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Commando needs some more CC or interrupts...


terraarium

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I think my only CC is ...

 

4 sec 60 sec CD stun, almost all classes have.

 

a Mezz, that i can barely get off, and when i do someone just hits them or they are DoTed out.

 

1 Pushback, ineffective against rangers and made worse by leapers or dashing melee. (not saying broken, just that i need more counters)

 

 

Another problem, alot of times i feel helpless against interrupters. everything about commando is casting, even in assault specialist trying to renew HIB procs. I think commandos need an interrupt....seeing the amount of Damage Sorcerors have and the bbbllleeaarrggghh Tool Box they mount is ridiculous, after recently viewing a gentleman's post about their ridiculous hybrid builds.

 

Commandos need a way to survive CC spam and brutal melee interrupting them, ranged classes stack damage higher on me with their interrupts and CC, and in melee range after someone leaps or dashes through my knockback, i feel entirely helpless....

 

DPS Commando btw

 

yes this is true gunnery for commando in pvp is just bloody awfull. yea it does reasonable dps but try getting a shot off when your being stunned interupted knock back and LOS'ed or your target runs out of range.

 

commando's are pretty much sitting ducks and the only decent ability they have is grav round lol none of the other abilitys other than demo and charged bolt do any damage :p.

 

the throwable sticky grenade could use a buff if you ask me and have and when it blows does a snare or soemthing x.x.

 

you cant 1 vs 1 anything lol but commando's mercs are support class's they are group dependant you will need someone to guard you and wath your back so you can actualy use your class.

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Go play a Marauder or Sentinel and then come back whining about lack of CC. Commandos and Mercs are fine as is. :cool:

 

your moaning about maurauders and sentinels ? you know how high there dps output is not only that they can go invis and get god mode buffs that makes them even more silly.

 

 

lol

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L2p issue...

 

OP class sience early BETA till now, only becose too many players play it and Bioware afraid to nerf it down same with Consular/Inquisitors.

 

That class already have too much dmg, mobility and sick survivability ... and You want more CC ? to be what ? ... 1 man army, RAMBO CLASS ?

 

do you know how fast a full gunnery spec dies ? :p

 

im sitting there fire'ing ma potatoes out my huge cannon wearing cardboard armor i cut out of the back of a cerial box yes we are OP :p

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There is no L2P issue here:

 

Lack of mobility and CC means there's not much to playing the DPS Commando/Merc. You can only pray that your DPS can outdo your opponent before they kill you. That's it. So because you depend so heavily upon a channeled spell (grav round), an enemy using a series of stuns, interrupts, insta-invis, etc, will completely toasts you.

 

There is no amount of skill you can wield to mount a comeback.

 

 

a Mezz, that i can barely get off, and when i do someone just hits them or they are DoTed out.

 

The mezz is a bit better at 50, when you get a power to make next spell insta. So you can mezz-on-the-move.

Edited by svartalfimposter
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Been playing since release, levelled two characters almost exclusively in battlegrounds, and I've yet to see anyone fake cast once in this game. Not a single time.

 

Why would you juke in this game, there is no reason to ... besides, server lag covers my *** more than any juke ever could.

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There is no L2P issue here:

 

Lack of mobility and CC means there's not much to playing the DPS Commando/Merc. You can only pray that your DPS can outdo your opponent before they kill you. That's it. So because you depend so heavily upon a channeled spell (grav round), an enemy using a series of stuns, interrupts, insta-invis, etc, will completely toasts you.

 

There is no amount of skill you can wield to mount a comeback.

 

 

 

 

The mezz is a bit better at 50, when you get a power to make next spell insta. So you can mezz-on-the-move.

 

 

Not entirely true. You do get an insta-cast once in every two minutes, but the powers themselves are still counted as channeling instead of instant. So, while casting the power instantly, you're still forced to remain stationary.

------------------------------------------------------------------------

 

 

 

Now back on track, while it's true that additional CC for merc wouldn't hurt balance at all. Because hey-range is insignificant if you constantly get charged/pulled and because the only classes that merc/commando can defeat in 1v1 are tank jugs, snipers/gunslingers and mercs/commandos themselves, while as general rule of thumb, whichever merc/commando opens first-wins and to beat snipers merc needs all of the cooldowns and than it still is a close call.

 

However being realistic, I'm only asking for interrupt, because mercs/commandos are the only class without of it.

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Let's also not forget that on many maps even if the melee can get to you before dying he is very likely to get pushed off. On voidstar this isn't such a big deal, but on huttball it really sucks cause now they have to run back around the ramps to get to you. Edited by finetop
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Been playing since release, levelled two characters almost exclusively in battlegrounds, and I've yet to see anyone fake cast once in this game. Not a single time.

 

I cast Benevolence when I expect to be interrupted and when I am, cast Deliverance.

 

Does that count?

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I think my only CC is ...

 

4 sec 60 sec CD stun, almost all classes have.

 

a Mezz, that i can barely get off, and when i do someone just hits them or they are DoTed out.

 

1 Pushback, ineffective against rangers and made worse by leapers or dashing melee. (not saying broken, just that i need more counters)

 

 

Another problem, alot of times i feel helpless against interrupters. everything about commando is casting, even in assault specialist trying to renew HIB procs. I think commandos need an interrupt....seeing the amount of Damage Sorcerors have and the bbbllleeaarrggghh Tool Box they mount is ridiculous, after recently viewing a gentleman's post about their ridiculous hybrid builds.

 

Commandos need a way to survive CC spam and brutal melee interrupting them, ranged classes stack damage higher on me with their interrupts and CC, and in melee range after someone leaps or dashes through my knockback, i feel entirely helpless....

 

DPS Commando btw

 

No, we really don't =(

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I'd be ok with giving them the melee range interrupt PT/Vanguards get... not a ranged one or more CC those are both bad ideas. The knockback is already a little ridiculous(not as bad as sniper one but still pretty nasty).

 

Following that logic, sorcs/sages should have melee interrupt, just as well.

 

Let's also not forget that on many maps even if the melee can get to you before dying he is very likely to get pushed off. On voidstar this isn't such a big deal, but on huttball it really sucks cause now they have to run back around the ramps to get to you.

 

Let's not forget about that root that comes with charge and a second charge.

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your moaning about maurauders and sentinels ? you know how high there dps output is not only that they can go invis and get god mode buffs that makes them even more silly.

 

 

lol

 

Moaning about it? No, I merely said go play one to feel what it's like to be a class with practically no CC.

 

Yes, I know how high their DPS is. Yes, I know they can go invis (for 4 seconds and you come out of it automatically after that time limit).

 

What god mode buffs are you referring to? Cloak of Pain? Saber Ward? Undying Rage? I don't think I'd characterize any of those as "god mode" and what happens when they're on cooldown? Cloak of Pain has a 1 minute cooldown, Undying Rage has a 1.5 minute cooldown and Saber Ward has a 3 minute cooldown. You can do the math and figure out how many times you can pop them during a WZ. Cloak of Pain REQUIRES you to be beat on to extend its duration to a max of 30 seconds, otherwise, it's down in 6 seconds. Undying Rage lasts 5 seconds and is down for a minute and a half. You really want to compare those to something like Concussion Charge that the Commando gets at level 14, has a 30 second cooldown and which is a knockback AND a snare?

 

I was commenting that if the OP wants to know what it's like to be a non-ranged class that has no instant knockback or stun abilities, he should try out the Marauder or Sentinel. I also said the Commandos and Mercs are fine as is...just like the Marauder or Sentinel. They have OTHER things that make them viable.

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I think my only CC is ...

 

4 sec 60 sec CD stun, almost all classes have.

 

a Mezz, that i can barely get off, and when i do someone just hits them or they are DoTed out.

 

1 Pushback, ineffective against rangers and made worse by leapers or dashing melee. (not saying broken, just that i need more counters)

 

 

Another problem, alot of times i feel helpless against interrupters. everything about commando is casting, even in assault specialist trying to renew HIB procs. I think commandos need an interrupt....seeing the amount of Damage Sorcerors have and the bbbllleeaarrggghh Tool Box they mount is ridiculous, after recently viewing a gentleman's post about their ridiculous hybrid builds.

 

Commandos need a way to survive CC spam and brutal melee interrupting them, ranged classes stack damage higher on me with their interrupts and CC, and in melee range after someone leaps or dashes through my knockback, i feel entirely helpless....

 

DPS Commando btw

 

reroll sorc, you give up stealth scan but will gain an interrupt and do more damage + survivability.

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