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Gunlaugr

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  1. Yes, maybe I am doing something wrong. My sequence is so damn HARD to execute. Flechette round-> shoot first - > back blast -> stun - > sabotage charge -> sucker punch. There's not much to do wrong.
  2. I play a scoundrel with champion gear and a few battlemaster pieces. When I open from stealth on equally geared players of ANY CLASS, at best my burst takes them down to 35-40%. This is with relic used plus warzone adrenal. So those of you who claim that operatives/scoundrels kill you in a matter of two stun durations are simply vastly undergeared, or liars.
  3. It is RIDICILOUS to fight a team with 4+ players who can chain-pull their teammates in huttball. I don't mind the friendly-pull mechanic in the game principally, but when you have several ones chaining it, then obviously the mechanic is B_R_O_K_E_N
  4. Sentinel, glass cannon? Do you know what it's like to try to kill your glass cannon with stealth-escape and 5 sec (only 1 min cd) of immortality with no penalties? I've spent a lot of time doing pvp on various levels across several games. I know a gamebreaker when I see it. Sentinels survivability and the burst potential of vanguard/powertech assault spec atm outshines anything out there atm. Georg is not keeping up with the necessities.
  5. Can somebody please post screenshots highlighting the changes they made to the talent tooltips? Numbers would also work. I am particularly interested in the changes to ''Ionic accelerator''
  6. And you think the current state of powertech is fine? The few competent powertechs I face on my server can top the damage charts more than half the time I face them. Best part is, almost all of that damage is PURE BURST which they dish out in a manner of 4,5 sec. And just to boot, they have two taunts and great defensive abilities. How very fair. Cry me a *********** river.
  7. Getting the 2,5 sec heal interrupted almost means death versus a competent melee dps. If you are out of TA/upper hand simultaneously, it's pretty much over.
  8. And this pretty much sums up the issue. Despite all the points Alucius made, I still personally consider assault to be more attractive simply because I find the gunnery spec quite boring to play =/
  9. Assault specialist is completely underwhelming compared to Gunnery. Yes, you have vastly improved mobility, but in return the time it takes you to kill off a target is tripled Incendiary round needs to do substantially more damage or go down in ammo cost to 2, and assault plastique needs not to share cooldown with sticky grenade. Also, assault specialist should improve the damage of explosive round to an extent which makes it useful. Explosive round fits the playstyle of assault specialists, but it plain sucks. Nobody in their right state of mind would use it for anything but cap/bombplant interrupts.
  10. Utterly false numbers. With decent gear on my scoundrel, opener crits for MAXIMALLY 5k with relic and stim. On tanks it's 4k Back blast is 3k. Stop being so hysteric.
  11. Utterly false numbers. With decent gear on my scoundrel, opener crits for MAXIMALLY 5k with relic and stim. On tanks it's 4k Back blast is 3k. Stop being so hysteric.
  12. I haven't argued that one is better than the other. I don't have enough experience with scrapper hybrid to say which one is best. But regarding the energy costs; keep in miind that dot crits grant 2 energy each, which really helps out with energy management. You can also gain 10 energy when using pugnacity.
  13. I really don't see how you reach the conclusion that sucker punch hits harder on average than wounding shots on tanks. If you have both dots applied, wounding shots deal 900 internal damage, not counting crits, and then theres white dmg on top of that. My sucker punch hits for 900 with 23sawbones/18 scrapper. On a completely different note, I find sucker punch spamming with this hybrid spec quite....boring. But that's just me.
  14. This is good work Raice. However, you have to accept that developers are going to make changes that may seem to ''ignore facts'' as you put it. What you have written and proposed makes sense, but before we see the current nerfs implemented, we can't truly say what it will be like. This is a fact. You can't completely predict the outcome. On paper and ''real life'' are simply not always the same. With that said, I do agree that your suggestion is much more reasonable than those proposed by bioware. I hope your work will have an impact.
  15. It does nothing to introduce new players to the landscape. As someone already mentioned, it is absolutely CONFUSING to sit and watch while the speeder twists and turns uncontrollably (I exxagerate, but the point stands). Either remove the speeder ride, or let people skip it by pressing SPACE.
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