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Meshimashi

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Everything posted by Meshimashi

  1. Go reroll commando and see for yourself
  2. ALRIGHT EVERYONE! This is how it went: In civil war there was me and two other commandos standing at the back in mid (ourside) the marauder comes leaping in on our backs (these two were pugs by the way, not a organized team) the marauder bashed the first guy real fast went for the second while me and the commando being attacked tried to kill him, the mara pretty much locked down the commando he was attacking once that target died he vanishes and I get him out with stealthscan he pops uber egg of imortal doom and bash my head in. I don't know about the other two but I noticed the mara when the first commando (out of three) only had 50% left. Of course I would had used cryo granade if it was up (my 4sec stun) and using knockback on a mara is a bad move, he will only leap back + interrupt you while having 9999 dots up he apply so fast that my cleanse is worthless. I have 1k expertise still I got nuked like a monkey unable to do anything. I don't see why so meny get offended bu this? it's a fact marauders and sentinels rip people apart and in this case it was just crazy, currently the best pvp class vs 3 of the worse pvp class and still we didnt manage to kill him. something is broken here don't you think?
  3. This just made my day on my gunnery commando I saw this marauder tear through three commandos including me, noone of us had a chance, in matter of seconds he killed us one by one. he went for me last with 10% health left no defensive cooldowns and still pretty much ran through me, blam blam dead. Great fun to do PvP these days as a commando.
  4. Hi rjavig! So you are saying that Gunnery aint for PvP then tell me what is? From my point of view Gunnery is the commando tree with most utility and highest burst, which is good for PvP. I know alot say that if you want to be a dps for PvP go assult but it's so unreliable and compared to our vanguard mirror it's completely useless. Anyone got anything to add?
  5. Is my commando really working as intended when I don't stand a chance vs melee classes and most ranged in PvP? It's hard to see that my Gunnery Commando is working as it should when I can't finish a damage rotation before I'm dead if someone comes for me. I'v been activily writing and responding on several threads on the commando section of your forum bioware and I havn't seen a single respond in any thread. Ooh wait I'v seen you respond when people are rage quiting the game and I'v seen one respond on the "grav/demo round proof that it's broken" so you say that it's working as intended.. Is that it? are you saying that gunnery is working as intended when so meny have either quit the game, rerolled or come here to your forum asking for sort of tool to survive in PvP? I hope that you guys are working on something to bring us back into the game, it can't be a simple matter of relearning your class or relearning your role when so meny feel the same about the fact that commandos are broken. I don't know how it is on other servers but on my server "Lord Calypto" the commando population is dropping, the only ones still playing are either players that have played for a long time on their commandos or people like me that like the look of having a assult cannon. Major part is either playing assassin/shadow, scoundrel/operative (healer), marauder/sentinel or jaggernaut/guardian seen a few vanguards/powertechs being able to put up a fight vs all stealth/melee classes. If the pvp have been reduced to either playing a lightsaber melee dps or healer I'm going to stop PvP. Thank you for taking your time reading.
  6. hulkweazel I don't see why you felt like beating on a guy that unsub because he doesnt enjoy his class anymore. I'm a fresh dinged Commando and I sometimes really regret I went commando and not vanguard, I can pull off decent damage sure (playing gunnery) but if someone with a lightsaber decides to attack me, or any melee class I'm doomed. You are playing a scoundrel? When use my knockback vs scoundrels they just use flashbang or get into cover to place a explosive prob on me, perhaps not a gap-closer but it still neutrilize my knockback. Frankly speaking my knockback is useless since every melee class counter it easily. Another huge problem with Gunnery is the lack of mobility like already mentioned which makes us a extremly good target for everyone since we just stand there trying our best to get out some damage before: interrupted, stunned, sapped, nuked, knocked down or simple just faced rolled by a marauder/sentinel. back to the topic, what's unique for Commando Gunnery? lack of mobility, stealthscan, low health/survivability and easy targets in PvP. I hope bioware pay some attention to all these threads if so I got some suggestions on making Gunnery playible in 1v1 scenarios. 1) stockstrike knockback immobilize the target for 3 sec or knockdown. 2) lower cooldown on reactive shield + casted/channeled abilities uninterruptible during up-time. 3) full auto snare immobilize instead of snaring 4) demolition round 5-10 meter knockback 5) grav round not interruptible or full auto 6) charged barrier/barrel stack up similar to vortex debuff. 2x instead of 1x (if talented) 7) remove gcd from demolitition round and high impact bolt 8) increase over all damage or over all survivability motivation for these improvements: We are a turret that stands still and every ability we have are pretty much based on the useage of grav round, grav round is a highcost ability with a cast time that doesnt deal much damage but is required for enabling other abilities. We are a ranged class which by it self is a advantage since we can quickly change targets and start our attack before melee but if we don't have the advantage of being ranged then what do we have? nothing. Melee classes deal alot more damage once they reach us and easily lockout our entire damage output WHILE dealing damage. Alittle more utility to stay ranged wouldnt hurt, even melee get ranged attack why doesnt ranged get any powerful melee attacks? I'll not unsub or reroll I like my commando there was a reason to why I wanted a commando but it makes me sad when I so easily get killed in PvP. I don't mind getting killed but let me atleast give my oppenent a challange before I do.
  7. Awesome thread guys I do love when people try to make the best out of things. It's kind of sad and funny to see all these hybrid specs, but what can we do? we got to make the best out of scrap bioware left us with. not to be disrespectful but I went combat medic and left the damage dealing to more suited classes.
  8. No idea dude but as the tooltip describes it, it really shouldnt matter even if it is a external source. My thought is that it's still your dot even if it is from a cybertech granade. Perhaps ask a dev member.
  9. Hi Bioware and Hi fello gunnery commandos! the 1.2 was ment to encourage gunnery to use a more active rotation which I'm currently doing, because I can't afford spam grav round anymore. But since the damage is lowered on gravround and the cost increase I do think that charged barrier and barrel should generate faster. like you get 2 stacks instead of one like with vortex debuff. This wouldnt be a buff it would just make the gameplay more dynamic and easier to handle ammo. Wouldnt it? please respond.
  10. What if you don't want to play Assault Specialist? I want to play Gunnery and I'm having huge problem taking anything down in PvP. I don't have enough damage to kill anyone coming for me or to take out anything shotting at me. I don't know what to improve, survivability or the damage but this aint working out. I'v tried everything: 2 grav - full auto - high impacto with a sticky bomb which is my regular attack sequence but it aint working out any longer. I'v shuffled around alittle with plasma granade sticky and then hammershot + try to run away, aint working. I'v even tried to stand still and heal myself when my grav or full auto gets interrupted and that didnt work either! The only way for me to acctualy get something down is to hope they never target me or using reactive shield, adrenal rush + kolto overload (the gunnery talent that give 7% health back with reload) all long CDs. But yeah I end up top dps sometimes but did I do anything myself ? no.. I got carried by others, I know team play is importent Bioware but does that mean one class needs to be totally useless if targeted? I havnt always played commando I played powertech bounty hunter before, before the 1.2 nerf and I didnt experience ANY problem facing commandos/mercenaries AT ALL. Of course they were my prio 1 targets same as any other ranged class so I went for them first and it was a good fight. Now I don't play my powertech any longer because I wanted a ranged class and what do I get? I totally useless one... Comm's/merc's are basically free kills now adays and people are aware of it. And don't tell me to use concussive charge, cryogranade or concussive round because I do, all the time but it aint saving me. bring back gravity and demolition round as they used to be atleast! or increase the charged barrier to 15% or more... /Unhappy Commando
  11. Just started out as Commando from playing a powertech (i'm lvl 34) I'm playin' Gunnery at the moment and I don't really see the issue. Perhaps it's because I didnt see how Commandos were before 1.2 but our damage output is still pretty good, using "Full Auto" with 4-5 vortex up is heavy hitting! Although the survivability is kinda *****, no way to escape and the cast time and CD on the fast and slow healing probes are just not keeping me alive. About Demo and Grav round I don't understand why bioware decided to nerf them, I had no problems killing commandos before the 1.2patch and why didnt snipers/gunslingers get a smiliar nerf as commandos they even hit harder and have better survivability... As a new Commando I'd like to see demo round hit for 6-7k critical and give us some damn chance to survive a melee Sith/Jedi. Demo Round should atleast hit harder than Juggernauts/Guardians highend abilities, isnt ranged supose to be able to compete with a melee at all or what's up?
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