Jump to content

CaptQuazar

Members
  • Posts

    168
  • Joined

Everything posted by CaptQuazar

  1. OP class is OP. That being said, the OP class was robbed of his OP victory. This IS great justice.
  2. 1) I've experimented with alacrity for the exact purpose to see how it would affect PP. I went full alacrity enhancements and augments. I also took alacrity Implants and Earpiece. The results were very disappointing. I had a base of like 14.96% alacrity and noticed zero difference in how fast PP or any other dot ticked. The reduction in cooldowns on abilities and the speed up of the channel on SoS was negligible. We're talking 4 to 6 tenths of a second. Also, alacrity only affects the cooldowns on certain abilities. I switched over to Marksman to test how fast I could get off Snipe and Ambush with the additional 10% alacrity provided by Sniper Volley. So with Sniper Volley up, I had nearly 25% alacrity. Snipe went down to like 1.2 second activation time, and Ambush was down to 1.3 with the help of 2 stacks of Zeroing Shots from using Snipe twice right before Ambush. So, in my opinion, alacrity actually benefits Marksman more since it has Sniper Volley. 2) There are times to turret, and there are times to kite. It's very situational, but typically, if I'm not being focused or do not have a melee or stealther on me, I'm in cover with Entrench up just in case someone tries to CC me. If I have melee or stealthers on me then its a combination of kiting and going in and out of cover as needed. 3) Full Sequence - CD > IP > PP > LT > TA > EP > SoS > EMP > FG > Snipe Quick Burst - CD > LT > TA > EP > Insta Snipe > SoS > IP > EMP > FG Run and Gun - PP > CD > LT > TA > IP > EMP > FG > EP > Overload Shots to proc Cluster Bombs Naturally, when Laze Target and Target Acquired are on cooldown, I drop them from the sequence. I also throw in Orbital Strike and Suppressive Fire when I'm turreting and people are bunched up.
  3. I forgot deflection is 50%. With how OP sins are it's easy to forget. In order to bring my idea in line with other abilities, I could live with 75% F/T resist while out of cover. I think it's acceptable for certain abilities to be as strong, or stronger - under certain circumstances- outside of cover. We are in desperate need of defensive capabilities that aren't tied to cover, and that aren't another form of CC. I've never seen it work outside of cover. And if it did, it would be a bug since the Devs specifically stated in one of the live streams that it was tied to cover.
  4. That's exactly what I'm saying. Snipers need viable means of escape from being focused since we'll never be able to just sit in cover and tank all damage from focus fire. And it wouldn't be silly since there are classes that can already do this plus a hell of a lot more.
  5. I don't think you're understanding what I'm saying. I'm talking about buffing it when it is used out of Cover. The 75% damage reduction to Force and Tech only applies when Evasion is used in Cover. When used out of Cover, you get no protection from Force or Tech attacks through either mitigation or avoidance. What I'm saying is that in addition to the 200% increase in Range and Melee defense it provides when used out of Cover, it should also provide a 200% increase in Tech and Force resistance.
  6. I'm not talking about the 75% reduction in damage from Tech and Force attacks Evasion gives while in cover, I'm talking about out of cover. When used out of cover in addition to the 200% increase to Melee and Range dodge, it should give 200% to Tech and Force resists.
  7. Ballistic Dampeners auto refreshing has been on various player created lists of needed improvements for a long time. It would be nice to see it finally in game. I agree that both Vital Regulators and Cover Screen are extremely weak, and not worth consideration in their current form. I think a way to improve Cover Screen would be to have it prevent leaps and pulls, as well as the 20% range defense increase, but drop the duration to 3 seconds and put a limitation of "can not occur more than once every 6 seconds" on it. That way it isn't OP. As for Vital Regulators, I think it should modify Shield Probe so that it heals you for a flat % of the damage it absorbs over its duration. The % can be played with to find the right balance, and depending on how good it is, it may have to be moved to one of the other tiers. I think that Evasion used outside of cover should resist Force and Tech attacks. It only lasts for 3 seconds and is on a 60 second cool down, so I don't think adding Force and Tech resist to it would make it OP. And finally, I think that Covered Escape should purge roots. Since it already purges movement slowing effects, it should go that extra step and purge all movement impairing effects - minus stuns and special abilities like Electro Net. I used to play a game that had snipers that could do this, so it's not unprecedented. Can't remember the name of that game, though.
  8. It's super buggy right now. It bugs out, doesn't do full damage and doesn't proc Followthrough. This needs to be fixed ASAP.
  9. My problem come when a position is being overrun by the other side and I need to make a tactical retreat. I roll, get the Seek Cover buff from the Entrench on Portable Bunker, hit evasion and start running. Then bam, I get yanked back by a PT or Vanguard. Hate it. It would be great if seek cover's immunity worked against pulls. But I guess that might be OP given how it can be refreshed.
  10. Speaking of PTs/Vanguards, is their pull un-dodgeable/un-resistable?
  11. Nice vid. As far as survivability tweaks, I think that if covered escape purged roots, that would be a good start.
  12. Do we have this yet? It's standard in other games I've played. I'm surprised this wasn't in from launch.
  13. For seek cover, does immunity to movement impairing abilities only apply to snares and roots? Because I swear I've been yanked back by Vanguards/PTs using grappling hook while I was under its effects.
  14. Agreed. Some type of non-combat main hand would be nice. It doesn't make sense to have a slot, but nothing to put in it.
  15. Snipers/Gunslingers can have 3 knockbacks if they are spec'd for Marksman/Sharpshooter, and if certain cooldowns are up. We get a KB on on Cover Pulse/Pulse detonator. Then if we're spec'd for Re-establish Range/Reset Engagement, the final shot of Penetrating Blasts/Penatrating Rounds will knockback the target. Then we can use the ability Sniper Volley/Burst Volley to immediately finish the cooldown on Penetrating Blasts/Penetrating Rounds to get a third KB.
  16. I see nothing that makes up for the complete loss of the defensive cooldown resets on EMP. I waited for the live stream because I thought something would be redesigned to include them elsewhere but no. We've lost a major utility for some damage. In my opinion, the trade off is not worth it.
  17. This is one thing I think Eng needs. A talent to reduce the cooldown on EP, and EMP should also finish the cooldown on EP.
  18. This drinking game sucks. I wouldn't even get a buzz.
  19. Yeah, those are all good. From that list I'd have to choose number 1. I hate being snuck up on.
  20. An ability that finishes the cooldown on Entrench, and a stealth detection probe usable while in cover.
  21. Snipers aren't the least fun to play, but I'd say they are probably the hardest class to play well. The cover system can take some getting used to. But once you understand it, you will come to embrace it for the awesome tool it is. Also, the sniper isn't a class that you run around spamming one or two abilities. The class as a whole is more methodical. That may be a turn off to some.
  22. I'm speaking strictly PvP. I'm not 50 yet, only 40. So I have only 11 expertise. Warhammer Online is my primary PvP game. I'm used to being able to stack against any and all specific damage types through gear, gear modification, consumables, as well as buffs from other classes.
  23. Is there a way to get damage reduction against these two damage types other than the buffs Mark of Power/Force Valor?
  24. Which one of our companions get carbonite spray?
×
×
  • Create New...