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Mercury_Down

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  1. Yeah I don't know what world is coming to. You can't even make outrageous claims anymore without people proving you wrong. Sad state of affairs.
  2. My bad! I stand corrected. I'll go sulk in the corner now.
  3. Don't go getting your panties in a bunch guys. I apologize if you took my blanket statement as an insult to yours or any other person's skill level. But... You take players who do nothing but PVP all the time in a population which PVP's all the time and you put them up against a PVP team that PVP's in a smaller PVP population at a less frequent rate. I know who I'd put my money on.
  4. The PVPers on a PVE server are not going to have the same level of PVP experience as the players on a PVP server. If you take the best from a PVE server and put them up against the best from a PVP server the winner is a forgone conclusion every time. That being said, the best from a PVE server would do fine in a regular match against regular PVP server players. The OP fits into none of the "best" categories with this build.
  5. Dear Sir and/or Madam, Best damage and healing output? I don't even know where to begin with this statement. You are NEVER going to get best damage or healing with a build like this when compared to a full DPS or healing spec. I wish you luck playing your merc because you are going to need about three-times the amount as any regular full BG, Arsenal, or Pyro spec Merc with your build.
  6. While the "buff" to gunnery is certainly very welcome, it only marginally addresses the problem with only one of the three trees, and that is all the cast/channel abilties which can still be interrupted. Thanks for the buff, but you nerfed the hell out of assault, and combat medic is still far behind the other healers. I am glad to see this change at least appears to be based off suggestions in one of the many many many merc/mando threads, but let's actually address the class-wide issue: casting. How about implementing Cash's proposed changes and lower the cooldown to tech override and reserve powercell and have two base charges to TO? How about lowering the cooldown on electro-net? How about allowing charged bolts to be cast on the move? I still don't understand why you would nerf the sh*t out of assault and only slightly buff gunnery. The previously better PVP tree (and arguably better PVE DPS tree in 2.0) of assault is worse off than it was. GG, but more needs to be done to address the issues of mercs and mandos. Thanks!
  7. You guys have it all backwards. I know who this is.... This is UniqueDragon. The day of his resurrection was foretold. He is from the past but knows the future. The prophet has returned! Heed his words, for they are doom.
  8. RayGon when you say the class is fine, post your video and then type stuff like this.... ...you are going to get flamed. If you have spent any time on the forums reading any of the commando/merc threads you would realize the VAST majority of commando/merc players are saying they need plenty of dev-work to be competitive at higher-end PVP. Are you a unique butterfly who has discovered a playstyle the rest of us have not discovered? It's possible, but your your video evidence points to the contrary. I don't mean to belittle you but do you really believe you are right and just about everyone else is wrong? Delusion can be fun but should only be taken in small doses. Good day to you sir or madam.
  9. You go east when your team has two nodes, they have three defenders at east, you die. You respawn, go back east when you still have two nodes, they still have three defenders east, you die again. You go south when south finally has more than three-four attackers, but instead of staying and helping out you go back west which is not under attack and on the way west there is a call to help south. When south is about halfway capped you decide to go back south. When you get there, you start plunking a healer, which is not normally a bad thing, exceeeept when his teammates are capping south and you do nothing about it resulting in the node getting capped... Not objective based, not situationally aware... If half the regular posters in the commando/merc threads were in your shoes they could have won that match solo. I don't need to see another vid from you for at least another year.
  10. I am all for lowering both to 60s, would be a big help for gunnery.
  11. 2.0 is going to be much sooner than 3-4 months...
  12. Just an FYI, hold the line does NOT prevent stuns. It prevents movement impairing effects such as slows as you pointed out, immoblizations and knockbacks. Stuns, interrupts and mezzes still apply.
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