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mBass

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Posts posted by mBass

  1. My crit ambushes with relic + adrenal went from 6k to 4.2k... I put my old level 56 crit and surge enhancements in and got back up to around 5.6k but now I die twice as fast because every other class has the same burst as me now.

     

    Sniper is pathetic now.

  2. The Marauder class is difficult when you're a fresh Level 50 with no gear since it is the most gear-dependent class in the game. It is also one of the few classes (along with Juggs) who need to set-up a chain of abilities before being able to unload big damage abilities (that is true for all Marauders builds). Compare that to a Sniper who just positions himself/herself on a catwalk, gets in cover, and presses one button to crit for 4.5k, our class is more difficult than others when you think of all the factors that are out of your control in order to perform successfully -- not to say that Snipers don't have their problems, but they can dish OMGWTFBBQ damage like no other.

     

    If you're conjecturing the easiness of the Marauder class based off your experience in the 10-49 bracket, your opinion is seriously misinformed however.

     

    Snipers, easier to play than marauders. You heard it here first.

  3. Most of that post was intended to help the OP. Not intended to be an entire post in response to your own. Sorry for the confusion.

     

     

    My bad I assumed that you were the person who posted that nonsense since you seemed to be defending it. I wasn't telling the OP that it was hopeless I was calling BS on BS. I still stand by my claim that 20% damage is a realistic figure against an equally geared shadow tank given that opening. Does it mean that you'll always die against shadow tanks? Not at all.... You will almost always die against them on equal footing unless you get help or run away though.

  4. He was describing an exaggerated experience involving a DPS Darkness Assassin and a Tank Darkness Assassin. Most are DPS modded, as you mentioned and are only moderately tanky. You will deal more then 20% of the health on a Tank Darkness Assassin assuming they aren't getting healed within 5 globals. If they are getting healed, you are hitting the wrong target anyway. One that is modded for DPS will not kill you that quickly either, unless you aren't reacting. Debilitate and Cover Pulse do wonders for stopping their Force Lightning - which is the vast majority of their damage in this spec. Use Evasion to disrupt the Assassinate as you drop below 30% and you have mitigated an enormous amount of damage.

     

    I wasn't exaggerating at all, I was calling your BS. You claimed to be taking tank assassins down to takedown range 1v1 in that rotation and it's complete fiction. Even if you did get a well geared tank assassin down to takedown range (you wouldn't), your takedown wouldn't finish em off anyway. This is coming from a rank 81 sniper in full BM with crit/surge enhancements. You can say I'm not being helpful but I think a dose of reality is way the **** more helpful than you outright lying and saying you're taking down tank assassins in seconds with your BS rotation. Furthermore, you don't get to factor debilitate and cover pulse into your scenario twice... as I already state the *** kicking comes after you've blown cover pulse and defense doing your measley 20% damage.

  5. As a MM sniper I dont have that much trouble with most assassin/shadows, when they unstealth on me i hit cover pulse, entrench, target them hit ambush - EP - leg shot - followthru - corrosive (by now they are just getting back into melee range) debilitate - snipe - takedown.

     

    If they pop a defensive CD I will flashbang them and reposition, no sense wasting energy on them while their defensive cd is up.

     

    If they're tank spec, you just got them down to about 80% after that last snipe... maybe. If they're tank spec in dps gear, you've got about 3 seconds to wonder *** just happened before you die a horrible death.

  6. You say "grass" and "snow" because it leaves absolutely no room for some idiot to complain that you gave them the wrong directions. This should be true of 'east and west' also but calling them grass and snow is a concession that we make for people too stupid to learn their cardinal directions... much like 'east and west' were a concession we made for people too stupid to know that 'left and right' don't exist on a map and left always means left from your starting position, not west.
  7. Sure they can do this after they eliminate the need for my class to have superior gear just to be competitive. They have some glaring class balance issues to work on before they even try to tackle balancing gear.
  8. Tip :

     

    Passing the ball helps a lot

     

    This map is designed to pass the ball continuesly, not for a character that can leap twice and go dmg immune for 5 sec to just carry it all the tmie with no1 able to stop him.

     

    no one can fly in this game yet, proper passing = sure win in 2 mins

     

    Bingo. Good players pass. Bad players trudge into groups with the ball, get chain stunned on flames and then make stupid whiney forum posts complaining about too much cc afterwords.

  9. That's because when you use say a charge the other guy doesn't suddenly die from being charged itself, but when you KB the recipient of that may instantly die from being tossed into a fire pit on Huttball. Yes you may have to think about the position some but it's a good payoff when the other guy burns to death instantly.

     

    I'm not even sure what you're arguing but anyone who gets knocked into fire has themselves to blame. At any rate, force push and grapple are at least as good at burning people as overload or cover pulse. Ranged has no advantage there either.

  10. It's 2 seconds then however long until you get hit while they charge their attack. Or 2 seconds while multiple people are attacking you.

     

     

    No. It's one attack. That's it. It pales in comparison to most melee's ability to keep someone in range and if you're getting unloaded on by multiple attackers in 2 seconds, roots aren't going to make a damn bit of difference anyway.

     

    Learn 2 play

  11. I can see that, but I still think it comes down to playing as a team or not playing as a team, and in that regard all 3 are the same.

     

    Somewhat... but oftentimes in Huttball you only need 2 or 3 people to be on their game and a single person can have a much bigger impact. That's why it appeals to me. In all honesty, I play all 3 of them enough to be tired of them but huttball is by far the least frustrating.

  12. So you're the one?

     

    Honestly, I like huttball, it is a good game, but I don't see how anyone could not get burned out playing all the time.

     

    Well when the alternatives are voidstar and civil war.... it's pretty easy to only want to play huttball. My beef with the other 2 warzones is that you're *always* at the mercy of your team. No matter how well you do your job, someone on the other side of the map could be asleep at the wheel and cost you the game. Huttball is still a team game but at least it's possible to always have a view of the action. You can always be influencing things and nobody is ever left on the sidelines against their will.

  13. I catch the ball when stunned and frequently deliberately throw it to people who are stunned in the endzone because they're often wide open and I don't have to worry about them moving out of the circle.

     

    I don't really have a problem with stunned catches. I think the average huttball game sees enough interceptions as it is. I'd hate to see passing become less frequent when passing is what makes the game awesome. If you want to guarantee an intercept, wait till you see the circle go down and then knock the intended receiver out of it. I do this all the time on my sniper and it's quite satisfying.

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