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Comieb

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Everything posted by Comieb

  1. Agreed, i spent aload of creds on the Imp AH so that i could get some armor for my GS that looked like armor. Or hells Im on an RP server, im playing an Imperial Defector, id want to wear my Imp clothing. As for target recognition? Never had an issue Red is dead, i dont care who what or where. As for 1.2 theyre giving each AC its own icon that you can use for identification. And because of that the argument for silhouette (weapon types armor types) is some what null and void Also can we as Republic get away from everything being brown? When you click on character generation there should be the tag line Republic: Which shade of brown would you like to be today?
  2. As Scoundrels and Powertechs run around with a single pistol and hold it in a very classic Han Solo pose. However there are a number of pistols that look oversized and have an SMG feel to them. Such As Pistols such as these would benefit from having a 'collapsible stock' allowing for the pistol to be either held as they currently are or with the stock extended, are held as a rifle. This wouldn't effect any other animation for either AC(punches etc) but would allow you to fire it and hold it like a rifle
  3. One thing i noticed on the PTR notes, is that there is no change for DF scoundrels to generate UH for their abilities. Please tell me im wrong.
  4. True its slightly better for Gunslingers than it is Scoundrels, the range and lack of UH mechanic makes a huge difference, however its as much unfinished for Gunslingers as it is for Scoundrels. Fixing the tree for scoundrels wont effect the Gunslingers version of the tree. Gunslingers have the same issues with DF as Scoundrels, the difference being that they have no pugnacity to help with energy regen and wounding shots is 30 energy, the Gunslingers DF is a bigger energy hog. For both versions they need to drop the energy costs for most of the skills, and i feel that Hemorrhaging shots should add a third dot (right now we're so week). For Scoundrels you need about a 5 - 10m range increase on your DF abilities and to have Fighting Spirit to act just like Medpack mastery. Or hells, shuffle the trees, let us share Sawbones, and ill let you have Sabotour tree if you let me keep dirty fighting
  5. Am i happy with my 50 GS? Sure mostly Are there a lot of annoying bugs and designs with the class? most definitely Do i feel that the class needs a major over haul? Not entirely, needs a few QoL issues. and needs to be better balanced range etc. It does need some abilities unlinked from cover (sabo charge/Pulse det/cover screen) It also needs some of the abilities to be cheaper to use and some talents to be reworked, mostly DF ones, and DF (for both ACs) needs to be redone, to long a ramp up time, to easily countered, stupidly long CDs/energy hog and some abysmal abilities (Hemo shot is kinda meh - should be an extra bleed) Would i change my class if i had the chance? I dont think so, tho i would seriously consider Scoundrel if DF was better. I think were lacking a stealth in some form, however if they offered my the chance to be a SIS Agent (Republic IA) id say hells yeah! Id prefer to run around with a rifle and some equipment that looks like armor, than some fancy dress i forgot to get out off after a stupid Alderaan Nobles Ball! and OMG those boots are so ..... flamboyant im sure Han Solo would vomit!
  6. No, as none of the Cybertech grenades do bleed damage.
  7. Shock Charge is not a bleed, its energy damage. GS only have 2 bleed dots Shrap and Vital. Nothing else buffs Wounding. Do scoundrels have 2 or 3 bleed effects?
  8. My main problem is that there is little to no 'Combat' in the 'Combat Medic'. Outside of Trauma Probe there is no preventative healing, weak hots no shielding, we are the scifi Paladins healers. Heal spam extraordinaire. id like to see some tech used, for shielding or hots so that we can put some Combat back in.
  9. This. Healing in PvP is an exercise in frustration. Upon any PvP WZ or otherwise healers are at a 30% reduction in heals. As a Trooper Healer, i dont have any fancy bubbles or anything. All i can do is spam MP and AMP i get a little help with BI and Trauma Probe, but for being a 'Combat Medic' theres no Combat, its all medic. In WZ im the most focused on and the most dead.
  10. Someone suggested increasing our range another 5m - would make us around 35 - 40m instead of 30 - 35m While i think its along the right track to go i also think that 40m is starting to get into the realms of crazy ranges. In all honesty i would say reduce others range my 5m, not sure if i would include a Trooper in that reduction but i would most definitely make the force users suffer. One thing tho as were all Smugglers (Scoundrels and GS) Same thought to the IA mirrors, Why not give GS side of things a temporary stealth like Hunters got, instead of an infinite stealth how about one on a 20sec duration. allow us to position ourselves etc. Or hells share the sawbones tree. But yes i agree if were not utility we should be the best at what we do.
  11. I thought this was a great idea when i read it originally. I do also like all of your suggestions i think i like the beam healing you as well a lot. For me my suggestions would simply be minor changes mostly aesthetic. As i said in another thread. Id like; Going full 31 pts would be great if they added something maybe to Armor Screen that allows you to use charged Bolts with a Rifle - Simply put while running around with a Rifle instead of the Cannon i am initially targeted less. And it allows me to heal much more effectively as they are usually looking for someone with a cannon, and gives us a choice if we want to use the cannon or not. Healing Hammer Shot - Change it so that the graphic is similar to that of the BHs ability. We lose out alot because most healers in pvp wont use the Hammer Shot Heal cos its a huge beacon. turning it into a burst of shots would also make us less obvious.
  12. Going full 31 pts would be great if they added something maybe to Armor Screen that allows you to use charged Bolts with a Rifle. If i run around with a Rifle im less obvious as a medic, and i get targetted less often oddly. Of course if the green beam of "Shoot me NAO!" is used all bets are off. As for 31/10 vs 21/XX, i liked the hybrid spec a lot, i went down the Gunnery tree, i got grav surge. 10 seconds off of conc charge and grav round was great, as i run around with a rifle and it allows me to deal a decent amount of damage if i need to. Right now im running 31pts and have the bacta talent. Its cool having an instant cast heal but its a bit of a let down, couple of reasons. The animation lasts for about 3 seconds and yet does 1 burst of heal approx the same as MP. 21 Second CD Heal is on a wider scale than MP (Lower bottom end higher top end), so has a decent chance to be a worse heal.
  13. agreed; Ive won 5 and only 3 counted. Both miscounted seems to be on an Alderaan win.
  14. Comieb

    So Huttball (again)

    So as you enter Huttball you get a dialogue from Baron Deathmark stating; "Two teams Frogdogs and Rotworms chosen at random" Yet: I have never played along side a member of the opposite faction. And have played a number of games where its 4 vs 8 (from both saides ) and wondered how this has happened? surely it should be 'auto balanced' Anyone else thought that this was odd?
  15. Ive been thinking about this build too, i may try it out now.
  16. It does seem that Sages/Sorcs get all of the utility and none of the drawbacks, whereas we seem to have none of the utility and all of the drawbacks. However i feel our 'big bonus' of 35m isn't really worth anything considering that 5 extra meters are negated in one or two steps forward. Im starting to wonder if they were to have their range reduced by a bit more it would be an easy way to balance them with all their other abilities.
  17. I run a 2/18/21 http://db.darthhater.com/skill_calc/smuggler/gunslinger/#::fef3e4f2e2fe2fefef12ef6efef9e3fe4: Order of attack: Vital Shot Pop cover fire off Sabo Charge Shock Charge Shrap Bomb Wounding shots. At this point the target is taking damage from 3 dots wounding shots procs and contingency charge procs Nice amount of consistent and spike damage. I throw Thermal Det like its my job. What i like; Mobility a decent amount of area denial All aoe damage (Thermal/Sharp/XS Flyby) are buffed. 18 second snare that isnt a bleed effect. What i dislike; Having to drop into cover for Sabo Charge (would love contingency charges to remove the cover requirement) Getting LoS'd/or interrupted with wounding shots (9 sec CD and 30 energy consumption) Energy consumption... my god after 1 rotation im sucking on fumes, DF spec needs the energy usage toned down, and make cheap shots... well make the shots cheaper!
  18. Healing Hammer Shot (the green beam) Full auto while using a rifle, would rather the gun went to your shoulder than you holding the rifle between your legs.
  19. Republic... we are Republic, the Rebel Alliance isn't for 2000ish years.
  20. I was just talking bout this earlier. that 5m range bonus we get is negated in one or two steps. extending our range may cause more issues than solve them. Maybe instead as it is lightning (and im sure that Palaptine didnt lightning from across the throne room, and was fairly close) their range should be reduced. But for us. Increase our base dodge form 5% to 15% Ability to use blaster rifles or snipers. (in our offhand let us still wield a pistol but its really just ornamental) - These are just random ideas - Change Rapid fire (top tier MM talent) to Lay in wait, that allows the gunslinger after being in cover for 5 seconds to become invisible any action or movement breaks this invisibility (like the NE shadowmeld) Give one spec(maybe sabo) the ability to not get snared below 100% runspeed Allow DF gunslingers a temporary stealth like that of the jedi sentinal Make sawbones the shared tree, let the SC's have sabo so they can be the sleathy bomber and give us DF. as our second
  21. Yeah i think tying Upper Hand procs into Hemo blast is a good idea, make it read something along the lines of; Any DoT crits on the target effected by Hemo blast generates 1 stack of Upper Hand, this effect cannot happen more than once per 3 seconds.
  22. I can honestly say i never considered it form that side. That being said, its my experience that outside of bracers and belts most people prefer the orange gear for a look and mods are requested more than the armor its self. and it seems to frustrate the armormech/sythweavers that they cant craft their own armoring. Also seems a bit odd by that right that Artifice gets 3 mods to craft.
  23. I posted this in the suggestions forum Right now as it stand the Crew Skills seem to be a little skewed on craftable mods. Artifice: - Hilts, Crystals and Enhancements Armstech:- Barrels Armormeh:- None Cybertech:- Armoring and Mods Synthweaving:- None What i would suggest is balancing it out so that Artifice doesn't have most of the mods and that other crew skills can craft mods that suit their crew skills. My suggestion would be to move the mod crafting so that its more like; Artifice: - Hilts and Crystals Armstech:- Barrels Armormeh:- Aim and Cunning Armorings Cybertech:- Mods and Enhancements Synthweaving:- Willpower and Strength Armorings In the system above the tradeskills can craft mods and armorings that actually match their tradeskills.
  24. Right now as it stand the Crew Skills seem to be a little skewed on craftable mods. Artifice: - Hilts, Crystals and Enhancements Armstech:- Barrels Armormeh:- None Cybertech:- Armoring and Mods Synthweaving:- None What i would suggest is balancing it out so that Artifice doesn't have most of the mods and that other crew skills can craft mods that suit their crew skills. My suggestion would be to move the mod crafting so that its more like; Artifice: - Hilts and Crystals Armstech:- Barrels Armormeh:- Aim and Cunning Armorings Cybertech:- Mods and Enhancements Synthweaving:- Willpower and Strength Armorings In the system above the tradeskills can craft mods and armorings that actually match their tradeskills.
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