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GrantyJPS

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Everything posted by GrantyJPS

  1. Don't worry, your interrupt and instant whirlwind still rule my world. Even if they don't, just run away. Kind regards, Gunnery commando
  2. I'd like to know that too...whether the armour debuff stacks, and also whether the Demo Round bonus damage stacks
  3. Notice trooper/merc, leap over/interrupt/los/cc then annihalate him with 80%+ of your health left. Don't notice trooper/merc, eat a couple of GR/TM's then suddenly explode as nasty set-up burst hits you. Paying attn ftw, oblivious mashing at nearest target ftl
  4. You can get Orange level 50 schematics from Investigation missions (or GTN)- e.g. elegant assault cannon (or somesuch). They are just mod containers (you'll need to fill them with your own best mods) but can be crit crafted to get an augment slot, which makes them better (once filled) than the ones you get from ther PVP vendors. Best of all, they require no 'hard-to-get' materials, just your standard Durasteel/Zal Alloy/Thermo flux/whatever the blue lvl 6 investigation mat is called. Hope that helps.
  5. How many TM debuff things did you have on you? Just one Merc's debuffs or multiple different stacks?
  6. GrantyJPS

    Stealth

    You dont remember the bit in Empire where there was this guy, and he was like fighting another guy, and then the 2nd guy just disappeared and the first guy was like '*** did that guy just go?' and then the 2nd guy re-appeared behind him and stabbed him in the back? And that stab in the back did more damage than when the 1st guy fired an ion cannon point blank into the 2nd guy's unprotected face from 10 feet away? Watch the movies more closely!
  7. So is the problem 4 x -25% armor debuff (so someone with 20% mitigation goes to 0?) or is it that 4 different stacks of 5 Grav Vortex means all Demo Rounds get 5x5x4 = 100% bonus damage, or both?
  8. 1.2 = Probable buff to damage (maybe not against those that can deflect white damage, but overall it should be a slight buff) 1.2 = Nerf to mitigation 1.2 = Nerf to KB CD Overall = I'll probably kill you a bit faster if you don't see me and die a bit faster when you do.
  9. As a gunnery commando I can sometimes pressure a healer enough that he has to start healing himself or run away, which is fine. However, mostly what happens is he just calls a mara/pyro PT to jump over/grapple me and I die in a few globals. Gunnery Commando's aren't awful in WZ's (duels are a different matter but meh). But our only real utility is decent burst, decent sustained dps and decent aoe. We don't have many "tricks" as it were. So, give us some attention ( a melee dps, a heavy cc class with interrupt etc) and there really is almost nothing we can do. My disappointment with 1.2 is not the changes to the DPS stuff. I'll still set up with GR's when I can and hit the better moves when CD's are up like I do now (way to "fix" it BW). I just don't understand why our KB and shield are getting nerfed and in what world we have "too much utility" to deserve an interrupt.
  10. Ask an Armstech, pref a Trooper one who may have RE'd up some purple recipes. I can make a purple lvl 50 weapon for all my companions.
  11. Just because I'm bored reading the misinformation, here are the facts. •Mortar Volley's animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation. =Animation fix+AOE nerf •Concussion Charge now triggers snare visual effects on affected targets. = Display Fix •Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage. =Damage nerf. Activation/cost unchanged. •Cure now costs 1 Energy Cell (down from 2). =Resource Buff Gunnery •Charged Barrier now provides 1% damage reduction per stack. =Mitigation Nerf. Was 2% per stack. Now 2 Skill points for a 5% mitigation that needs to be built up by guess what... •Curtain of Fire: the chance to trigger this effect has been increased significantly. =Probable DPS buff although moves yellow (GR/TM) damage to white (FA) damage. Still 6 sec ICD? Define 'significant'. •Demolition Round's damage output has been increased by approximately 10%. =DPS Buff (roughly up to 500 damage each 15 secs). Buff to 'on-the-move' damage. •Grav Round has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage. =DPS nerf. Cost/Activation actually unchanged because of next change. •Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds. =Skill tree switch, prob to prevent hybrids •Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point. =Defene CD nerf. Was 5 secs per point. Combat Medic •Field Training now increases critical chance by 1% per point. =DPS nerf, was 2% per point. So there you go.
  12. No increase to cost or cast time. They changed one of the talents (that we took anyway) so it now reduces ammo by 1 and cast time by 0.5s
  13. We will still have to spam tracer/grav as it sets up every other gd skill we have. No change to gameplay except unload/full auto will be used more often (still standing there stationery like an idiot, still interruptable, no change there either). I like how the proc chance change for full auto is 'significant'. A slightly better (but equally fluffy) word than 'some' or 'a bit'. Is it so hard to actually give the new %ages? Nerf to KB, nerf to our grav-spam shield thing. So, no change at all in gameplay, whole tree still completely tied to TM/GR. Less defences....ummm? I didn't think we were in any way hard to kill as it is. Still no interrupt. Disappointing really.
  14. Yes the (US) football analogy is ridiculous. The reason the big slow fatties are needed is because they are heavier and stronger. A dps merc or whatever is NOT stronger and tougher than a Sage/Sorc/Marauder. A sorc can hold the middle just as well as a merc. If all the RB/WR's could hold the off/def line AND run downfield like the wind, you would have a team of them and no fatboys. Huttball can be fun sometimes. Mostly it's watching the glowing column pinging around the map faster than my missiles actually fly.
  15. 1 v 1 - not OP In a group fight - annoying but not op In huttball - horribly OP
  16. Jack, please, this is painful to read. The 5% is a reduction. Then half of the remaining damage is transferred (like a bank transfer) to the tank so they are left taking half the remaining damage each.
  17. Transferred means moving it from one to the other.
  18. This must be some fairly specific set up of 3 dps to have trouble with a single tank/healer pair and even then Im not convinced.
  19. But I do love those quest bits when some skinny runt npc is being naughty and I run in towering above them with my gun that's bigger than they are, and they **** themselves!
  20. My legendary powerhammer with a 1500/sec mind dot for 8 minutes with 850% chance to apply says otherwise
  21. I loved SWGs crafting system, even though I didnt actually craft anything. My toon was a loot-hunter that spent all day soloing Krayts, NS, the ****** Tuskans etc. I had enough trader points to have my little shop. I had agreements with the top experimental weaponsmiths/armorsmiths where I would trade components for the best stuff. I was so disappointed with this WoW-esque system. TBH I am disappointed that weapons dont break, that the best stuff comes from vendors and ******* raid bosses and lasts forever. I loved the SWG economy (yeah I know they broke it with the 20-man rewards for soloable missions, but that was yet another result of the creature nerf debacle). In SWG you could buy almost NOTHING from NPCs. As people have said before, in SWG, crafting was complex and interesting. I enjoyed crafting on SWTOR until my first toon got to 50 and I realised that it was pointless, because for less time, effort and money you could get better stuff from token rewards. Gearing up your lvling alts is handy-ish I spose, but not remotely necessary.....not like quest content is hard in any way.
  22. As I said on the last thread, we lost a game that we clearly won because both teams reached the core, we attacked 2nd and had 11 seconds left when we capped. When we raised the ticket we were told this was a "new" issue and they'd look into it. If it can give the wrong result when probably the 2nd most important win condition has been met (1st being the "points" you get for each door/bridge) then I have no confidence that there is decent code determining who wins when even more conditions are tied...
  23. It's all a mystery to me too - the other day we defended first, they capped the datacore, we then capped the datacore with 11s left....and lost.
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