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GrantyJPS

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Everything posted by GrantyJPS

  1. GrantyJPS

    DPS Mercs.

    I think the crux of the matter for me was: Merc/Mandos arent 'gimped' but they are imo bottom of the pile. You can still do well on them tho of course. I didnt roll the guy in sexy futuristic armour with a BFG so I could heal. I didnt roll the guy in sexy futuristic armour with a BFG to hide behind pillars hoping noone sees me, I didnt roll the guy sexy futuristic armour with a BFG so I could run (slowly treacle-walk) away to my team when someone comes to fight me. Had there been a decent explanation of how this class would play in PvP, I simply wouldnt have rolled it. However the description on the site of Merc/Mandos really doesnt fit the actual playstyle of the class. Some people dont have the time or inclination to repeat the valour grind to get multiple WH characters. I hung around to see if the constant suggestions of improvements would actually have an effect. It seems not, so thats me done. Oh and thanks to the guy who did the rapid shot test for me. I see even without the dot proc you can still pull half-decent numbers on the scoreboard. Proves how little that really means.
  2. GrantyJPS

    DPS Mercs.

    Can someone do a test? Pyro Merc/Assault Trooper, Pug WZ, just use hammer shot/rapid shots ONLY. I'd like to see how much (lets face it, fairly useless) damage can be put up in one WZ with just the default attack and the dot it procs. Just interested,
  3. GrantyJPS

    FOTM whining

    Huttplug? Shredded my commando like there's no tomorrow. Almost made me rage-quit many times. No matter what I tried I could do nothing to this player. Seen him destroy people 2 on 1, even 3 on 1 more times than I could count. Hadn't seen him in a while and now I've unsubbed, is he back? Actually made me lose a lof of hope for PVP in this game to see what an exceptional marauder could do then seeing them get buffs and QOL fixes every patch =/
  4. GrantyJPS

    DPS Mercs.

    Im at work so I could only watch a little bit then forwarded to scoreboard of the Novare. To play Devils Advocate on the one I watched (I'll watch the rest later ) No deaths at all. The opposition had 4 healers and approached 1.8 mill healing. He didnt cast a single heal (so much for the amazing off-heals utility). The opponents had 1 melee (combat sent) to be wary of whilst you had 2 anni maras and 2 tanksins to control the zergs. The enemy sniper outdamaged him despite dying 5 times and really having no forward line to hide behind like the merc did.... Basically a pretty sweet matchup for a merc, if a rated opposition team looked like that one did, I'd be a happy merc too. That all said, still a very impressive performance, I look forward to watching the rest BTW, who was the tanksin guarding the whole game? Thats some nice protection figures!
  5. You know it's bad when the advice for ranged is to los melee
  6. Each patch makes me more certain that Austin Peckenpaugh is either an amazing merc player or an incredibly bad marauder player.
  7. Yep Im done, I havent played in a month and only kept up by sub to see 1.4. Good luck to all my fellow merc/mandos who decide to stick with it. You have more patience than me!
  8. Well, I think I was reasonable, after 1.2 debacle and then 1.3 offering nothing particularly great, I gave them until this patch to see what they would do. DPS Commando subbing out, have fun everyone
  9. All 3 specs of sniper are in a pretty good place atm I believe. Sorcs are decent but you need to be good to use their tricks effectively. I'd steer clear of merc at this time.
  10. It 'misfires' all the time, but I've seen lots of classes have that problem, so I dont think it's a Trooper thing. As for the travel time, that's true. I can fire GR and immediately try to HiB and get 2 or 3 'Target not vulnerable' messages before it will actually work because the debuff has not yet been applied.
  11. Excellent advice in theory. Unfortunately if they are bright enough to suddenly run the other way, 10-14m very quickly becomes 15m, and with the client lag, you'll do very well to react in time.
  12. The target dummy on my ship disappeared the other day. I put in a ticket and the CSA said it had un-subbed due to the incredible daily beatings I was giving it.
  13. Ok, so after a few months of nerf marauders threads and their rebuttals, I have gleaned the following informations:- Stun Cloak of Pain or just dont attack (!) Knockback rooted Ravage Knockback to gain some distance or be crushed by heavy instant DPS and interrupts. Cleanse the spammable snare Cleanse the dots Stun UR Don't use half your attacks when obfuscated Don't use those same attacks when sabre ward is up Get a trooper to stealth-scan Force Camo escape/gap closer Edit: forgot Run away to your team screaming for help And whatever you do, DONT FILL HIS RESOLVE!!! And to be fair, after a few months PvPing on my commando, here is the reverse. Don't start with leap Interrupt Grav Round CC break cryo Smash his stupid armored face in.
  14. Actually I find the opposite. I have no issue with our damage but the total inability to get away from melee (closers on lower CD than our openers, more and better snares/roots) is what holds this AC back.
  15. Commando main. Made a sent to see the other side. Got bored lvling last night so I took him into a WZ at lvl 24 (first time ever) Huttball, using no keybinds (in fact I think my abilities are exactly where they get put as you level). Using the force sweep tree (the worst one apparently). Have no Gbtf, no force camo. Think I used the 2 leaps, the rage builder move, the default attack, slash, the snare move (leg slash?), MS and force sweep, maybe the odd sabre throw thing if I needed to. Top damage, top kills (and I died a load due to no escapes, think I had equal top deaths too). Ranged melted before me as it was not remotely difficult to position myself so pillars or crates would stop me getting knocked back. Only class I had any trouble with was a 40-something assassin. Yes it's <50, yes it was probably full of "bads", but with no keybinds, quest greens and no experience playing the class, I was surely pretty bad myself....
  16. Or try to KB a jugg as he flies through the air because he's not glowing yet, then he lands and finally starts to glow, but the actual unstoppable thing fired when he first pressed the leap so you just blew your KB.
  17. As a commando I try sometimes but 2.5 sec cast, 1/4 max ammo, no pushback protection and no interrupt protection is a lot for a heal that does 1800-3800 hps. I can do an instant one every 2 minutes tho! Of course there goes my instant mezz for that 2 mins
  18. How long did new animations to "fix" MV/DFA take? Now, guess whether we're going to get a brand new skill with a new animation. If it isn't a tweak to a damage formula, it ain't happening.
  19. Oh come on, what did you expect from a thread like this? A "Pure DPS class " puts out way more healing than any DPS spec on a class that has a healing tree. You're way less likely to get QQ if this was in the Mara forum not the PvP forum But in the spirit of the actual OP, I've seen a Mara (who is a beast I can assure you) put out 130k healing in 1 match (about 700k Damage).
  20. I'm interested to see them as you seem to be perfectly happy with Arsenal. But I want to see the good and the bad, no cherry-picking!
  21. Gunnery PvP 1. How do you think your Commando spec is perceived by other classes? Dangerous if left alone, but why would you? Easiest class to shut down and kill bar none. No utility and Burst/DPS not noteworthy enough to bring to any organised team. Require too much baby-sitting by the rest of the team to be effective. 2. How do you perceive your own spec? Decent against bads and absolutely terrible against anyone remotely decent. Free kill for melee without massive team support. No way to escape or kite. No utility worth speaking of. Off-heals are pointless (too much ammo/cast time for the HPs). Greatly angers me to see classes like mara/sent who are supposed to be pure dps putting out 125k PASSIVE heals compared to my 20k heals that cost me 2 bars of ammo and 15+ seconds of pushbacked, interrupted stationary healing. No interrupt (***), no speed boosts (all 4 warzones require running from point to point). The most interruptable class out there with the least interrupt protection. I have NO IDEA why you decided to nerf this spec in 1.2 whilst leaving Tanksins/Maras alone and only giving a small nerf to PTs. Any confidence I had in your team knowing what they were doing with regards to PvP balance was destroyed by 1.2. Assault PvP 1. How do you think your Commando spec is perceived by other classes? Not as bad as gunnery but as PT/VG is so much better, they just wonder why you haven't rerolled. 2. How do you perceive your own spec? I wonder why I haven't rerolled a VG/PT. Oh wait, I have, and people weren't lying. Still reliant on cast times, no grapple utility. Can provide decent numbers but a lot is auto-proc dots and aoe rather than siginificant burst. Basically a poor man's VG/PT. In summary, you give FAR TOO MUCH weighting to heavy armour and off-heals when they really aren't that good or useful. You cannot be a ranged turret if melee can basically teleport next to you. There would have been no archers in medieval times if their infantry could jump over your infantry and appear right next to the archer, yet this is exactly what you have created.
  22. Lol actually HB is where I would do best (DPS/surv-wise) against lots of juggs/maras. At least I have walkways I can knock them off for a bit of respite. Other warzones I have almost no decent terrain to protect me. It's not that mercs cant do well, or be a valuable team member. But when you are picking your best rated team to handle the 4 different warzones....is there a spot for a dps merc over other options? Or, pretend you're going to make a team from the 8 best players you know and each have 8 alts all full WH with augments etc. Do you tell any of them to play DPS merc?
  23. Because this is an American game, and the standard Hollywood-esque thing to do is to give the 'goodies' (Reps in this case) American accents and the 'baddies' (Empire) British accents.
  24. Damage is fine IMO now the bugs are fixed. Lack of escapes or oh **** buttons. No interrupt Lack of any form of speed boost or leap or anything that can move us quicker than the standard run speed. Considering all of the 4 WZs (some more than others) require running from point to point a lot, it would seem foolish to me to allow some classes to leap around like monkeys or run around like Usain, and leave others with no way to do either.
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