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GrantyJPS

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Everything posted by GrantyJPS

  1. That's a lot of assuming, especially as the assassins can all both stealth and go immune to the CC....
  2. It wasn't that bit of your post I was questioning. Everyone can and does get jibbed by multiple opponents. But melee vs ranged? Which ranged is your Assassin having trouble with?
  3. Damn! You're right... Hey! Other Commandos!! Have you been getting into teams and making people unsub?!? Bad commandos!!
  4. Well, you wouldn't want people to be able to do 2 grinds at once...you have to do the PVE grind THEN the PVP grind (or another PVE grind if that's your thing). Yeah, stupid
  5. Take an AC with decent DPS/burst, poor survivability, poor utility and no movement. Nerf its DPS/burst Nerf its survivability Give it no more utility Give it no more movement Guess what you get..
  6. Characters/Races - All too humanoid. Cantina in New Hope/Jabbas palace in RotJ crammed with weird races..none made it into game really. - C- Class Quests - Excellent, very immersive - A Normal Quests - Still very good, lose appeal somewhat the 2nd+ time - A- Crafting - Don't like. Boring and oft-times useless - D PVP WZs- Not great but not awful. Too many stuns for me. Huttball is a cool idea but 10x more fun if you're a force-user class - C+ PVP Openworld - Oh dear - E FPs - Enjoy them as they have a point to them and a story - B Ops/Raids - Haven't really done them as I only get to play a couple hours a day and mostly at non-peak times. - No Grade End-game solo stuff - Almost nothing to do. Dailies are boring - E Space Combat - Its OK but gets dull fast. Needs space PVP or at least to get off the rails - C Overall I think maybe a B- Overall feelings - some good and some bad. Bit too much like WoW in space IMHO. If it looks like WoW and plays like WoW, people will expect all the features of WoW. Would have liked some of the ideas from SWG to have been incorporated (being able to change trees, EQ wears out and needs replacing, fun harvesting/crafting system).
  7. Ok thanks for the tip, I will try that out
  8. I'm afraid you just broke forum rules with this post. The word "sorry" and the phrase "I was wrong" are strictly prohibited on this forum.
  9. I understand how, when you are new to class like Mara/Sent, they are more difficult to play with all the extra keybinds etc. But as you practice, your mind gets used to the abilities and where they are on your keyboard/mouse and your muscle-memory stuff kicks in, surely having more useful abilities to use in more varied situations is only a good thing...?
  10. Hi all, I notice sometimes when I activate this ability there is a delay. When I'm setting off my burst sequence of :- Sticky, GR, Tech-Override,GR, Demo The tech-override goes on CD, but the 2nd GR casts as normal with the 1.5 secs and cast bar. Anyone else see this issue?
  11. Thanks OP for making this thread and looking like an idiot so I don't have to
  12. IQ....dropping....must....close...thread...nnnNNNGGG!!!
  13. No need for another thread - Ill ask as a gunnery commando. Hi all, I'm having trouble beating a marauder. Below I describe my problem. Please share your wisdom with me and help me out as I'm a baddie!! They can instantly close the starting gap. After this, I'm permanently snared/rooted. My KB is a longer CD than their charge. They can interrupt both my spammable move and my new and improved channeled attack (which they can also deflect) with their 6s CD interrupt Both my instants require setup from that move they can interrupt easily or they hit for poor damage. I cannot even fire one of them (HiB) without the GR debuff. Even if I do fire it, it can be deflected. So I have exactly 2 ways of getting them off me. My KB (but apparently I have to save that for Ravage) or my Stun (but apparentlyI have to save that for UR). I have 0 roots and 1 untterly pointless snare. So basically if I dont use my stun/KB to actually get some distance, I will be torn apart by their standard rotation of hard hitting instants and ticking dots. If I do, they will run/leap/camo back to me (I'm moving through treacle, if at all) and now I'm at the mercy of Ravage/whatever. In the miraculous event that somehow I manage to do enough damage through their other defensive CDS they will pop UR and finish me off. So in summary, I blow my stuns/KB actually trying to fight and die to their big hitter/Godmode, or I don't and I just die. No escapes, no vanishing, no jumping to the other side of the map, no los, just death and some facegrinding against the big glass door. Mara vs sniper. Nasty matchup for mara. I assume they should just los/run away/vanish/leap in the opposite direction? I see how they lose...I don't see how they always lose and always die like I seem to against a mara. Expected responses below: "You're a support class" "We're supposed to be the best 1vs1" "It's not a 1v1 game" (thanks guy I quoted above) "You're ranged" "L2P n00b, go spam your tracers somewhere else" "Go pyro" (I'm sort of doing this, it's called levelling a PT)
  14. They are in the middle just as much as any other melee dps, who have nowhere near the CDs maras do. Or maybe the others don't just dive into the middle of the zerg because they know they CAN'T?!? And you all seem to be under the impression that ranged only shoot at melee....
  15. That's the (general) idea of dps, they do high damage and die quickly Tanks are supposed to do lower damage and not be as squishy. I know, I know, I'm a genius. I should send this info to Georg, I bet he'll get quite a shock!
  16. "What you did there" was pick the other class that has ridiculous amounts of powerful abilities....
  17. So commando dps is 50/50 Pt dps is 75/25 Ok
  18. In short: 2/3 healers were nerfed and many other cllasses/specs with less utility and comparable dps were nerfed in some way, some harsher than others. TTK has gone down. Everyone is squishy. Therefore 6 secs of immunity is even more powerful. Basically, great dps (rightly so), nice toolset with plenty of options for different situations, great defensive CDs = some feeling from other classes that marauders may have slightly too much overall. There is another candidate for a bit of a tone down, but atm you are the one in the spotlight.
  19. Commando Charged Bolts and Grav Round have a [15 / 30 / 45]% chance to finish the cooldown on Full Auto and increase the damage dealt by the next Full Auto by 25%. This effect cannot occur more than once every 6 seconds. Less chance, both moves to proc it are interruptable, no interrupt immunity, no heal, no stackable damage boost, and an ICD. Nice...
  20. I know! It's as if you had _3_ incredibly useful mechanics that other ACs dont have...!! Give me range > leap range or unleapable cover or a ranged root and I may feel slightly less like a total free kill for melee
  21. You'll have no troubles getting some fraps of you destroying these marauders then I assume. Please post these in the Trooper/Merc forums with a nice "Video-guide for beating marauders" title so I dont miss it. Many thanks! I cant wait
  22. Haha true - just use the "ok, do I have gap openers or gap closers?" reasoning ;-)
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