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WaddletonMcQuack

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  1. I think that part of being CM is saying here I am, kill me if you can. If not why not play sage.
  2. First few ranked matches as CM, I was heavily focus fired and lived a long time by being ballet and indestructible. I think the extra amount of damage a light armor wearer would have taken is large. But I don't know how well scoundrels do with 4-5 attackers since I don't have one. Reactive shield is really strong.
  3. First mistake: Duel. Don't. It's not a good matchup. Second: Don't duel as gunnery. I'm going to assume you're gunnery, b/c with assault you can run and snare and be semi-ok without any brain aneurisms. Ok suppose you get leapt to while trying to achieve some important objective. First: hammer shot while counting to 4. Then do your stockstrike knockback. While he is wondering what happened, run. You'll probably get pushed now, or if far enough away a saber throw. That's ok, pick yourself up and do some hammer shots. He'll be on you in a GCD or so, or if he pushed you he leapt to you, you're still fine he hasn't done any damage, but he has a lot of rage/focus, so you have to be careful. I'd expect him to do some kind of stun now, either hilt strike with his large focus pool, or stasis. Either one just ride it out, you should still be near full hp. When you recover from the stun: Shield Adrenaline Rush Now you have two options. You can either run, which involves: -cryo nade -run + hammer shot -tech override -when he cc breaks (they almost always do) fire an instant concussion round and book it. -if he doesn't cc break just keep knocking back and running, maybe you can heal yourself if you can los him somewhat. The absolute best option is to run towards a cliff or hazard and knock him off. -die about 15-20 seconds later or you can fight him like so: -Relic/Adrenal -tech override + grav round -sticky nade (instant) -Run + auto shoot -Knockback + grav round attempt (probably get interrupted) -high impact bolt (won't have 5 stacks of your charged barrel, oh well) -Run some more + auto shoot -Cryo when you're at about half hp, hopefully some of his resolve has started to fade by now so you won't put him into white resolve -If you ever get a bit of space try to build up grav round stacks -If you ever need a bit of space, use stockstrike. Especially use it as a poor man's interrupt. Just avoid filling resolve if you can. -Demo round if you get to 3+ stacks (difficult but doable) -If curtain of fire procs, stand there and use full auto. It will actually hurt both of you quite a bit, but you might as well die while shooting. And if he interrupts it, grav round (or even plasma nade if you have a ton of ammo). Honestly though you probably won't get him real low, esp. if he uses defensive cooldowns, before you die. But 97-0 without you getting a word in edgewise is very, very bad and you should feel ashamed.
  4. As someone who writes code for a living I can sum up your paragraph as nonsense. And it's not a suggestion for one ability, it's all abilities, it's just that this effects commandos more than anyone else since there ammo break points are so huge compared to ammo capacity.
  5. How do you know how it does or doesn't work? This would be a small but sensible buff. It is not complicated logically and I see no reason to assume its hard to code.
  6. Here is a suggestion to buff ammo management for troopers/bounty hunters. Let's use medical probe as an example. Suppose it has a cast time of (for the sake of argument) 3 seconds. In the current system, someone with full ammo using this skill will sit at 12 ammo for 3 seconds, then drop to 9 ammo upon finishing. This makes its effective ammo cost (the cost - the regen during the cast) 3 ammo if you start at full, and less than 3 ammo if you start at less than full. Why? Is this intended? Here is my proposal. Have the ammo be used up during the channeling period. This way regen can begin immediately (assuming fractions of ammo cells can be regen'd). The one issue is that interrupts / pushback could result in ammo being spent with no skill usage. This could be resolved by having the ammo be refunded if interrupted or partially refunded if pushed back past a fraction of the cast time. Examples: 1) At full ammo I cast MP. I cast for 3 seconds, I use 3 ammo, it gets ticked down by 1 once per second. At the end my ammo is 12 - 3 + 3 seconds worth of ammo regen. 2)At full ammo I cast MP. I cast for 2.9 seconds, my ammo has ticked down twice, but at 2.9 seconds I am interrupted by a badman. I now have 12 ammo (the 2 used ammo was refunded, the 3'rd cell was never used). 3)At full ammo I cast MP. I cast for 2.1 seconds and have 2 cells ticked town (one in the first second, and the next in the second second). Then a badman's attack pushes back my cast bar so it's between the first and second breakpoint (say, to where I would have been in a normal cast after 1.5 seconds). I am refunded 1 ammo. Then I proceed to finish my cast and lose 2 more ticks of ammo as I go past 2 seconds and the final 3rd tick at 3 seconds of successful casts. Does this make sense to you? What do you think?
  7. So my question wasn't even whether alacrity was better than accuracy or endurance, it was more about the talent itself. It increases alacrity by a percentage. If I have 0 alacrity bonus, and increase it by X%, it will remain at 0. Is that correct? If so then no matter how awesome alacrity is, the talent is a trap-waste-trick and should be avoided-revised-reviled.
  8. Why does every thread about this mention explosive round, a skill no one uses at all? (Perhaps that's why?) I thought it just gets replaced by demo/incendiary, since it's secondary effect (knockdown) doesn't work on anything except trash mobs.
  9. Quick question bout the tier 1 alacrity boost - does it have 0 effect if we have no alacrity bonus on gear? I put 2 points in it normally (are the 4-500 extra hp from the endurance boost really worth it?) without thinking, but noticed that my alacrity bonus is still 0 in my stat sheet. 1.0x * 0.0 is still 0.0 ... Why is this talent even here? No 'Eliminator' gear has alacrity on it. Should we always get the endurance instead? Also, about adrenaline fueled... yes the adrenaline heal is paltry, but reserve power cell is great for free plasma grenade tosses. Is that what you use reserve power cell for, and why in the world would you skip this?
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