the raw damage, but there are some small things you might want to take into considerations, but first about the cull, it is considered poison, yes. all internal damage you can cause is considered poison. The problem with the interrogation probe is exact that it isn't internal, but instead energy damage that means that the damage DOES NOT bypass the enemy armor. So, what does it represent on numbers ? Against enemies with huge amounts of armor your damage from probe will recieve a mitigation nearing 60%, other characters, like snipers, can offer 23% reduction and light armored can offer a little. While you may think that time does not matter for the DoT's I'd have to say that the faster speed of the corrosive dart+weakening blast+corrosive granade+cull is great for killing enemies faster than the speed of interrogation probe+corrosive dart+corrosive granade+cull Also, interrogation probe does not take advantage of lethal purpose nor corrosive microbes. Which means that if someone is below 30% HP and you use weakening blast, you are stacking the 30% on top of the 15% extra damage. My conclusion is that you only do more damage with interrogation probe agains ill equiped enemies and low level ones.
  14. you won't see anyone complaining about snipers at PvE, we are probably one of the 2 best dps at killing mobs, the problem is with PvP. At PvE you can just keep cover up, shot the enemy and kill that quite easily, but at PvP this becomes impossible. You can't get in cover while you are rooted, there are skills that block your cover, any and all stuns or knocks ( back or down) takes you out of cover and, even if you can get into cover instantly, it's not possible to use entrench or cover pulse fast enough to save yourself from recieving some hit that will take you out of cover. any experienced sniper out of here will go into cover and entrench, that protects him for 20 secs and let him try to keep up, but still, cover pretty much screw us at pvp. Other than that we have the LoS problem, it consists on the fact tha snipe, ambush and series of shots can be interrupted simple by the target moving behind any object or over 35m away from the sniper. No other classes suffer from this as we do, because we are basically turrets. BH, when ranged dps, can follow the enemy, sorcers, when ranged dps, sometimes will suffer due to the cast, but basically can still follow the enemy, we just can't, for us to leg shot, get up, get near, cover -> the guy is already running from us again. Then we can also put up that we lack defense, most of the other classes, except the marauders, have some kind of defense, the fact that we are one of the two exclusive DPS classes should mean that we have the best dps on the game, but that is not the case. We can't heal, nor can we have skills to mitigate damage, all of our 3 skills trees are for damage and still, operatives, sorcers, assasins, mercenaries and maybe other classes have a better damage output at pvp than we do. In my guild, there are 5 level 50 now, among them, there is one operative, one mercenary and me, of course ( the others is a sorcer healer and a tank jugger ) we tree are dps. I'm in full champions gear now, most of the pvp games my damage is around 300k, it can be better at longer games or worst at shorter, but WZs don't usually take much time. When I reach 300k, the mercenary usually hits 370k and the operative goes for 450k, at the same time, the operative is a little bit more resilient than me due to his heals and can use stealth to move unharmed, the mercenary uses heavy armor and have some heals, I only have one extra range, so my way of playing consists in being as far away as possible without screwing my LoS due to max range and using my DoTs and cull ( yeah, I'm lethality) The motive why snipers are underpowered is because of pure comparison with other classes, out of the 8 advanced classes of the same faction on the game, 6 of them can do better at WZ with the same ammount of work, one I just can't say, that would be the marauder. The only thing that keeps me from starting another character from scratch is because of lethality, since I can keep a good dps without having most of the LoS or cover issues due to the fact that all the good stuff from this tree can be used out of cover, I don't feel that much frustration. This is basically why I think that snipers are underpowered and should be fixed while some other classes are nerfed. Just to state some other facts here, one operative can easily hit 8k damage on hidden strike, assasins can easily hit 7k damage, while our best hit is not instant and can hardly reach 5k damage. edit: english is not my primary language, had some mistakes
  15. I'm against nerfing biochem, but let's be sincere, all the other crew skills pale in comparison. there is nothing that helps other them the stims and medpacks
  16. Other classes like powertechs, assasins and the jugger use a shield on their left hand that gives a chance for the shield to appear, I'm leveling a jugger, but still haven't seen the shield itself, so I can imagine that it has something to do with the deflect. also, assasins and sorcers have a real shield that they can put around someone as does all imperial agents have the shield probe, in this case, I imagine it won't be a deflect but instead an absorb. still most of the classes have some kind of protection agains white damage plus the armor rating, if you want to do lots of damage at heavily armored targets, lethality is the way to go
  17. Just so no one get's their hopes high, I found, after a bunch of resets and a lot of money spent, that explosive engineering and experimental explosives does not work at all with corrosive granade, there is just no difference at the damage, not at the tooltip, not on the real damage. While it's true that the tooltip says poison, the game appear to take no difference about any kind of internal damage or the damage from corrosive granade or dart ( they are acids, but still) - the game consider all of them as poison damage. you can notice that cull does work with weakening blast, since the 10 weakening blast effects on your enemy get's consumed by 2 for each of the cull procs when you have dart and granade up. The only safe way to use all of the 10 effects is to cull while weakening blast is up, due to the fact that 15 seconds equals 5 procs for each of the poisons and that isn't allways possible if not used withing each of the other 2 poison "extra" tick time.
  18. Our only way to kill someone on a 1vs1 is if the guy gets controlled all the time by our CCs and forget to control us/run. Does that mean I can't kill ppl at pvp ? not at all. Sniper excell at killing enemies once it's correctly positioned and the guy walks into your area, yeah, you feel like a camper, but that is the best way to fight as Marksman or engineering. If you see someone and tries to enter cover, CC and cover, or any other kind of move to start you burst, you will probably lose 1/2 to 1/2 hp before you start due to the animation, lack of responsiveness or any kind of slowdown that this class suffers to start dpsing. best way to feel that is to do black talon hard mode with equiped friends, they just rush and you follow using charged shots and normal shots, only time you can actually get into cover is against the bosses ( but not the padawan at the end) The big problem of this class is the cover system and that is why I think that lethality is the way to go for pvp, as a lethality sniper you can simple forget about entering cover and throw your DoT at the enemy, in a fight sniper vs sniper on huttball, I allways win. Why is it easy to kill snipers ? because we can't pursue, we can't shot at anyone that breaks our LoS, we can't protect ourselfs effectivelly from CC or knockbacks, we are sitting ducks that can hit hard. best way to play your sniper is to BE THE THIRD DOG, that means, DON'T engage in solo fights, as long as you are not a target you can help quite a bit.
  19. there is no relations between the time you apply and the 30% effect, that's because the 30% is a stack of 10 effects saying that the next internal damage does 30% more damage. Also, this skill 15 seconds duration is a problem, some times you won't use all charges because the DoT's that the enemy have won't trigger them in time without cull, and you are to far to cull. If you were right about the start, this skill would need to go beyond 15 seconds but as it if now, using weakening blast at the start is a risky way of playing it -> Let's imagine that you just used weakening blast, threw the dart, the grenade and took a stun. since you didn't started with poison, you probably lost the time for the 5 proc of the dart and the grenade, meaning that if you don't leave stun and cull, you will only use 8 of the weakening blast bonus due to the fact that it's duration is the exact duration of 5 proc damages per poison effect...
  20. True, just checked U.U I thoght that the range was the cooldown when I saw the ability xD my mistake
  21. you know, this is some bad math that I'll need to do, but I'll use my calculator and try to answer that as precise as I can, also, I'll probably miss or do something wrong, but it will probably not change the final result. I'll use the numbers on my character, a not very well equipped lvl 50 sniper. Corrosive dart - 1431 over 18 seconds - 238,5 every 3 seconds 6 times Corrosive granade - 1752 over 21 seconds - 250,2 every 3 seconds 7 times Cull - 606~659 plus 284 for each poison on the enemy each second ( it's a 3 seconds channeled skill, but it procs 4 times, don't know why, but I don't complain) - total damage is (606~659 x 4) + (284 x 8) = (606~659x4) + 2272 Interrogation Probe - 2439 over 18 seconds - 406,5 every 3 seconds 6 times Weakening Blast - 625~678 plus 30% damage from the next 10 "poison" effects ( all internal damage counts) -> this effect only last for 15 seconds! Due to Weakening Blast effect, we can't consider it taking all the damage from the highest source, that, in this case, would be cull. let's see how damage would work if we went over each of the 3 cases that spend one of the charges of weakening blast Corrosive Dart - 30% = 71,4 damage -> total damage = 309,9 Corrosive Granade -30%= 75 damage -> total damage = 325,2 Cull - 30% = 85,2 damage -> total damage = 369.2 Taking into account that the best possible way for you to reach the best damage out of weakening blast is to cast either corrosive dart / or granade -> corrosive dart/granade ( the other one ) -> weakening blast -> cull This way you can proc 8 times cull and 1 time dart, 1 time granade, making the extra damage easy to calculate. (85x8)+75+71 =826 Now it's time to put everything together, 826+625~678 is the total damage from my weakening blast, while interrogation probe total damage is 2439 Making it the best possible calculation, weakening blast hits for 1504 damage over 15 seconds while interrogation is a 2439 over 18; but taking into account the time between blast and cull, comparing with the impossibility to make the probe hit faster, you can reduce the weakening blast to a 1504 over 3~4 seconds. The last factor to take into account would be the cooldown and energy cost, I'd have to say that the energy cost favors weakening blast, due to the fact that it's half the price of the probe ( the probe can cost 16 instead of 20 if you have the skill) but let's see the cooldowns. Weakening blast have a 15 seconds cooldown while interrogation probe is on a 30 seconds cooldown. This means you can cast 2 weakening blasts while someone else can only cast interrogation probe once. Until the last step, the probe looked better, but at the last one, I'd have to say that the weakening blast is a better way to spend your points. The only problem with the blast is that you can, sometimes, have some trouble spending all the 10 charges if you get controled or died, while the probe would keep damaging the enemy, no matter what. Edit: added colours to try and make my points clearer, especially to those that won't bother reading all that
  22. I had the same problem. I'm a lethaliy sniper, tried to kill him but he kept healing, my tank companion died after 1 minute fight and he still wasn't down, then he fought against me for some minutes and I died. Not because he is strong, but because he outheals my damage. after my second death time, I just got a sith assasin that was running near by to help me, the crazy alien went down fast this time xD
  23. Ilium is a huge, gigantic, enormous, colossal matematical, or logistical or whatever, fail. it's quite simple, there is NO REWARD in keeping the places for your side, NO REWARD AT ALL !! the only way you can gain something is by taking it from the enemy, so yes, everyone let's the enemy get the turrets/robots so they can get them back. That's the only way to get rewards and the WAY THE GAME WAS INTENTED TO BE PLAYED ! On my server, 90% of the time there is NO REPUBLIC at ilium, so yeah, we won't kill him when he appear, we will let him get everything then we go after those turrets and robots. If BW think that not killing our only source of points ( the republic player gathering for their weekly/daily) is a bannable offense, I'll just never go to ilium again. maybe there will be some changes once the 50 population is high, but as of now, I don't see ilium ever being a good place for pvp
  24. for ppl that doesn't noticed it by the damage, that is a damage with lvl 50 pvp gear. do NOT think that this build is much better than any other just because it has a good equiped damage. My friend who is a lvl 50 operative, constantly hits 350k damage on pvp, but he's full champion geared
  25. I found that at the smuggler section, thing is, there is only one set of sniper equipment, that would be the field tech, and it's bonus basically sucks... is there something more to it than what I'm seeing?
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