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Every other class uses at least 10 different skills to be even moderatley effective in pvp...Commando and Merc can be moderatley effective with 1 skill.

 

See what were getting at??

 

Hey if you wanna hate on Mercs so much go back to the BH Merc Nerf Thread, I'm still waiting on an intelligent conversation from you other than a bandwagon-jumping nerf cry.

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The whining reminds me of Moonfire spam in WoW. It would take like 30 instant moonfires to kill someone...but they would still wine about "No talent win button" because for some reason you couldnt interupt the space cow or i dunno.... stand there and kill it in 30 seconds or less? There were some pretty bad people out there....dying to moonfire spam...yet when someone actually did it it was the druid that was the noob lol.

 

But really....if the BH wasnt using tracer missile....it would be power shot spam....both have equally loud sounds when used.

 

Some people just dont like getting shot with things /shrug.

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TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE

 

SILENCED

 

OMG RUN IN CIRCLES FOR 4 SECONDS

 

TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE

TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE TRACER MISSILE

 

Seriously, how does 1 class get away with being 1 Button Champions, but every other needs 3-4 bars of abilities to be effective?

 

Then you just don't know how to play your character.

1. UNLOAD do more damage over time than spamming tracer missile

2. RAIL SHOT have nice damage output if you put on target 3 trace missiles

3. Heat seeking missiles fire instant, have nice damage and have better damage output if you used at lesat 3 tracer missiles.

4. Death from Above is great when mele classes running around each other like idiots

5. LIght them up do medium damage but it have damage over time since it can put group of enemies on fire.

6. MERCENARY ARSENAL give to Tracer 30% chance to reset timer on unload

 

In other words playing Bounty Hunter is like this:

-- START--

~ UNLOAD

~ TRACER TRACE TRACER (+ UNLOAD IF YOU CAN)

~ RAIL SHOW + HEAT SEEKING M

~ TRACER TRACER TRACER (+ UNLOAD IF YOU CAN

~ HEAT SEEKING MISSILE

~ SPAM TRACER (until other skills reset)

~ RAIL SHOT

-- REPEAT --

 

You can add to this some CC skills if you need (target is running away). On PVP I was able to kill mercernaries that were trying to spam tracer on me like idiots. Sorry.

 

When group of mele fight (often in hutball when people try to kill/defend carrier)

~ LIGHT THEM UP (damage on target + DOT on group while they on fire)

~ that rocket that stick to one person, explode and damage everyone

~ death from above

 

Then I focus on some target and I just use skills lie I described before.

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I would personally expect them to learn how to play.1 skill is no PVP,tactics or otherwise,its SPAM.Majority of people are facerolling trooper/bh because of that 1 easy mode skill

Lets see how you all feel when all you come across is a bh/trooper spamming 1 skill OP atks.

 

The fact you said this makes me believe you are a faceroller myself.

 

The tracer missile is mostly used to stack debuffs. (why the hell would i not stack debuffs on you ?)

the other abilities we have all succumb to those debuffs on you. with 5 x stacks of debuffs most other abilities hit for more.

 

 

My question is simple. why not just interrupt the TM ? its being done alot and i always take 1 or 2 secs figuring out why the hell im just standing glaring into the void.

 

why not just LOS us ? we cant hit you behind a wall.

 

 

But ofcourse whiners always whine. thats what they do in the end

Edited by Paralassa
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troopers are the worst class there is. Go play one and see how you can die to most classes without even getting a shot off.

 

You must be a terrible player. My lvl 13 Trooper did 212k damage in a WZ and had 40 kills. AT lvl 17 I had 248k damage and 50 kills. Learn to move, and when to use your long cast time attacks.

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I'll explain a bit how Mercenary (and its republic counterpart) works, for those who genuinely don't know.

Those who want to troll will never be persuaded anyway.

 

Here is how an Arsenal Mercenary works (the one with tracer missile):

 

First of all it has to be said that BH has a heat bar instead of force/energy. Most special abilities have a heat cost. When the heat bar is full, the mercenary can only use the basic attack until heat dissipates or, if available, can use Vent Heat do dissipate 50/66 heat (66 if you put two points in bodyguard tree). Vent Heat is on a 2min cooldown, Pyro Mercs can purchase 2 boxes which will lower the cooldown by 30sec, full arsenal spec can't.

Heat dissipation is more efficient if your heat lvl is low, but the higher your heat lvl is, the lower your heat dissipation will be.

I don't have access to the game right now but if memory serves me it works like this:

0-39% heat->5 points dissipated per second.

40%-79%->3 points per second.

80%-100% heat->2 points per second.

In short: as a Mercenary you must keep heat low unless you want to be forced into a 30 seconds cooldown where you're absolutely useless and vulnerable. In order to have the best possible dissipation, we must keep our heat below 40%, unless we really have to finish off someone (to prevent them from scoring, so to say), in which case we'll have to deal with the downtime.

 

Mercenary Specials:

-UNLOAD: channeled ability, does good damage over its 3 seconds duration, 15 seconds cooldown. With proper template, its damage can be improved and it can have up to 100% chance of snaring a target for 2 seconds with each hit.

Via template, Unload has a 50% chance to vent 8 heat.

Very good ability, to be used everytime it's available.

 

-TRACER MISSILE: charged ability, 1.5 seconds cast time, no cooldown, 25 heat cost heat cost lowered to 16 via template). Each Tracer applies up to 2 heat signatures (depending on the template), which lower target armor by 4% each for 15 seconds and stack up to 5 times (i.e., you need 3 Tracers Missile to get the maximum amount of signatures).

Tracer Missile puts a vulnerability to Rail Shot on the target.. see below.

Also depending on template (full Arsenal have this), each Tracer Missile grants 1 Target Tracking (stacks up to 5), for each target tracking you get a 6% damage bonus on your next Rail Shot.

In addition, critical hits with Tracer and Heatseeker missiles have up to 50% chance of venting 8 heat (therefore, it's needed) and, via template, Tracer missile has up to 30% chance of proccing barrage, which ends the cooldown on Unload and makes the next unload hit 25% harder (see above).

 

RAIL SHOT: good damage, instacast, 16 heat cost, 15 seconds cooldown. The target must be incapacitated, burning or vulnerable via tracer missile for Rail Shot to work. Arsenal Mercenaries don't get the big bonuses (armor piercing, chance to reset its cooldown etc) on Rail Shot that Pyro Mercs get, however our high velocity gas cylinder (call it our stance, to be clear) lowers the cost of Rail Shot by 8.

It's a very good ability which we must use everytime it's available.

 

HEATSEEKER MISSILE: This skill is only available to those who go full Arsenal, is instacast, 15 sec cooldown, 16 heat cost.

Its damage is improved by 5% per heat signature on the target, meaning it's mostly effective once we have stacked our 5 (cap) heat signatures.

 

-POWER SHOT: same cost and cast time as Tracer Missile, no cooldown, but as an Arsenal the only benefit we get to using it is a chance to reset cooldown on Unload.

This special is intended to be the alternative to Tracer Missile for Pyros (who get lots of nice bonuses on it) and Bodyguards (they get nioce bonuses on this too, via proc).

Power Shot is pretty much only good to bait interrupts for us, because we don't get any of the debuffs/vulnerabilities etc out of Power Shot.

 

-FUSION MISSILE: damage on impact and burning on a 2mt radius from target, the burning lasts for 6 seconds. 33 (!) heat cost, 30 sec cooldown, 1.5 sec cast time.

It's a nice Dot and if the opponents are very close to each other (within 2m from target) it's AoE. The very high heat cost makes it usable only in certain situations or when we have our Thermal Sensor Override up (2min cooldown, 1.30min via template), which allows the next ability to be fired at no heat cost.

 

-DEATH FROM ABOVE: our best AoE, on targeted area, 25 heat cost and 60sec cooldown

 

-SWEEPING BLASTERS: another AoE on targeted area, no cooldown, but its 33 (!) heat cost make it hardly worth it due to heat management issues.

 

-MISSILE BLAST: instacast, 25 heat cost, deals damage to one target and little damage to up to 3 targets close by. Almost useless due to heat cost, only good to finish off a runner who's on the brink of death combined with rapid shots (our basic attack) and if we have heat to spare OR to prevent 2-3 enemies from capping an objective.

 

-EXPLOSIVE DART: explodes after a few seconds dealing damage to target and nearby enemies, 16 heat cost, 15 sec cooldown.

 

Have to cut it short now, I'm probably forgetting something for sure..

 

Anyway, if you read the above it's clear our rotation MUST be the following:

-Unload (the heat cost will dissipate before channeling is over if we're at 0 heat)

-Tracer

-Tracer

-Tracer

Now we have 5 heat signatures on target and 3x bonus on railshot

-Heat Seeker

-Tracer

-Tracer

Now we have maximum bonus on Railshot

Railshot.

If Barrage has procced in the meantime, we can do Unload again.. otherwise rotation restarts.

 

Depending on heat level and situation, we can try to add a Fusion Missile or Exploding Dart here and there if they are off cooldown.

 

The point is this: the class was built around Tracer Missile. If you don't like it keep in mind that they would have to change THE WHOLE ARSENAL tree to make the class different but still viable.

Adding a cooldown or the likes on tracer without changing the rest of the class would make Arsenal absolutely useless.

EDIT: I forgot to mention this but it's important.. all this can be countered by any class (any) with interruptions/KD/stuns if you have what it takes as in full health, shields or such ready to be used etc AND (most important of all) if you don't, any class can simply run away from the mercenary .

Some classes even get passive or active speed buffs, incombat stealth to escape, charge attacks to jump somewhere else and lose the mercenary, which make it even esasier.

But again, even if a mercenary opens on you, unless you're already half dead or wait too long, ANYONE can run away and there's nothing an Arsenal Merc can do to prevent opponents to do so or to kill a runner.

It's how the class was designed, it's essentially a turret: if you stay within range and let them fire on you, you're gonna die. If you run away or have the means to interrupt/stun/heal the first burst, you survive/win.

Edited by AndrosX
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I'll explain a bit how Mercenary (and its republic counterpart) works, for those who genuinely don't know.

Those who want to troll will never be persuaded anyway.

 

Here is how an Arsenal Mercenary works (the one with tracer missile):

 

First of all it has to be said that BH has a heat bar instead of force/energy. Most special abilities have a heat cost. When the heat bar is full, the mercenary can only use the basic attack until heat dissipates or, if available, can use Vent Heat do dissipate 50/66 heat (66 if you put two points in bodyguard tree). Vent Heat is on a 2min cooldown, Pyro Mercs can purchase 2 boxes which will lower the cooldown by 30sec, full arsenal spec can't.

Heat dissipation is more efficient if your heat lvl is low, but the higher your heat lvl is, the lower your heat dissipation will be.

I don't have access to the game right now but if memory serves me it works like this:

0-39% heat->5 points dissipated per second.

40%-79%->3 points per second.

80%-100% heat->2 points per second.

In short: as a Mercenary you must keep heat low unless you want to be forced into a 30 seconds cooldown where you're absolutely useless and vulnerable. In order to have the best possible dissipation, we must keep our heat below 40%, unless we really have to finish off someone (to prevent them from scoring, so to say), in which case we'll have to deal with the downtime.

 

Mercenary Specials:

-UNLOAD: channeled ability, does good damage over its 3 seconds duration, 15 seconds cooldown. With proper template, its damage can be improved and it can have up to 100% chance of snaring a target for 2 seconds with each hit.

Via template, Unload has a 50% chance to vent 8 heat.

Very good ability, to be used everytime it's available.

 

-TRACER MISSILE: charged ability, 1.5 seconds cast time, no cooldown, 25 heat cost heat cost lowered to 16 via template). Each Tracer applies up to 2 heat signatures (depending on the template), which lower target armor by 4% each for 15 seconds and stack up to 5 times (i.e., you need 3 Tracers Missile to get the maximum amount of signatures).

Tracer Missile puts a vulnerability to Rail Shot on the target.. see below.

Also depending on template (full Arsenal have this), each Tracer Missile grants 1 Target Tracking (stacks up to 5), for each target tracking you get a 6% damage bonus on your next Rail Shot.

In addition, critical hits with Tracer and Heatseeker missiles have up to 50% chance of venting 8 heat (therefore, it's needed) and, via template, Tracer missile has up to 30% chance of proccing barrage, which ends the cooldown on Unload and makes the next unload hit 25% harder (see above).

 

RAIL SHOT: good damage, instacast, 16 heat cost, 15 seconds cooldown. The target must be incapacitated, burning or vulnerable via tracer missile for Rail Shot to work. Arsenal Mercenaries don't get the big bonuses (armor piercing, chance to reset its cooldown etc) on Rail Shot that Pyro Mercs get, however our high velocity gas cylinder (call it our stance, to be clear) lowers the cost of Rail Shot by 8.

It's a very good ability which we must use everytime it's available.

 

HEATSEEKER MISSILE: This skill is only available to those who go full Arsenal, is instacast, 15 sec cooldown, 16 heat cost.

Its damage is improved by 5% per heat signature on the target, meaning it's mostly effective once we have stacked our 5 (cap) heat signatures.

 

-POWER SHOT: same cost and cast time as Tracer Missile, no cooldown, but as an Arsenal the only benefit we get to using it is a chance to reset cooldown on Unload.

This special is intended to be the alternative to Tracer Missile for Pyros (who get lots of nice bonuses on it) and Bodyguards (they get nioce bonuses on this too, via proc).

Power Shot is pretty much only good to bait interrupts for us, because we don't get any of the debuffs/vulnerabilities etc out of Power Shot.

 

-FUSION MISSILE: damage on impact and burning on a 2mt radius from target, the burning lasts for 6 seconds. 33 (!) heat cost, 30 sec cooldown, 1.5 sec cast time.

It's a nice Dot and if the opponents are very close to each other (within 2m from target) it's AoE. The very high heat cost makes it usable only in certain situations or when we have our Thermal Sensor Override up (2min cooldown, 1.30min via template), which allows the next ability to be fired at no heat cost.

 

-DEATH FROM ABOVE: our best AoE, on targeted area, 25 heat cost and 60sec cooldown

 

-SWEEPING BLASTERS: another AoE on targeted area, no cooldown, but its 33 (!) heat cost make it hardly worth it due to heat management issues.

 

-MISSILE BLAST: instacast, 25 heat cost, deals damage to one target and little damage to up to 3 targets close by. Almost useless due to heat cost, only good to finish off a runner who's on the brink of death combined with rapid shots (our basic attack) and if we have heat to spare OR to prevent 2-3 enemies from capping an objective.

 

-EXPLOSIVE DART: explodes after a few seconds dealing damage to target and nearby enemies, 16 heat cost, 15 sec cooldown.

 

Have to cut it short now, I'm probably forgetting something for sure..

 

Anyway, if you read the above it's clear our rotation MUST be the following:

-Unload (the heat cost will dissipate before channeling is over if we're at 0 heat)

-Tracer

-Tracer

-Tracer

Now we have 5 heat signatures on target and 3x bonus on railshot

-Heat Seeker

-Tracer

-Tracer

Now we have maximum bonus on Railshot

Railshot.

If Barrage has procced in the meantime, we can do Unload again.. otherwise rotation restarts.

 

Depending on heat level and situation, we can try to add a Fusion Missile or Exploding Dart here and there if they are off cooldown.

 

The point is this: the class was built around Tracer Missile. If you don't like it keep in mind that they would have to change THE WHOLE ARSENAL tree to make the class different but still viable.

Adding a cooldown or the likes on tracer without changing the rest of the class would make Arsenal absolutely useless.

 

 

Finally someone explained in detail how things work to the whiners, this should be a sticky so all can see it before making another QQ thread about it.

 

Someone should make a detailed explanation such as this one for the Commando as well.

Edited by Vlacke
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The point is this: the class was built around Tracer Missile. If you don't like it keep in mind that they would have to change THE WHOLE ARSENAL tree to make the class different but still viable.

Adding a cooldown or the likes on tracer without changing the rest of the class would make Arsenal absolutely useless.

 

 

If that's the case just lower the damage of tracer missle by 10-15% so its not as bursty

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Whatever. So what should we ***** about? Let's ***** about BioWare making a 3-button class.

Tracer missile spammers, I still hate you.

 

And i hate the Legion of unlimited powaaaahhh Sorcerers but i will never make a whining QQ thread about it.

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Actually it goes more like..

 

Tracer Missile Away! .... cant see target.. crap

 

Chase..

 

Tracer Missile Away!!.. Cant see target.. crap

 

Chase...

 

Tracer Missile Away!! ... cant see target... /groan

 

Chase..

 

Tracer Missile Away!!.. cant see target.. /sigh

 

chase..

 

Traser Missile Away!!.. cant see target... /punchmonitor

 

 

This ^

 

The people that get owned by Tracer missile are the ones that simply don't pay attention and deserve a quick death.

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If that's the case just lower the damage of tracer missle by 10-15% so its not as bursty

 

It's not bursty at all, it becomes bursty if you just stand there in their Line of Sight like a nice bullseye after 3 consequent hits because that heat seeker is incomming with your name on it.

Edited by JoxerNL
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Actually it goes more like..

 

Tracer Missile Away! .... cant see target.. crap

 

Chase..

 

Tracer Missile Away!!.. Cant see target.. crap

 

Chase...

 

Tracer Missile Away!! ... cant see target... /groan

 

Chase..

 

Tracer Missile Away!!.. cant see target.. /sigh

 

chase..

 

Traser Missile Away!!.. cant see target... /punchmonitor

 

Thats pretty funny seeing how i get hit over and over by missles and that trooper cannon even when i los them.

 

Try to defend your OP class we all know its rediculous

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