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MrWoolie

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Everything posted by MrWoolie

  1. Yeah, the other parse is pretty impressive, and Awe-ing groups of enemies is one of my favorite thing to do as a Sent. I am not denying that Marauders/Sentinels have it pretty good in the DPS department. My personal opinion is that of all classes, they should get CC protection. Currently, the way they are now is not "fine." Besides throwing down trascendance and inspiration every once in a while, the class' actual fighting capabilities is very lackluster. Range can do just as much DPS (snipers), and stealth classes have better, and more controlled bursts. Melee is heavily punished in these game, and while our DCDs and DPS may seem okay, range classes have the advantage of being ranged. If you would take a look at the leadership boards, sent and mara entries are rather scarce. The class is viable, but under-performing compared to the others.
  2. I have played SWTOR since before 1.2, and I can attest that Mara/Sents are nowhere where they used to be. Although, that isn't necessarily a bad thing. My main is my sentinel, and I have a couple 55 sents on different servers. To start of, I can assure you that it is perfectly reasonable to achieve over 500k in a tank. In fact, if you would just gear your mara in some PvP equipment, you can hit that mark just by spamming massacre. I do not mean any offense, but if 250 000 is what you would consider normal, than your opinion on this topic is biased. The first time I played my sent and gunslinger after quitting for 5 months, I got over 500k in both Wzs I played with them, with outdated gear. (If you ever get confused with your rotation, just keep spamming normal attacks, use every GCD) The problem with marauders is that it is much harder to do so than with a ranged class. Their resource system puts them on a disadvantage when they cannot open on someone. Especially with Combat, the better PVP spec, it is also extremely easy to get CCed as melee, which will mis-align all your procs. When I first played PvP in SWTOR, the average time to kill was about 2 to 5 times longer, and all CCs will white bar you for 20 seconds. Now, when I play, I am often disgusted at how often a fight turns into a cc-fest. All of this heavily uneven the playing field towards the disadvantage or sentinels and marauders. Their specs (smash not included, I considered it a crutch/training for new players) are extremely prone to CCs. Watchman needs to constantly land hits to get the ball rolling on Merciless slash and Zen. Same for Combat, proc, focus, and centering is not generated when you are CCed. Especially when you try PS and master strike, it is just asking for a stun on the battle field. All though this class is no where near how it used to be, when if you mastered it, you can get 50 kills with only 1 death, it is still viable. The only changes it needs are: Overall: Damage taken while CCed is reduced by 30% Watchman: - Focus generates during CC, Merciless slash and juyo stacks degenerate rather than disappearing, all at once. Combat: - CC immunity during Zen, free Precision slash for Hand of Justice will not proc unless PS is on CD.
  3. All right, so what you are experiencing, is the wonderful and logical GSF mechanic of RNG accuracy and tracking penalty. To put it simply, all cannons, even if you did successfully target the hit box, could miss. On top of that, every degree the your cannon deviates from the direction you are currently facing will cause another accuracy reduction. Essentially, the "tracking penality" is so great, that some cannons with much lower base accuracy rating will perform better when shooting at the edge of your screen than a cannon with a high base accuracy rating, but high tracking as well. (eg. BLC and heavies) Another part of this system is that, if the enemy is within 500m~ or so, you suffer a massive ~90% accuracy drop. The only time you will be able to hit the enemy with your cannons will be when you use BLC (which isn't affected by this) or toggle one of the scout systems called" Targeting Telementry." The reason you are struggling with drones is probably because of your weapon choice. They may be small, but they are stationary, and dies in 1 to 3 hits depending on the laser. You said that you were using heavies, they are the worst lasers for melee combat. Their tracking penalty is huge, there is no point firing unless the enemy is right at the center of your screen. Since you have heavies, you probably fly a strike. The best laser for dogfighting for strikes is Quads. They aren't the best, but they are better than heavies or rapids. If you do continue to use heavies, you need to keep the enemy a large distance from you. With this type of cannon, it is actually better to have a smaller reticle farther from you, then a close one, because you don't have to turn as much to center something far away.
  4. Plenty of people agree with you. It is not just bombers, although, they do get the short end of the stick on this problem. The system checks to see if you were within a friendly Satellite or have dealt direct damage within a minute. If not, you get the non contributing message, and lose ~ 25% of your reqs without a warning. Even if you are in respawn, the timer still ticks. The only ship that do not have issue with this is GS. The only consolation is that the tier 1 GS is the most popular ship there is, and maybe these people don't have to suffer from the Dev's poor designs. Basically, the system forces you to play offensively. Rush to a Sat or contested areas with baddies right from the start (or get the non contributing msg), avoid evasive tactics, fly into a wall to escape enemies instead (or get the non contributing msg), and don't stall enemies under a Sat that is not yours (or again, get the message). Honestly, I think whoever thought of such a system should ether be fired, or at least get their pay checks reduced by 30% until they fix it, then fire them. It SOLVES nothing for the AFK issue, since AFKers still get a match count for their quest. And the only people who get penalized are players trying to play the class and the game as it is meant to be played. Think about it, a percentage reduction in Req only works if you have already earned some. What kind of logic is that?
  5. Okay serious input here, Obviously don't waste your CCs in the first 4 seconds. Sorcs don't have much methods to deal with them really, other than CC breaking or casting your invincibility bubble. Bubble stun or any thing like that won't work due to the CC absorption. Cast your regular bubble, pop your adrenal, and hope the hit don't crit. There isn't even a point to running away, since, as you mentioned, they will just force push and leap again. Operatives can always cast Evasion, pop shield probe, and roll away. The in-combat stealth works too, if you are willing to use it to avoid one ravage. Remember though, there is always the option of fighting back, and one ravage isn't going to kill you. An interesting method is to start casting whirlwind .5 seconds into ravage. The jugg will ether have to cancel his cast, or get mezzed after. If he breaks out, hard CC him and hit him with everything. Save your roots and Kb, he will just leap you again. Ops can do the same thing with FB, except no channel time. While he is CCed, you may also use that time to LOS and run away. Choose whatever seem better at that time. There really isn't a sure fire way to avoid that first ravage. Evasion works fine, and you can get rid of the dots with cleanse, but you are technically still getting hit, and it is a 1 minute CD. Juggernauts have much more potent DCDs than Ops Or Sorcs. The best method is to stun, LOS, and H2F.
  6. Actually, all the ships except scouts and tier 1 strikes are that sized at that range. I like this idea though, at least it gives us something to do with our class ships.
  7. Exact same ship as this guy, and almost the same load out as well. Only difference is heavy laser cannons - the range and shield pen. Keeps enemy shields from regenerating at a longer range. Rail gun drone, again, range and shield pen. I find it more effective in disorienting enemies, because they now have to focus on your drone that may be 10km away. Also, keep in mind that no drone by themselves can kill any ship without running out of energy first, or taking more than half a minute. And regeneration extender, but this one doesn't really matter.
  8. Agreed with the trying part. But BLC isn't the "best" laser on paper, Quads are. Neither is shield penetration. It is practically procrastination, the shield got to go if you want to bring them down most of the time anyways. However, I too run with hydralic spanners for my co-pilot. It is actually quite useful since the only other way to repair hull without dying right now is with a repair drone. Still, perhaps you should try your own advice if you haven't already. Try BLC. It takes a match or two to get used to, but it works splendidly on a ship that can boost almost on always on demand.
  9. I second this. If you get lucky with burst, you may get a couple huge crits off. However, in a game mode where the objective to kill players, shield piercing or armor ignore doesn't mean much since you got to finish them off anyways, and most players don't use charge plating or deflective plating. Quads will give you an advantage against all other cannons except heavy any day in TDM. However, keep in mind that you MAY still end up in domination, and I think the extra use of quads in TDM doesn't out weight the benefits from BLC in node fighting. One solution is to equip one CM scout with burst, and the other with Quad. However, that is taking up one entire ship slot that could have been dedicated to a bomber or GS.
  10. Wow, love the Sorc and Sentinel changes. Although, I would like to see noble sacrifice/consumption be able to be used off GCD. Also, Watchman and Marauders"s weakening wounds and agonizing sabers needs to ether also make targets receive 10% more dot damage, or just straight out buff 10% dot damage in a talent. Another thing to note is that the heals from burns won't trigger as often anymore since crit has became a lot less valuable, the heal percentage should probably be higher than 2. The alternative of buffing DOT crit chance to previous levels may be too OP. Activating Zen/berserk should instantly give 2 stacks of MS/annihilate as well. Or perhaps tie it with BS/FS and reduce the cost, so it gives incentive to actually use that skill. (eg. activating the ability instantly build one stack, cost reduced to 2.) For AP and tactics, hydralic overide should also make them immune from knock downs. To prevent people getting out of their cleave with a seismic grenade. (Must use hard stun or mezz to escape)
  11. Thanks for clearing up my points. I think my post was too short and Armondd misunderstood it.
  12. Your first point makes your second invalid, since the minelayer would drop two more mines in close range anyways, and two is all it takes to kill a scout. I think you meant that the fire rate of BLC makes it a poor choice against mines. The range is still 4km, mines explode in one shot. The only difference is that a cannon such as rapids would be more effective due to a faster fire rate.
  13. Who cares? Even if you do blow up the mines one at a time with BLC, the sucker is just going to sudden drop 2 more when you get close. This argument can be applied to a lot of other cannons.
  14. I have a rather interesting Idea, let players man the turrets. So they aren't active unless some one turns them on, they should still be auto aiming however. Of course, there should be a limit to how many players can play as turrets at any time.
  15. Of course, 15% speed increase is much better than 10% yes? But that is only the base of it. Statistically, such a small increase does not actually make you kill your enemies faster by a significant margin. I currently can't find the calculations I wrote, but to give you the gist of it. Damage cap have no downsides. Frequency cap drains power more quickly. A 10% consistent increase is not as valuable in regular shots. Do to the fact that in the end you will over damage the targets health pool. Same with frequency capacitor. (Critical) Comparing to the hull and shields of other ships, what put damage on top was that 10% damage applies to the first shot and beyond. 15% faster shooting may increase the dps, however it only starts to count after the first. In order for Frequency Cap to out dps Damage Cap, it needs to essentially fire 3 shots+ mathmatically, and only if it continues to shoot at a target none stop for the following x number of shots. (I forgot, sorry) Most ships cannot survive 3+ direct shots from ether Cap with BLC anyways. Two other thing to note is that the offtime between shots is around .6 to .8 seconds, so 15% less isn't as much as you would think. Also, Damage Cap makes the occasional crit do a lot more damage as well. Overall, Damage Cap is better suited for the style of BLC anyways, since it is focused on hitting as much per shot as possible. Sorry I don't have what I wrote with me right now. If I find it or redo them later, I will post it here. I am currently in a bit of a hurry.
  16. For those saying that Bomber utilities are too hard to peel, I do not think they are going at it the right way. Their main weakness is that they cannot handle any damage, and can be destroyed without much effort. The strength is that they have power in numbers. If you kill drone A, drone B or Mine A may damage you. The obvious way to do it, is of course use ion rail or EMP weapons. They are AOE, and can effectively shut down a drone or some mines for the sake of capping a satellite. You can ether chose to purposely put yourself at somewhat of a disadvantage by taking them out one by one, or use a long range weapon or AOE component to set them off all at once. What many people also do not consider is that EMP shuts down system component as well. Essentially, this mean that the minelayer can only drop one more mine. One isn't going to kill you. While the drone layer is basically screwed. (Neither can break missile locks as well). In both cases, your craft is still the superior fighter, and a bomber's only hope now is their teammates, which, you could also bring your own. However, reinforcement isn't OP. Anyone can get them. When a bomber have their precious drones or mines disabled, they are more of a liability than an asset to their team. In which case, you have just turned the tables and gave your team the advantage in taking the node. I think the correct Statement would be: Bombers are more difficult to peel off a node than any other ship types. Which, after all, is what they are designed for.
  17. I was thinking around 10 seconds each time. For the second one, you are correct. I want your weapons to be unusable during the respawn zone, but the weapons of your enemies still functional. The evasion buff would be around 80%, making firing within the area pointless anyways. This is mostly because I was considering server latency and range. We don't want a scout or strike technically not spawn camping being blasted to bits by an immortal GS. Nor do we want a ship to abuse the time difference of the buff if both teams have their weapons disabled. I think that would create a situation were a player can abuse the downtime between when the buff goes off on his system, versus the buff showing on the player going off on the enemy's system a second later, and end up getting somewhat of an unfair advantage. We see this all the time with CCs and Shadow's resilience or PT's Hydralic overide. This guy pretty much fix in the last variable that determines if the turrets are on or not. Of course, I think this should be for TDM only.
  18. If you search up some old QQ forums about GSF, you will find your evidence. Back then, GS was capable of one shotting anyone with bypass and slug rail gun, even strikers. This was because Charge Plating was their default shield. Essentially, this led to a large amount of rail damage bypassing shields and bring down a strike in one hit. Also, this is Bioware. Your idea that something is not feasible because the concept is too stupid to make it into the game, sadly, is not viable. Take a look at Ion rail, the not contributing system, former RNG evasion on DF, etc. And look at me in the eye and say these are absolutely amazing ideas.
  19. About the capital ship turrets, I was thinking that perhaps they only turn on at certain times, when certain conditions are met. Such as, if half the team is within the respawn zone or have not respawned yet. And/ Or, if too many enemy fighters (>4) are close to the spawn area. Before the turrets activate, there will be a warning to all enemy crafts that they will be pulverized if they do not back up immediately. Of course, it would be nice if all ships within the respawn zone receives a ~% chance to evasion, and a dot that kicks them if they stay there for longer than 30 seconds in the zone per life. If this is implemented, all weapon systems such be turned off as well near the capital ships of your faction.
  20. On a flashfire, BLC is still superior in my opinion. Reason 1: BLC has a higher damage output in close ranged combat, and hits harder per shot. It is also the only cannon capable of hitting an enemy consistently <500m. Overall, this means that BLC would be better around satellite or obstacles fighting. Reason 2: BLC drains less power per second, and has a lesser tracking penalty. This allows more of its shots to land compared to LLC, which suffers from a higher tracking penalty. (You won't always have your target dead center) The downside to BLC is that the cannon practically under performs beyond that range. While LLC is more consistent starting from 4km, to 500m. In comparison, it seems that BLC is better for flashfire, because you can get within its most effectively range easily with afterburners. However, you should not use frequency capacitor with BLC. I did the calculations once, and concluded that the only time it would be worth it is to take it along with the speed increase from the damage overcharge system while it is active. Otherwise, the 15% increase is no better than 10% straight up damage increase, except it will end up costing more energy. On my Flashfire I use the BLC with damage capacitor, and normally manage to be at the top of the leadership boards, often by a long shot. But don't let me throw you off, if you find that you are better with LLC, use that.
  21. I noticed on Dulfy's website that she put up 2 additional ships for each fraction on the calculator Check it out for yourselves. http://dulfy.net/2013/11/16/swtor-galactic-starfighter/ Basically, the new ships are support ships, capable of healing and buffing allies, or debuffing the enemy. Their primary and secondary choices I feel are left wanting however. Personally, I would not fly one of those ships. Unless bioware change the scoring system, I feel that they are grimped in terms of req earnings. They are probably also going to end up as targets for AOE mines and ion rail guns.
  22. Charge plating won't stop what matters most: Heavy burst damage, because weapons that are capable of doing that (BLC, slug rail gun, concussion missles, proton torpedoes, rocket pods [maybe, because it was nerfed recently]), also have armor pen.
  23. Good point, but then again, the bomber is calling reinforcements. If you see them coming, and if your team is competent, you can call your own. However, the only asset bombers have against ion rail gunships is their large shield and hull pool, because Ion rail is capable of taking out all the mines and drones with its AOE damage. The purpose of bombers is to guard a node. They aren't actually good in anything else, although, I did kill a couple of scouts and GS with my heavy laser cannons. They never expect it from a bomber. Bombers' lack of an evasive maneuver forces them to be a brick and soak up the damage to get the team extra time before the node is contested. They really shine when they get a buddy, preferably another bomber or a GS to help them. One is easy to handle, but 2 can really cause some troubles even if you bring 2 players from your team, especially if they are close ranged fighters. This is due to that the minelayer can instantly drop two mines that will finish off most ships caught in the explosive. With 2, that is twice the mines. Other than that, I simply don't find them much of a problem to deal with on my other ships. Take out their drones and mines with 1 shot each. They can't really defend themselves.
  24. Is it because they or new? The most powerful and easiest ship to fly is still the quarrel/mangler. I have personally flown all the ship types, and on a scale of versatility, potential, and easiness to fly, the dronelayer (the one that is supposedly op) would rank third at best in my opinion. My gunship can: 1.Destroy all mines and drones around a satellite with 1 or 2 shots or ion rail. 2. Disable all the enemy fighters in the area of effect with ion rail. 3. Kill enemy fighters if they are below half health with ion rail even though this is an ion weapon. 4. Equip BLC (Why do they even have the best close range cannon?) 5. Equip distortion field w/ light armor 6. Equip barrel roll (arguably the best engine component, tied with retro thrusters, which offers offensive capabilities since it can give extra lock on and fire time.) While my Flashfire (2nd most useful ship): 1. Has enough fire power to take out a strike on the first joust. 2. Can clean up all defenders around a satellite unless they are a minelayer. 3. Can equip the best close range cannons, shields, engine component, system component, missiles/secondary. 4. Has harmony among all the major and miner components In truth, when I first got my dronelayer, I didn't actually think my drones would take down anyone. Since the default missile drone is only really effective within 5km, I thought people would just boost out, or blow up the drone pre-preemptively. I was wrong. For those saying that drones are OP, please consider that: The missile drone in fact does not have enough power to kill you at full health by itself before running out of power. The laser does around 200 damage each, and the drone depletes its reserves in a couple of shots with a slow regen. While you can kill the drone without making hardly a dent in your energy pool. (If it does kill you, you have probably made a second go at it into its range or you are previously damaged) The Rail gun drone cannot do a full hull hit due to the CD between shots. With the final tier upgrade, at best it will catch your shields during regen if you have not spec into a quicker shield regen. The part that kills you is the 20% penetration. On average, this will take 4 or 5 shots to take you down at full health by itself. This can be up to 30 seconds unless you are also receiving damage from another source. So what that all the drones are updated with the latest version of iOSWallHack? They can only shoot you through solid objects if you were targeted by them previously, while you are still in range, and it only works for one shot most of the time. (Although I do agree that this is a bit cheap and should be fixed ASAP) Drones have 1 minute cool downs. Once it is gone, the bomber can't put out another one until the CD ends. The part where the drones are OP is when there are more than one bomber putting out multiple drones. Or when you were previously fighting another craft, and it caught you and your shield regen by surprise. Ether way, it is often not just one bomber that can cause your ship to explode more often than you can do theirs. Also, mines die in one laser bolt, the only problem I encountered with them is when a mine layer put them in secluded areas underneath a sat, and force you to trip one of if you shoot the other. The only reason I can think of that give bombers a large or unfair advantage are caused by their bugs. Drones can shoot you through walls if you failed to find cover before being targeted. And mines may still deal damage even after you shot them down. If I have missed anything that could make bombers overpowered. Pleas enlighten me, since I fly a bomber as well, and would love to learn some new tricks.
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