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durvas

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Everything posted by durvas

  1. Gunslinger at 50 != gunslinger while leveling. It's basically a different game.
  2. That would only be true if we didn't have to spend extra time (yes it's not instant and could be a couple seconds if bugged) to enter cover or were not punished for having to get out of cover by not having access to some defensive and offensive instant casts (not talking about 2 sec casts). Other classes have to stand still to cast but are not punished for repositioning. So yes, we are the most immobile.
  3. Why is the resource system not mirrored anyway, like every other class? Even if they didn't want it to be heat, and wanted it to count down, they could make it with the same mechanics as heat, but the trooper had one big cell that was recharging all the time. All these regen issues add up to a very noticeable difference between the 2, which shouldn't exist on "mirror" classes. I'd like to see a side by side comparison on the length of time it takes to go oom spamming tracer missile and grav round, or something to the effect, just so we have some hard numbers on time to empty as well. Though I have a question on mechanics. For example, say the line where regen started dropping off was 2 and a specific shot cost equivalent of 2. Also, they have the equivalent of 3.5 cells, so the bh is at that point (with the smaller chunks of regen), but the trooper still only has 3 but will regen the full cell soon. They both shoot, so now the BH is at 1.5 cells and the trooper is at 1. For the bh, i'm assuming that the regen rate automatically changes, but how does the game treat the regen of the 1 cell for the trooper? Does the game track the rate (continuously like the BH) someplace else but just make the cells appear at the correct times? Does the game charge the first half of the cell at the faster rate and the second half at the lower rate? Basically, I'm wondering how the game treats the regen of a single cell if the regen rate of that cell changed? Depending on what the answer is to the above, the problem would not just be the regen and pool, but the fact that the trooper regens in larger units that also makes it more likely to fall below the max regen threshold, and thus either have to use auto attack or start the spiral to empty. And if it is calculated just like the BH, why the UI? A single power cell that recharges would be a simple mirror. EDIT: did not read the thread enough to see: But I'd love to see the post. Hopefully the dev would put some math behind that because it's not just a couple people noticing a difference.
  4. No, there isn't. Not until the Republic on the smaller servers give up and start congregating in a single server, leaving the old Republic Fleet a ghost town.
  5. 20 sec of staying in the same place gets you killed. Hell, 8 seconds in one place usually gets you killed if the other teams is not stupid. It'd be a great skill if it was a about 6-8 secs on a proportionately shorter CD. I'd love to hear what the "great defensive skills" are, btw. Our dodge shield doesn't work vs. tech and force attacks, or against what it's supposed to when we are stunned. Our absorb prob takes a pitiful amount. Cover pulse works only when it feels like it. Unable to use defensive CDs or powerful shots when immobilized because we can't go into cover when immobilized.
  6. There are a lot of people saying that gunslingers are fine because they do damage, which they do. It's just that sorc/troopers/sages/sorcs can do the same damage with more defense and utility, which is the whole point of the OP's post. Damage isn't the only thing that qualifies a good pvp class, and the gunslinger does not put out noticeably more damage than an equally geared/skill sorc or bh. If they're not getting attacked, any class can do great damage, but if attacked and in a mobile, organized setting, gunslingers certainly go down faster than the other classes with less to show for it.
  7. I heard that the equations count the two pistols equal to the sniper rifle in total average damage, just that the two pistols has a higher top end and lower low end than the sniper rifle. The damage is average in the long run, but less consistent than the sniper.
  8. Step 2: Hope the other team doesn't have someone that can dispel or you're screwed.
  9. It's called Diversion http://www.torhead.com/ability/clMhtek/diversion , the 11 point talent in the sharpshooter tree. 45% miss for 9 sec and and unable to enter cover for 6 sec. Kind of stupid that the best defense a gunslinger/sniper has is vs. another
  10. Guss ftw. Though since he has the same voice actor, I really wish all his lines were with the TF2 Heavy's voice. It would be amazing.
  11. Sounds more like lag to me. Ability delay is when the animation takes longer than the cast, so when the cast is done, you're sitting there doing nothing for a sec until the animation finishes, or if the damage doesn't register until the animation is finished. Cover is bugged in general and lag only makes it worse, but your specific case it does not sound like the ability delay. One thing you could try is having the in-cover abilities on the main (non-cover) bar. I have charged burst that way and it certainly is more responsive and reliable.
  12. Biochem is still great to have because you will always have a stim, adrenal, and medpack at the ready. Stims are great to always have, adrenals are amazing for a class that relies burst, and medpacks are awesome for an AC with 0 heals. Unless you're sitting on millions of credits and the reusables still exist, Biochem is the way to go at 50. The amount of money you save could simply buy everything else from the other professions many times over. Basically, this class is one of, if not the, most gear dependent. Biochem will significantly boost your endgame stats without having to spend hundreds of thousand credits a day to get the equivalent buffs. Simply on the opportunity cost alone, it's still the best profession by far, even after the nerf.
  13. It should not be a requirement for the abilities, only offering increased defense for sacrificing mobility. It only protects against other gunslingers/some trooper shots anyway.
  14. Is pretty stupid. It's essentially turning into 3 to 5 second strong CCs against us when we rely on cover so much. Is this considered a bug or is this "to raise the skill cap", like every other unnecessary drawback?
  15. Eventually the republic side on those servers will just suck it up and move to a better server. The imbalance does more than just affect world pvp. On populated sides/servers, the economy is better and pve is better as well as people can find more groups and guilds will have a larger talent pool to pick from. In a couple months, there will probably be a handful of decently populated republic sides and the rest of the servers will be ghost towns.
  16. Cover's defensive capabilities are underwhelming and only stops 20% of ranged weapon damage in a frontal cone 45 degrees to either side. It does not affect force, tech, or melee damage. It's a bit ironic that it is useless vs most classes but good vs. other gunslingers/snipers.
  17. Healing is fine. Non-specced heals (merc/sorc/op) should be toned down a bit.
  18. Great, it's the WoW hunter argument all over again. "The class isn't bad, just that all the good players that want to win choose other classes, but doesn't mean anything". A supported gunslinger doesn't bring more dps than a supported, equally geared commando/sage/other to warrant its drawbacks against a team that isn't just zerging the nearest person to them.
  19. Snipers/gunslingers do decent damage from cover but they need some good 'on the run' shots not activated by low health or hardcasted shots. It seems to me, through the talents for the sharpshooter tree at least, they want the to go in and out of cover constantly to trigger cover screen, ballistic dampeners, snap shot, etc, which lowers dps when having to redeploy cover constantly. Even though cover gives access to harder shots, it's incredibly easy to knock you out of and then you have to spend time reentering it, hoping you don't get lagged or someone doesn't use their skill which prevents you from using cover. The cc immunity skill and its cooldown should last proportionally less time. No one is going to stay in one spot for 20 secs against non-braindead opponents. Right now, the advantages it gives hardly offsets having to stay still with a big 'come kill me' sign in front of you when you're that squishy.
  20. Biochem as a profession (what it can make) doesn't need a nerf. Stims, adrenals, and medpacks (and scaling) need a nerf. They offer huge bonuses to damage and healing so that consumables are basically required to be competitive, especially in PVP. Everyone is going biochem because you're gimped without them and it would cost a ridiculous amount to use the consumables on CD like biochem and Rakata can. Simply put, they are too powerful to ignore and too expensive to use, yet the reusable aspect from biochem and Rakata trivializes the long term cost. It would also help biochem people long term, because eventually the vast majority will have biochem or at least leveled it to 400 for the reusables and they'll never be able to sell the blue ones again. They need to nerf it for the long term good of the game AND biochem.
  21. The current Biochem has problems that letting armormech craft some usable purple items won't fix. The reason people are flocking to Biochem now is that the buffs from adrenals and to a lesser extent stims and medpacks are too powerful with current scaling. Because they are powerful, the advantage the provide being able to use them on cooldown is significant, up to 2k damage per major attack for a 20 sec window or a huge heal on 90 sec cd. To be competitive, you would also need to use these all the time and non-Biochems would have to purchase these. With the reusable epic stims/adrenals/medpacks, people save an absolute ton of money relative to what their counterparts would have to spend, so the choice for people ends up being Biochem, spending all your time farming to purchase consumables (huge opportunity cost) to compete, or be gimped. The idea that because you keep the epic reusables after switching to another profession makes it OK or better is ludicrous. It just underscores how good Biochem is if grinding Biochem to 400 is considered to be mandatory. The irony is that if Biochem becomes mandatory, it's money making (not saving) portion stops because no one will need to buy stims if they all have reusables.
  22. There's making Level 8 stims once, and then making epic adrenals/stims/medpacks that you do not need to buy any from now until the end of SWTOR. The amount of money saved from not buying tons and tons of blue items at 50 is ungodly. As I said above, it wouldn't matter so much if you did not need the items to be competitive. The bonus they provide (because of scaling) is much too powerful to ignore, so you either have to spend the credits or be gimped. There's a reason everyone is rushing to BioChem, and it's not because it's just convenient for alts.
  23. The way to nerf Biochem is to nerf is the bonus (or scaling) you get from adrenals and to a lesser degree stims/med packs. Because of the buff scaling and stacking, they can make a difference of 2.5k on a single attack in pvp and heal for a large amount on a 90 sec cooldown. Theoretically, non-biochem could also consume the blue versions, but the reusable nature of the items means they're going to be used every cd and there's no way a non-biochem can realistically spend the credits to make that happen. Infinite items (that are so powerful) is a bad idea.
  24. There is a huge thread in general forum (93 pages in 2 days!) about this issue. It affects many things more than just snipe. http://www.swtor.com/community/showthread.php?t=95738
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