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RizaHawkeye

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Everything posted by RizaHawkeye

  1. Valor 64 gunslinger in warzones and world pvp. I tried to keep the clips as small-scale as possible because watching a gunslinger turret by a pillar for 10 mins can be extremely...fun... I appreciate any and all feedback on the video. If it's well liked enough, I'll probably begin streaming like I have in WoW and LoL, or just pump out a few more videos of other specs potentially with commentary. The music is rock, so if you're not a fan, turn on your own playlist and enjoy ^^ Thanks for watching!
  2. Exactly, it's a CD that's effect is most hindering to our class over any other class, since as Sharpshooting, 100% of our damage is deflectable.
  3. Deflection is a mechanic in PvP that only really affects gunslinger/sniper and has little to no effect on any of the other classes in pvp. This being said, even after getting to 100% auto/110% special accuracy, I still get a lot of my abilities deflected as sharpshooting, and not just by tanks, but by marauders, dps assassins, and dps jugs as well. Not to mention sorcs if I'm not exactly at the 110% since they have an extra 5% defense chance. It would be too hard to rework the mechanics of the game to fix this issue entirely, but the one main move that shouldn't be able to be deflected that drives me utterly mad the amount of times it does get deflected is Leg Shot. I can't even count how many times I have died when I shouldn't of just because my root got deflected. We are the squishiest class and having a root get deflected even once usually results in our death. My suggestion is to make leg shot a tech ability, therefore bypassing defense chance. I think this would be a huge QoL improvement for the gunslinger/sniper class and wouldn't be game breaking balancing wise either. My second suggestion is to do the same thing for at least trickshot, or have recoil control at least give a % armor penetration. Many "top end" (for lack of a better term) PvPers are dirty fighting/lethality just because of how useless sharpshooting is against tanks. It's night and day the damage you do against a tank vs non-tank as sharpshooting because of the deflect and shield mechanics. I feel one of these changes could really help bring SS up close to dirty fighting in pvp damage output as well as trickshot being the token sharpshooting ability, and having it constantly deflected or shielded is mildly depressing. TLDR: Make leg shot and trickshot tech abilities to help deal with a few pvp shortcomings.
  4. Deflection is a mechanic in PvP that only really affects gunslinger/sniper and has little to no effect on any of the other classes in pvp. This being said, even after getting to 100% auto/110% special accuracy, I still get a lot of my abilities deflected as sharpshooting, and not just by tanks, but by marauders, dps assassins, and dps jugs as well. Not to mention sorcs if I'm not exactly at the 110% since they have an extra 5% defense chance. It would be too hard to rework the mechanics of the game to fix this issue entirely, but the one main move that shouldn't be able to be deflected that drives me utterly mad the amount of times it does get deflected is Leg Shot. I can't even count how many times I have died when I shouldn't of just because my root got deflected. We are the squishiest class and having a root get deflected even once usually results in our death. My suggestion is to make leg shot a tech ability, therefore bypassing defense chance. I think this would be a huge QoL improvement for the gunslinger/sniper class and wouldn't be game breaking balancing wise either. My second suggestion is to do the same thing for at least trickshot, or have recoil control at least give a % armor penetration. Many "top end" (for lack of a better term) PvPers are dirty fighting/lethality just because of how useless sharpshooting is against tanks. It's night and day the damage you do against a tank vs non-tank as sharpshooting because of the deflect and shield mechanics. I feel one of these changes could really help bring SS up close to dirty fighting in pvp damage output as well as trickshot being the token sharpshooting ability, and having it constantly deflected or shielded is mildly depressing. TLDR: Make leg shot and trickshot tech abilities to help deal with a few pvp shortcomings.
  5. My normal medals (I'm full champ gear and biochem). Solo kill 2.5k hit 5k hit 2.5k heal (used to get 5k heal before the medpack nerf, haven't really tried getting the expertise bonus, and popping an expertise pot but could work, as well as making a different stim to pop in order to get it) Killing blow 10 kills 25 kills 75k dmg 300k dmg 1k defender (hard to get on voidstar) and 3k defender if it's civil war But generally i get a total of 10 medals, with my max possible being 12.
  6. Why can't you romance the wookie? I'd much rather "fade to black" and come back with an arm or two ripped off than risk letting Corso out of the torpedo bay. I mean, he's honorable, strong, tall, and furry. Everything needed in a romance partner. On a side note, has Bioware made any comment about the same-sex relations? About when they'll be released and if it will only be available to new characters or if people who are already endgame will have the options available to them?
  7. It also is a "stacking" difference. One problem isn't horrible (depending on the situation, already have had multiple "he would have died/I would have lived if i was a sniper" moments by valor rank 17), but when you start stacking all the slight delays on different abilities, it does become a real problem. On a note I wanna go over again though, is just a thanks to Bioware for the cool animations on gunslinger. I just got surrender, and it truly is epic in comparison to the sniper counterpart, and no delay issues with it yet!
  8. On the topic of sabotage charge. You "can" get it to go up on the next auto attack if you throw it then fire a flurry of shots, but the issue is if a sniper snipes/ambushes and hits their explosive probe directly after, that snipe/ambush will go off at the same time as the probe. With the right alignment of the stars, I've gotten this combo to crit for upwards of 11k burst. With smuggler, you either do an aimed shot OR get a probe to explode. So you're burst is cut in half by comparison. And who doesn't spec dirty fighting/lethality for pvp anymore O.o? Internal dmg is the only way to save our class vs the abundance of tanks in this game. Wounding shots/Cull also > smoke canister.
  9. With the dual wield thing, I'm really not sure how far they went into the calculations of damage difference than a sniper, and I have yet to do any research about it. I know that for snipers, their rifles have an increased bottom end damage compared to our pistols, so effectively their rifle is more dps than one of our pistols, so that's why we get the small amount of damage on our offhand. I'm not sure if they accounted for the offhand only hitting 60% of the time, but I'd like to assume that they did since it's such an obvious factor. Just off my assumption it's not worth getting more than the standard main-hand hit cap due to the insanely small damage the offhand actually adds to the shots (check the 2nd numbers that pop up, they're insanely small). If you're losing to a sniper, I highly doubt it's because of the dual wield thing, that's far from the limiting factor to gunslinger. The animation issues are a lot more hindering to our class.
  10. So I recently rerolled gunslinger just becasue I got annoyed of the Empire and Republic imbalance. I have a sniper, valor rank 55, full champion gear -3, and was progressed through 4/5 nightmare in EV. I say this just for proof that I know how the sniper "feels." Now I am leveling up my gunslinger and have run across several issues between the classes. The first is the one that gets pointed out all the time, where Dirty Kick in fact entirely stops your movement to make the animation go off. The second one that I have seen pointed out, is the delay on sabatoge charge going off. With sniper, you can cast a snipe/ambush and as the snipe/ambush goes off, you press explosive probe and it goes effective instantly, causing the probe to detonate at the same time as the shot hits. For gunslinger, because of the animation, it takes a second or two in order to become active, and it will not go off until a second or so after the charged burst hits, or if there is no periodic damage on him, not until your next flurry of bullets/charged burst hits. For someone not familiar with pvp, this may not seem huge, but it is in fact an amazing advantage to the sniper. With this if someone is CC'd you can line up an extra 2-4k burst on them for when you break the CC, i don't know how many times I've flashbanged someone at around 30-40% hp when i was on the verge of death and then lined up an ambush/explosive probe/takedown and killed them before they could react. Or even just both be really low, and hit my probe which the damage activates INSTANTLY and killed someone with almost no life. Same can be said for killing a ball carrier just before he caps. The advantage to a 2-4k INSTANT damage vs a 2-4k 2 second delayed damage is huge. This brings me to the third problem I have found, but it is the same type of issue as #2. When using Laze Target on sniper, I can cast a snipe THEN hit laze target, and that snipe I casted is a guaranteed crit. With gunslinger, if I cast a charged burst and then hit smuggler's luck, the animation time does not make it instantly activate, so it will not go off until the NEXT charged burst. This essentially can give the sniper a free GCD ahead of the gunslinger. The final thing I've noticed so far is that quickshot seems to take an extra second or two to actually hit the target (because of the animation yet again) over takedown. This probably isn't noticeable to someone that hasn't invested as much time as I have on sniper, but it is definitely slower. And yes I have played both toons since the patch, so it's not due to the increased ability delay due to that. As an execute, you really need that damage to be instant, if there's any delay to it, that person can get healed, the person can cap the ball, or the person can kill you before your shot actually goes off (the list goes on ofc). I do appreciate that on some of these moves for gunslinger Bioware spent the time in order to try to make some bad*** looking moves to fit the gunslingers "personality." But I really do hope that this post, along with all the other posts, makes them realize that they are in fact inadvertently weakening the gunslinger class compared to its counterpart. They could, of course, slow down the snipers animations in order to bring it down in line with gunslinger, but due to the current state of pvp, I don't believe that the class needs anything that can hold it back further. The charge, they could make activate instantly and increase the travel time. With quick shot I wouldn't mind the bullets comming out instantly as you're putting your guns to the side, even if it does look a little off. There are seemingly easy fixes, and I'm sure the majority of gunslingers wouldn't mind if the animations didn't match the activation times as a temporary fix until Bioware can free up more time in the future to focus on the more cosmetic problems of the game over the problems with bugs. Thanks for hearing me out, Revý TLDR: Gunslinger has several animations that are causing abilities to be delayed in comparison to sniper activation times, therefore holding the class back where it should be identical. Also the reward of visual for dirty kick does not justify it CCing the caster for half the time.
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