Ok so first and foremost, I AM NOT HERE TO QQ. This is NOT a thread to say that anyone needs nerfing or that we need buffing or anything like that. Also please, no l2p comments. Because yes, that's exactly what this thread is here to do. In this thread, we discuss tactics. More specifically, tactics against specific classes. I am by no means a hardcore PvPer, but I am no casual either. I'm usually top 5 in damage and/or kills depending on WZ and if I'm attacking/defending etc., so I think I do alright in WZs. I tend to do alright against most classes, especially 1v1. They really have no chance if they aren't with their team. The situation that gets me killed >95% of the time however, is when a mercenary/commando joins the party - either 2v1 or shortly after I finish up killing an opponent and so am not at full health. I don't know if it's really just bad luck or if they indeed have the tools to counter me or if there are just tons of them running around. I almost never force charge into a fight in PvP. Knowing that every other class has a knockback, I save my charge to use right after they use their knockback. Going back to my situation though, let's say I kill a sorc/sage or whoever and so I am not at 100% health. Or that I'm coming out of AoE damage in voidstar or civil war. A mercenary/commando starts using his tracer missiles on me. I basically have two options here: fight or flight. If I decide to run, chances are I have camo. But at 4 secs any merc that doesn't have ADD should be able to find me in the nearest corner trying to hide. That is if there is even a corner nearby to hide in to begin with. I usually only get away with that in voidstar when it's a cluster **** around the doors. People tend to not notice if one person goes missing in that scenario. I most likely do not have 30 stacks of fury (and I'm not 50 yet so I don't have frenzy either), so I cannot use predation to build extra distance between us. My only option is therefore fight. So I choose fight. Again, chances are I have either ward or CoP available and immediately pop that to try and save some health while I close the distance. Like most mercs, he just spams those missiles. If it's huttball and he is on the ledge above me, I am forced to charge up. If I am lucky though, I can LoS him and force him to jump down and save my charge. Now that he's on the same level, I'll run in. They hit hard and every time they hit, that's another 4% of my armor rating gone. He gets 1 off as I charge/run in. While he starts his next one, I get disruption in. He panics, and not knowing what to do and uses his knockback. If i fall in acid or fire, that's my fault, but assume I was positioned correctly and don't. I am now forced to use my charge (If I haven't already. If I have, it's a guaranteed death) since his knockback also snares. But my disruption is only for 4 secs, and by the time I get back on him, he's right back to those tracer missiles. At this point I am always fighting a losing battle. A few more missiles and I am dead - probably taking a good amount of his health with me, but still dead. People always say sorc/sage are OP, but truthfully I think I struggle more with mercenaries/commandos. What's your go to strategy for fighting off those tracer missiles? Do you always run? Should I always be running if I'm not near full health or don't have all my CDs ready? Is there anyway to prevent his knockback/snare? What are my options after he does and how do I guage whether to try and reinitiate combate or try and run? Can they wear heavy armor or what other abilities do they have that make them seem so hard to kill? I need more info to counter them! I am not looking for a super buff that lets me 2v1 or a nerf to the mercs. I am looking for help on my situational awareness as well as asking for more detail on the merc class since I have not played one myself. Also, feel free to discuss strategy against other classes. Examples, how do you deal with those force lightning spamming sorcs or those self-healing vanguards?