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Awrini

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Everything posted by Awrini

  1. Exploit? Give me a break, this is no more an exploit than force sprinting over fire or force leaping to the opponents ledge, or pulling teammates to the goal, when you or they have the ball in huttball.
  2. Izola I totally agree with you. So many games go 0-0 with good teams in Voidstar. This is a prefectly balanced strategy that is easily countered. This is the counter to the lolol sorc/sage group that groups the middle and easily zerg defends both sides from 30m. This makes them actually have to go TO the doors. On another point, smuggle/infiltrate last 15s with a 3 min cd require the smuggler/agent to be out of stealth and out of combat and will only stealth other people within 10m and out of combat. This can be increased by 5s with one of the pvp gear sets, and the cooldown can be reduced by 1 min for 27 points in the 3rd AC shared tree. There has been many times that I've used this, gotten caught, but my team was able to plant on the other side because the enemys couldn't zerg back in time. Oh and one last thing, it does NOT I repeat NOT keep the smuggler stealth if he tries to plant. I know because I've tried in testing, and I'm glad. Because THAT would be broken/overpowered.
  3. As far as I've seen, this can be done in Alderaan, The Pit, and Voidstar... now here's the problem. In Alderaan and Huttball, the indicator light doesn't go away. In Voidstar, there never is an indicator light... fix it please. Infiltrate/Smuggle working as intended. Voidstar is broken.
  4. Now you see, the "response" on page 4 doesn't make sense. Because if that was the case, wouldn't this thread have also be deleted for the same reason? But yeah, the problem here isn't the skills smuggle/infiltrate. Its that voidstar doesn't give the indicator beam when someone is planting/defusing. Fix that and the other is fine. So yeah, in my eyes not an exploit. Voidstar just broken. FIX VOIDSTAR.
  5. Awrini

    Ops and Scoundrel

    Lol after critting everyone with that wall of text I realized I forgot an ability. Thermal grenade - 30m range 6s cd deals 991 - 1054 kinetic damage to up to 5 targets in 8m radius.
  6. Awrini

    Ops and Scoundrel

    No matter what happens, in the end if people die to a specific class, that class must be op. Because everyone is the best ever and it's unfathomable for them to lose to anyone. Anyway, I do play a scrapper scoundrel. And yes we have a strong burst out of stealth, but any intelligent player can completely neutralize us. Here let me help you out and squash some lies about our abilities. Shoot First/Hidden Strike - deals 2332 -2429 points kinetic damage, repeat KINETIC damage, No cooldown (numbers are gear dependant, personally I have full champ gear) positional and stealth requirement. Back Blast/Back Stab - deals 1573 - 1590 points kinetic damage has positional requirement, 12 sec cooldown. Now, you see those numbers and they don't seem that high when factoring in damage reduction, and don't give me that bull as to damage reduction not existing. Here is why they tend to crit so hard. Underdog talent 25 point scrapper tree (don't know Op equiv) 3/3 inc the crit damage dealt by all scattergun attacks by 30% (probably getting reworded in 1.1 to say Shoot First and Back Blast) Now other melee abilities out of steath, (I don't know the Op equiv names of these) Blaster Whip - deals 1335 - 1402 kinetic, 6s cooldown (grants Upper Hand, Tactical Advantage for ops) Sucker Punch - deals 1476 - 1539 kinetic, no cooldown (requires Upper Hand, has 50% change to deal an additional 395 kinetic damage and regrant Upper Hand, once every 10s) Now for ranged abilities... starting close and moving out Quick shot - 1039 - 1263 weapon damage 10m range Vital Shot - 1848 internal damage over 15s 30m range Flurry of Bolts - basic attack (630 - 857 weapon damage) 30m range (cover abilities) Sabo Charge - 30s cooldown 1863 -1895 kinetic damage applied to next time target takes damage 30m range Charged Burst - 1.5s cast 1300 -1579 weapon damage 30 meter range Now lets move to CC abilities. Dirty Kick - 4 sec stun, causes 4 bars of resolve 10 energy 30s cd (talented) range 4 meters Flash grenade - blinds up to 5 targets in 5m aoe for 8 seconds. breaks on damage, 10m range (60s cd come 1.1) Tranquilizer - requires stealth, 60s pve 8 sec pvp incapacitate, breaks on damage. and finally activateable abilities. Flechette Round - Causes next shoot first/Back blast to deal 1541 internal damage over 6 sec and increases armor pen by 50% for 15 seconds, off global cooldown 15 energy cost 1.5s cooldown
  7. sal it's a catch 22 in that point. People could run past you, but then you're in prime cherry picking position for an incomming pass.
  8. Maybe they'll fix it if everyone knows. You can jump on top of the ball spawn platform... puts you out of LOS. I generally knock people out of this with shoot first, but that requires me to get up there right on top of them without them knowing....
  9. "Weapons, namecalling, and cheating... ARE ALL ENCOURAGED"
  10. I won't lie, those BH's that exploit the ball spawn point are starting to get on my nerves.
  11. I almost forgot about that. /thread
  12. Shut up, you're supposed to keep that secret in house.
  13. Psst Kragg, Dodge/Evasion removes all harmful effects. Look at your passives bro.
  14. Sith Sorc and Sith Assassin... thats all I ever play against.
  15. Try the dirty fighting tree. that shrapnel grenade is pretty troll for cap prevention
  16. What would you say if i told you one scoundrel could do the same?
  17. guys I just respecced into the Dirty Fighting tree due to all this whining... I own just as hard and now have even more cap prevention with dots. So all they are doing is just proving how bad they are by focusing on one skill. It's the spec, not that I'm in full champ gear, now THAT has nothing at all to do with it. Oh but it still blows for huttball. =p
  18. Wow man, he's 32... too bad you don't get shoot first until 36... and hell. thats also when you can put the talent in to give it a knockdown. Try being truthful. Else, you're doing it wrong.
  19. I'm confused. Spammable free backstabs. I thought classes were mirrored. Back blast is 10a base 0 talented cost with a 12 second cooldown. How is that spammable?
  20. well if they have to nerf us, they best let our cleansing ability remove the conular/SI force dot. Yeah I love being stuck out of stealth for a good 15 sec after a fight because of an unremovable dot.
  21. My comment was regarding vanish. =/ And well... no lvl 50 conc op, or scrapper scound uses debilitate or dirty kick on the person they open on.
  22. 30 seconds huh... where do you get your information?
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