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Phantasym

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Everything posted by Phantasym

  1. I haven't seen anyone else mention it but according to the dulfy skill tree it looks like Endure pain got a slight nerf for Immortal Jugs, it now only reduces internal and elemental damage by 5% instead of 5% per point for a total of 10%. The rest of the immortal abilities look good, we get the former crushing blow damage reduction from our sundering assault replacement, and a new 3% absorb buff we didn't have before. My only other concern is lack of lower level utilities good for tanking The only ones I see for pve tanking in skillfull and masterful are the Payback for healing from our stun break and the sonic wall. Heroic level seems to have about 5 that are good for tanks, with intimidating presence required as without it saber reflect doesn't generate agro and that is one of our major agro generators. I would like to see that threat portion of saber reflex put back into the tank tree and not part of the utility so that we have chances to take other things like the root break, cleansing enraged defense, enraged defense healing and intercede threat reduction all of which would benefit a tank and let them choose what would be appropriate for a fight if they were not forced to take the threat ability. Alternatively moving Intercessor down from heroic to masterful might help as the tanks replacement of slow for their smash is useless outside of pvp.
  2. No bugs in DF, this is normal hard mode mechanic, I cleared DF 8m HM twice in the last 2 days on different characters as tank and dps and all the fights worked as normal. A DPS needs to get agro first and tank taunt off after the knock back to prevent knocked back person from being hit.
  3. Just because it "livened up the fight" doesn't mean it should be there, it is obviously a bug for it to apply to Story Mode, that is a very high bar to set for story mode and likely even too high for hard mode, especially when people did hard mode for months getting the set gear without it to add it now and make it 10 times harder for people who just leveled up new characters to get the same gear everyone else had. If they want to add that as a nightmare mechanic, I am ok with that if they increase the time on that debuff slightly, the way it stands now, having the tank place the simplification on the proper square and drop down and click the datacron is extremely tight, and as I said on Jug/Guardians who have no force speed or hydraulic override to help them get to the datacron faster it is very very easy to die. Even just changing the datacron to instant click instead of a channel would help. My group has been full clearing both hard modes for weeks now, but this bug caused me to die several times even with dropping down, because the channel time on the datacron had me die while clicking it. Especially with the server not updating the same as the client and sometimes not having position different positions to what the player sees and where the server things you are makes clicking on things of that nature with very short window of time difficult. I would hope we could get more of a response from bioware then we are looking into this, something to the affect it is happening and is or isn't a bug and will be corrected within x time. It is extremely easy to reproduce on any server in any mode.
  4. Ran into this last night on 8 man hard mode, made the fight nearly impossible. Please fix this as soon as possible, It shouldn't wait a week or weeks for a patch the servers need to be taken down right away to fix it. The clicking the pyramid is especially difficult for a Jug tank as we have no movement buff to get to it after dropping down, nothing to charge or intercede to. I died while channeling the pyramid several times after a tank swap trying to work around this bug.
  5. There are a lot of good suggestions here, a few of my own not sure if any of these have been mentioned. Gaffe Stick (to go with my sand person armor and Bantha Mount) http://starwars.wikia.com/wiki/Gaffe_stick Disrupter Pistols (disintegrate target on death) Vibroaxes, the 2h double bladed version or a version as seen here http://starwars.wikia.com/wiki/Vibro-Ax The short bladed offhand lightsaber from saga rpg books, Light Foil (rapier version of the saber) http://starwars.wikia.com/wiki/Lightfoil The classic sportsman sniper rifle from the rpg versions of the game. http://starwars.wikia.com/wiki/Sporting_blaster_rifle Sporting 1h Blaster http://starwars.wikia.com/wiki/Sporting_Blaster More Light saber hilts with Effects other then the star at the base, the overcharged derelict saber or the ziost guardian one with lighting are great most of the other effects are pretty lack luster. Some of the staves that have ends that electrify like the anti-jedi guard droids use in the movies. The Sith swords would be nice too. As someone pointed out the vibroblade model looking like a bat is horrible. It should look more like the Kotor ones, there are other vibro weapons that could be added too, double bladed vibro sword, vibro-lance, vibro-hammer http://starwars.wikia.com/wiki/Vibroweapon
  6. I don't know if this would work but to fix issues with the rage why not change the decimate auto crit to instead of being an autocrat to smash, have it cause a debuff to someone you hit with charge or obliterate (I think that's what the 2nd jump is called) Have it make it so that target gets a debuff that causes the next ability to be an auto crit on them. Then smashes wouldn't be crazy and wouldn't need to be nerfed to require a target. The rage spec could choose what to use on that debuffed person, a smash, or a scream, a rage or some other ability that would auto crit for that high burst damage. There wouldn't need to be special separation for damage of smash in pvp either since its a debuff on one person smash would be hitting other people for normal damage.
  7. Everyone keeps talking about other classes having longer defensive abilities with no downside, but I don't think they are really looking at the differences. A sorc barrier for example is 10 seconds but they cannot do anything else in those 10 seconds. A marauders is shorter yes, but they can still put out dps during that time often winning the close fight, they can also run away, or use it with other abilities etc. Annihilation Marauders can even heal themselves while it is up. I am not saying that some change isn't warranted, but you are comparing the length of two totally different abilities. Kolto overload as people said has a longer cooldown, also it is provides healing not protection against damage, totally different thing there, if the merc has several people bursting them down they still die even with that up. The marauder turns 10k smash hits in 10 damage, and can survive with an entire team of 8 bursting them for the duration of undying rage and can even use it to do other things like Camo. The sniper changes might be a bit op since they get completely immunity while being able to still deal damage and have no other penalty, we will have to see if those changes go in with 2.7 Ops cooldowns are laughable compared to how many marauders get between cloak, obfuscate, cloak of pain and undying rage. I think at most if the health loss of undying is put back at the beginning of the ability then they should get a debuff to healing similar to how stealth classes get when they use cloaking screen or the sin version unless they spec into something
  8. I like the changes I see but it would be nice if hidden strike could work on a mob below 30% health. This would allow you to use it more then 2 or 3 times a boss fight for pve similar to an assassins assassinate. As far as survivability perhaps changing the 2% dodge that is part of scouting to a 15% or 20% reduction in AE damage would likely help a lot for ops etc, the 2% dodge doesn't really do much since you only dodge attacks directed at you and then only melee ranged not force or tech. Alternatively just straight up 2% damage reduction would be better then the dodge.
  9. I have noticed this problem as well, especially when I get in behind someone and am so close that they fill up almost half of my firing arc, probably under 300m range where my light lasers should destroy them and they don't do anything and don't have evasion up as that has a visual affect that is easily seen at that range. I will have to try some of the tips for aiming at other locations that people posted here, The game definitely has a problem with very short range though. I would like to see the short range increment for all lasers moved from 500m to 1000m I think bioware also sometimes judges 0 meters too soon, you see that even in the ground game where you can have a bunch of different people at 0 meters but on opposite sides of a boss etc
  10. I agree with most of the things you said with situation awareness and if you get killed respawn and go find the sob who killed you, but there is one thread that list 3 or 4 valid issues, the biggest being the ion partial charge one, I don't see it used much yet but it can be game breaking if exploited. That thread is really well written from someone who flys gunships of possible bugs/exploits/ not working as intended that could be looked at without altering the way 90% of people currently play gunships or their viability to do their role.
  11. Just thought of this but moving interactive environments... I think of the Han Solo flight through the asteroid field, the asteroids were not stationary, they were moving as all objects in space are, so people had to dodge and pay attention not know exactly where everything would be all the time. I would like to see fog and clouds too like on mesa that are not exhaustion zones let people fly through the clouds or hide in the clouds or fog to evad or ambush etc. Other stellar phenomena a sun that makes it hard to look at and spot people, nebulas, and things like the Maw near the kessel run, things that can mess with sensors, or gravity wells with black holes that make flight paths weird etc. I think all of those things would add to the system make it more star wars like and add new elements of game play. Even just the moving asteroid field maybe even with some asteroids large enough to fly into.
  12. 90% of the Complaints I am seeing are from you, who's favorite ship is the gunship, which I would argue is the natural enemy of the scout, the thing they have the easiest time killing. Earlier you complained you couldn't kill turrets as well, someone suggested using proton torpedoes and now you say but a scout will kill you if you try to lock them with those. They are not for killing scouts especially not in a 1v1 fight, if you lock a scout 10km off while they are dogfighting other people you can get hits because their lateral movement isn't that big, if they are coming at you of course its useless. They let a strike take out turrets and be in better shape then a scout 0 damage to shields or hull, one of your complaints earlier. Strikes can carry the same close range weapons a scout can and longer range weapons, 7 and 10km missiles, or heavy lasers for 7km, the farther you are away the less lateral movement a target has so in anything other then a dog fight rate of fire is not as important, this is what allows gunships to hit people those ships moving fast even boosting move little side to side at 15km compared to the same movement at 3km where it is a flash across your screen. The strike fighter I play is much much more survivable than either of my scouts. I have double the shields and nearly double the hull I can take damage to my hull even with bypass and still be alive, in fact even repair it and boost my shields and keep fighting like nothing happened. I can have 2 types of lasers or 2 types of missiles, my missile boat has clusters for dogfighting and protons for taking out long range targets and turrets. My laser strike has ion for taking out shields and draining energy and such and then quads or burst or light for finishing people off. On my missile boat I sometimes will lock a cluster missile they hit barrel roll and are now about 8-9km out with their missile avoidance used... perfect range for the real hit from a proton torpedo. With its shield and hull and not needing to constantly fly in either f1 or f3 mode my strike fighter is exceptionally good at holding objectives I can circle a turret in the same type of erratic pattern I would in a scout and survive a lot longer, in fact I can hold off several people at once trying to cap an objective until help gets there. You seem to be fixating on one scenario head on attacks, if you are coming head on boosting at each other sure that extra 2k range is a very short time, but why in the world would you boost towards a turret you already have in range, you boost to get into range you don't boost once you are in range unless you need to run away. Strike fighters have the advantage of range, and defense and versatility to have enough weapons to be able to have different ones for different roles.
  13. Some of the people posting here seem to think people here are calling for general gunship nerfs and want to make them bad dogfighters or something that is far from the case I think almost everyone here wants to see the gunships maintain their roll as a sniper with 15km range and massive damage. What is being discussed is a likely unintended side affect of the ion rail gun being able to apply drain and debuff with out charging up, using it as a single click with no hold like a dogfighter weapon having the full affect of the debuff and energy drains. I think everyone can agree that is not working as intended, they expected people to charge it up the same way they expected people to charge a slug rail gun to get full damage. One of the other things being discussed is the use of barrel roll for travel, especially in combination with the snap shot ion (not full charge) I honestly don't think that ability was designed as a travel method either. That is why they gave the ships the varying different engine power, and people are using what is supposed to be a defensive maneuvers to work around the engine power and speed limitations that bioware tried to build into the system. personally I play a scout and I don't feel gunships are over powered but I have yet to run into someone using these abilities in this way, I am not even sure I have run into any with a fully speced out ion cannon and so I seldom have issue killing them. I still think those issues need to be fixed though, it is really just someone finding a way to use things that was not the way they were intended to be used and couldn't be guessed. I sometimes program at work, I had a guy come to me and say he made this program I wrote crash by randomly clicking all over the screen, I asked him why he couldn't say why he did it but he made the thing crash, not something I ever expected someone to do or a way I thought someone in my wildest dreams would try to use the thing, but for some reason they did it. I think this is the same type of thing, bioware never expected people to try to fire uncharged shots over and over, or try to travel with just barrel roll but people did. I think the same can be said of stopping in the middle of a barrel roll, not something they thought someone would try. On that issue I would like to see gunships need to come to a stop first, using X like everyone else before engaging the scope, or even not make them stop let them crash because they were scoped while moving.
  14. If those are both scouts, I am unclear on the pub names for ships then both have the ability to dodge everything for 6 seconds. I honestly like the rocket pods more then the missiles in many situations though, attacking turrets, hunting gunships. even just dogfighting against people that like to fly in straight lines. I think if dampening is fixed the extra sensor will be more important, and I believe the starter scout can end up with more total boost and engine power to allow it to get from A to C without slowing.
  15. I can't count the number of times I have sat there praying there was no satellite extension in front of me after blowing up a star fighting and only seeing fire and smoke for a few seconds and hoping I am flying through the gap. I feel like I am in the Days of thunder movie where they are telling me to go high and I can blow through.
  16. I find I defend objectives better as a strike fighter then a Sting scout, but if I want pure dog fighting I go for the sting, of course my sting is more upgraded them my strike fighter so that may be why I am better dog fighting in it. For attacking a note I use my blackbolt scout with the rockets that are armor piercing and the extra boost to make it to any objective quickly if everyone is fighting at the far side of the map and we only own one objective. I can usually take out all 3 turrets this way, but if there is a strike fighter or another scout of any kind there it is almost always my death before I can fully secure it because they can take advantage of me while I kill the turrets. By the third turret I usually have almost no shields or a bit of hull damage because my distortion field only last for one of them. If I back away for 20 seconds so it can recharge then people have a chance to come defend. When my strike fighter is almost fully upgraded I will see how that is in dogfighting. For gunship hunting I still prefer one of the two scouts but can do it fine in either one. My strike fighter is by far much more survivable then either scout though and the only thing they have mastered is their quick charge shield.
  17. I think you will find scouts are not more powerfull in taking out turrets then strikers, it is extremely loadout bassed. If my scout has armor piercing rockets it is very effective at taking them out. If it has armor piercing on its burst laser again very effective. If it has cluster missiles and a light laser not that effective. Defensive wise if you have your distortion field on a scout set to 6 seconds rather then a 2nd missile lock avoidance you will be much more effective at taking out turrets or head on fights but possible less so in a furball where you are getting constantly locked up. Strikers can spec into extra shield and extra hull, they can focus to shields and still take out turrets and have shields only scratched using either the quick recharge tier 3 ability or the directional shields. Remember the thing you are comparing it to with distortion field is also a tier 3 ability that turns it from 3 seconds to 6. Strikes can also spec into armor piercing lasers that will greatly help taking out those turrets even longer range ones that keep you our of the turret firing range and completely out of harms way, proton torpedos are another options. They go about it differently. Scouts use distortion field evasion, strikers use crazy shield regen or direction shields and range to keep themselves safe. Anytime a scout and a striker are in a head on battle the striker should have the advantage if the scout doesn't have his cooldown up. The things you are talking about making scouts powerful are cooldowns, the blaster overcharge, the distortion field. or even a bypass companion ability, strikers get cooldowns too like the ability to go back to full shields a second after having almost none, as soon as a pass is done, ability to increase range where they have advantage using kolgran turn or retro thrusters, or just barrel roll past the scout and turn around, now his distortion field is spent, probably blaster overcharge and guess who wins the next joust.
  18. Where I am running into the issue is on ships that are blaster heavy or evasion heavy I am having trouble getting the passives I want while still having the choice for the active ability I want. I have unlocked companions to get the passives and have no issue with this. My issue is that the characters don't have matching passives and active pairings in both factions different active skills with the same passive combo. In general the actives I prefer for my playstyle and the ships I like, Bypass, Running interference and the Repair as not paired up with the passives I prefer to use on the imperial side, but they are paired with them on the Republic side. So on imp side I either end up sacrificing my preferred passives to get a good active or never using my active because its not what I want.
  19. This sounds suspiciously similar to the portal bug in the ground game. If you are running forward when entering a portal for Dread fortress or palace you keep moving forward until you push it again, if you were strafing to the side you keep doing that or end up running in a circle until you repress the button you had pressed while entering a portal. This sounds similar if you start moving while strafing etc, I bet if they ever fixed the ground one it would also fix the starfighter issue, of course they have had at least 10 patches to fix the ground one and haven't yet, so good luck getting this fixed.
  20. Anyone else fly both sides and notice the difference with companions on republic vs empire? I would love to see these balanced so both sides have the same combination choices to keep things even.
  21. I guess I just feel like it boost you too far too quickly, considerable faster then a scout using their boost. Though my main issue is using it to travel. It will boost you clear from one side of the center objective to the other in mesa map, and because of the cork screw you can sometimes hit objects you are not expecting, or have to pull up extremely sharply to not collide after a barrel roll
  22. I would say the strike fighter is the jack of all trades, fast enough to get to objectives unlike a gunship, firepower to take down turrets, gunships, scouts or other strike fighters. Shields and hull enough to survive almost anything. I was up against a good strike fighter pilot the other day in my sting and he consistently got the better end of that engagement. Strike fighters are also the most Tankable of any of the classes I would say surviving through a lot. They are by far the most versatile being able to spec for several different roles depending on which missiles and laser they pick and the only medium range ship there is.
  23. Not sure what build you are using on your star fighter, but I make attack runs on turrets on mine without issue all the time. I have quick charge shields all 3 unlocks this means I get 60% shield regen even when being hit or about 100 shield per second. If I put power to shields that seems even better, I easily make it out of an attack run with a full green bar of shields and the 2nd level shield regenerating quickly back to full. It is only a problem if I have someone dead on my tail while making an attack run or a gunship hiding in the turret firing rail gun out while your shots only hit the turret. The other option is directional shields, double front and it is even more survivable, of course if you get hit in the back you have an issue. Lastly strike fighters can open up on the turret from longer range, lockon with missile from 10km or 7km some of the gun choices have 7km range, The scout has to wait until 3-4km to open up and takes damage while doing it, if they are not using focus to weapons, and rockets, or blaster over charge cooldown it takes multiple attack runs or way more then then 3 seconds of invulnerability to take out the turret. With the focus to weapons the scout, either one has paper thin shields if anyone gets on my tail I am dead as soon as those 3 seconds are up. If I spec for 6 seconds it might be better but then don't have the missile evad it gives. I believe turrets start firing at you around 7-10km so a scout takes shots just like a strike fighter. The 6 second bonus might let you take out a single turret with 0 damge to shield, otherwise I usually have some shield damage. When I use my blackbolt with the armor piercing rockets I am better off but my shield still gets hurt on anything but the first turret.
  24. K turn is much less likely to put you into an object then barrel roll is, Retro thrusters also much less likely to put you into something. They also change your direction with minimal "boost" they don't help you travel, they help dodge missiles and dog fight. Part of the complaint on barrel roll is it being used to travel on a 10 second cooldown with 3 seconds of that being the ability active and such a huge boost of distance it is easily about 8km.
  25. Like I said previously, Blackbolt or Sting, a gunship I notice before they notice me is a free kill 80% of the time, even in a strike fighter I can close the range often and if I do can take them off, sometimes more easily using both blasters, ion for shields and immediately switch to quads or light blaster. The opposite is also try if a gunship notices me and I don't notice them in a scout I am dead, you fire and miss... so what, it doesn't tell me you fired I have no bright streak of laser fire to tell me someone is on my tail, you didn't hit me so I cant hit R to target you, until you hit me, which kills me or brings me to 5% health I don't even know you are there unless I noticed your glow
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