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Rosstarino

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  1. I realize this games been out for awhile, however I'm fairly new to it. Couple things about mechanics that bother me. I know this is probably not the best place for posting this, but I felt the PVP community would have the best insight into this. Couple things I'd like to discuss and hopefully get some of the community thinking about it. 1) Trooper Vanguard, Tactics Tree - Pulse Generator (2 point skill), supposedly makes Pulse Cannon immune to interrupts. Now, I realize this might mean it can't be interrupted with 'normal' interrupt abilities, however it can be interrupted with knock backs and displacement abilities. IMO, if you're channeling a Pulse Cannon with this skill maxed (2 points), your character should be immune to the effects of knock backs and displacement abilities while channeling pulse cannon. Note, I'm 21/22/3 in PVP tank gear with some DPS gear, however I'm running with Ion Cell instead of High-Energy Cell, maybe someone can confirm that you need to be in High-Energy Cell for this to not get interrupted by knock-backs and displacement abilities? 2) Smash Spec Class, why is it that when you knock a smash spec back mid leap you still take the damage? Here's my thought, the animation happens and most players think it's prior to the application of the damage calculation, however the damage calculation is done after the animation, but based on the location of the player and possible targets prior to the animation starting. What this causes is a strange user experience in the visualization and damage processing of the game. Even though it appears you have knocked-back a Smash Spec during his big move you'll still take the damage because by the time you see the animation it's too late, the game has already determined you'd be hit and applies the damage even though the smash spec player is no where near you after the knock back. Anywho, thanks for any comments or discussion on this topic. See ya in the WZs
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