Djed Posted April 18, 2013 Share Posted April 18, 2013 I have yet to level my Smuggler or Agent above 51 so I'm not sure what kind of ludicrous skill you have given them. What it looks like in WZ's is that you have given them an unlimited force speed like thing that also hops over my screen making them almost impossible to target. This is a game breaking bug, and in the early days you promised game breaking bugs would get highest priority. You either give that skill the same cooldown as Force Speed in an emergancy patch or you will again start losing subscribers. To cross the field in Huttball in 5 sec is not a pleasent experience for either teammates or opponents. But if your intent was to get nothing but Smugglers and Agents in WZ's I apologize and give you kudos. Mission accomplished! Link to comment Share on other sites More sharing options...
dcgregorya Posted April 18, 2013 Share Posted April 18, 2013 I have yet to level my Smuggler or Agent above 51 so I'm not sure what kind of ludicrous skill you have given them. What it looks like in WZ's is that you have given them an unlimited force speed like thing that also hops over my screen making them almost impossible to target. This is a game breaking bug, and in the early days you promised game breaking bugs would get highest priority. You either give that skill the same cooldown as Force Speed in an emergancy patch or you will again start losing subscribers. To cross the field in Huttball in 5 sec is not a pleasent experience for either teammates or opponents. But if your intent was to get nothing but Smugglers and Agents in WZ's I apologize and give you kudos. Mission accomplished! It's not a bug. Also snipers now have "kill shot" which instantly kills someone who you target on an 8 second cool down - instant cast. And operatives gain 'QQ' which is a new form of CC whereby your enemy is helpless to do anything but cry for 60 seconds, breaks after 10 seconds on damage. Link to comment Share on other sites More sharing options...
Coldin Posted April 18, 2013 Share Posted April 18, 2013 I have yet to level my Smuggler or Agent above 51 so I'm not sure what kind of ludicrous skill you have given them. Totally invalidates the post. Learn about the class and the ability before claiming something is OP please. And sure. You can get your Force Speed with no cooldown. You'll have to spend 50% of your force to use it though. And maybe we should change Sage energy that it restores more slowly while low. Link to comment Share on other sites More sharing options...
bglodt Posted April 18, 2013 Share Posted April 18, 2013 Totally invalidates the post. Learn about the class and the ability before claiming something is OP please. And sure. You can get your Force Speed with no cooldown. You'll have to spend 50% of your force to use it though. And maybe we should change Sage energy that it restores more slowly while low. What he is saying is he has seen this first hand on his main I assume. He has an OP alt apparently tgat he has not leveled. This does not invalidate his comments. Link to comment Share on other sites More sharing options...
Xanas Posted April 18, 2013 Share Posted April 18, 2013 I have to say this ability needs a CD. 6 to 10 seconds. In HB its just OP as it is. Link to comment Share on other sites More sharing options...
chimex Posted April 18, 2013 Share Posted April 18, 2013 You do realise that once a smuggler/agent has skipped the map with that skill, she has no energy to actually use anything bar pressing 1? Yes, they get there faster, but are sitting ducks when they do. What's that, is that every long range attack and force leap directed at that lonely smugger who's too far ahead for her team mates to help her? Link to comment Share on other sites More sharing options...
WarGame Posted April 18, 2013 Share Posted April 18, 2013 Yeah, it needs some kind of cooldown in huttball. It strikes me as an eye sore but otherwise fine in the other maps. Link to comment Share on other sites More sharing options...
Kaizersan Posted April 18, 2013 Share Posted April 18, 2013 Really people if you had bothered to take the time to play this on the PTS you would know how to counter rolling. Link to comment Share on other sites More sharing options...
SOULCASTER Posted April 18, 2013 Share Posted April 18, 2013 (edited) Since people keep claiming the defense of this new OP-as-heck-ability is that: it has high energy cost.... I will continue posting, that this is not a valid argument on a class that has the least action management issues of all the advanced class. A class that also gets an action replenish ability. As well as a class that gets a cloak ability that they then can stun opponents and/or hide and re-generate action. I'm sorry but 25 stamina is not a high action cost amount considering smuggler/scoundrel's action regen rates. ALSO, this ability **IS** op. There are plenty of times where action is not an issue, but traversing terrain at ludicrous speeds faster than entire groups of players in objective based warzones, is game breaking. You only need to do 1 huttball match against an operative/scoundrel roller to know what I'm talking about. Action cost does not matter in some situations of objective warzones, where all you have to do is score, and then dying is ok. As long as objective based warzones are the prime source of pvp content, this ability will remain OP if it does not have a cooldown. Edited April 18, 2013 by SOULCASTER Link to comment Share on other sites More sharing options...
Xerain Posted April 18, 2013 Share Posted April 18, 2013 Since people keep claiming the defense of this new OP-as-heck-ability is that: it has high energy cost.... I will continue posting, that this is not a valid argument on a class that has the least action management issues of all the advanced class. A class that also gets an action replenish ability. As well as a class that gets a cloak ability that they then can stun opponents and/or hide and re-generate action. I'm sorry but 25 stamina is not a high action cost amount considering smuggler/scoundrel's action regen rates. ALSO, this ability **IS** op. There are plenty of times where action is not an issue, but traversing terrain at ludicrous speeds faster than entire groups of players in objective based warzones, is game breaking. You only need to do 1 huttball match against an operative/scoundrel roller to know what I'm talking about. Yeah last night I was in a huttball and we had slow pred (50%) and I dropped down from top mid and an Op had already grabbed the ball, *** is that? By the time I was in range to leap to him he threw it to the jugg on their team and vanished right after the leap. So... Yeah not op'ed guys :|. Link to comment Share on other sites More sharing options...
SOULCASTER Posted April 18, 2013 Share Posted April 18, 2013 (edited) Yeah, it needs some kind of cooldown in huttball. It strikes me as an eye sore but otherwise fine in the other maps. Its an extreme eye sore as well. and makes the game look broken when all you see are smoke clouds darting around either the warzones or the fleet. It reminds me of this: http://www.media-freaks.com/work/leilei/roadrunner/roadrunner-01.jpg Edited April 18, 2013 by SOULCASTER Link to comment Share on other sites More sharing options...
skotish Posted April 18, 2013 Share Posted April 18, 2013 Since people keep claiming the defense of this new OP-as-heck-ability is that: it has high energy cost.... I will continue posting, that this is not a valid argument on a class that has the least action management issues of all the advanced class. A class that also gets an action replenish ability. As well as a class that gets a cloak ability that they then can stun opponents and/or hide and re-generate action. I'm sorry but 25 stamina is not a high action cost amount considering smuggler/scoundrel's action regen rates. ALSO, this ability **IS** op. There are plenty of times where action is not an issue, but traversing terrain at ludicrous speeds faster than entire groups of players in objective based warzones, is game breaking. You only need to do 1 huttball match against an operative/scoundrel roller to know what I'm talking about. Action cost does not matter in some situations of objective warzones, where all you have to do is score, and then dying is ok. As long as objective based warzones are the prime source of pvp content, this ability will remain OP if it does not have a cooldown. Moan moan its about time us op /scoundrels got something good nerf us moar plz Link to comment Share on other sites More sharing options...
SOULCASTER Posted April 18, 2013 Share Posted April 18, 2013 Moan moan its about time us op /scoundrels got something good nerf us moar plz "got something good" haHaHaHAHAHA Link to comment Share on other sites More sharing options...
PerinnAybara Posted April 18, 2013 Share Posted April 18, 2013 Hrm, if you out run people, can't you like, get out of combat? And then regen energy, in stealth no less? Link to comment Share on other sites More sharing options...
Kaizersan Posted April 18, 2013 Share Posted April 18, 2013 Since people keep claiming the defense of this new OP-as-heck-ability is that: it has high energy cost.... I will continue posting, that this is not a valid argument on a class that has the least action management issues of all the advanced class. A class that also gets an action replenish ability. As well as a class that gets a cloak ability that they then can stun opponents and/or hide and re-generate action. I'm sorry but 25 stamina is not a high action cost amount considering smuggler/scoundrel's action regen rates. ALSO, this ability **IS** op. There are plenty of times where action is not an issue, but traversing terrain at ludicrous speeds faster than entire groups of players in objective based warzones, is game breaking. You only need to do 1 huttball match against an operative/scoundrel roller to know what I'm talking about. Action cost does not matter in some situations of objective warzones, where all you have to do is score, and then dying is ok. As long as objective based warzones are the prime source of pvp content, this ability will remain OP if it does not have a cooldown. Actually combat sent using double transcendence is faster then a roller in huttball with no resource loss to worry about. Link to comment Share on other sites More sharing options...
SOULCASTER Posted April 18, 2013 Share Posted April 18, 2013 Everyone-other-class vs Scoundrel/Operatives (pic related) http://25.media.tumblr.com/tumblr_lqf1da4CzF1qmnqqpo1_500.jpg Link to comment Share on other sites More sharing options...
SOULCASTER Posted April 18, 2013 Share Posted April 18, 2013 Actually combat sent using double transcendence is faster then a roller in huttball with no resource loss to worry about. Guess you haven't seen a roller with transcendence yet Link to comment Share on other sites More sharing options...
skotish Posted April 18, 2013 Share Posted April 18, 2013 Guess you haven't seen a roller with transcendence yet So instead of a pocket healer we now take a sent lol Link to comment Share on other sites More sharing options...
Kaizersan Posted April 18, 2013 Share Posted April 18, 2013 (edited) Guess you haven't seen a roller with transcendence yet No I have but one person getting too far ahead in huttball is only going to get them killed since rolling can be counter by stuns roots pulls and electro net. Edited April 18, 2013 by Kaizersan Link to comment Share on other sites More sharing options...
KettleBelll Posted April 18, 2013 Share Posted April 18, 2013 I want a PvE bolster for when I do operations! Link to comment Share on other sites More sharing options...
SOULCASTER Posted April 18, 2013 Share Posted April 18, 2013 (edited) No I have but one person getting too far ahead in huttball is only going to get them killed since rolling can be counter by stuns roots pulls and electro net. No, it wont. Not on a class with cloaking ability, dodges, and an area-stun at their disposal. Thats not even getting into the fact that he can then pass the ball, or have the other 7 guys on his team guard him, pull him, taunt, kill the other team etc etc. There is no need to continue a hypothetical argument of the roll being used in warzones. Go play huttball against some rollers who know how to do objectives warzones. The ability is stupid OP right now. I'm not saying it needs to be deleted from the game, im saying it needs a cooldown. Edited April 18, 2013 by SOULCASTER Link to comment Share on other sites More sharing options...
chimex Posted April 18, 2013 Share Posted April 18, 2013 (edited) Since people keep claiming the defense of this new OP-as-heck-ability is that: it has high energy cost.... I will continue posting, that this is not a valid argument on a class that has the least action management issues of all the advanced class. A class that also gets an action replenish ability. As well as a class that gets a cloak ability that they then can stun opponents and/or hide and re-generate action. I'm sorry but 25 stamina is not a high action cost amount considering smuggler/scoundrel's action regen rates. ALSO, this ability **IS** op. There are plenty of times where action is not an issue, but traversing terrain at ludicrous speeds faster than entire groups of players in objective based warzones, is game breaking. You only need to do 1 huttball match against an operative/scoundrel roller to know what I'm talking about. Action cost does not matter in some situations of objective warzones, where all you have to do is score, and then dying is ok. As long as objective based warzones are the prime source of pvp content, this ability will remain OP if it does not have a cooldown. Here's the thing, Scamper costs a scoundrel 25 energy out of a pool of 100. I don't need ot tell you, that's 4 Scampers in total before the player needs to gain energy once again. While force speed does has a cooldown, it has no cost to resources. Force Speed is a free ability, while Scamper is not! It has a 12m reach (which is pretty good tbh) so obviously, that's a 48m range. That's not quite enough to get to the middle (even in a straight line across the acid pit) but granted, it certainately gives it a good shot. So, the scoundrel has the ball, who is she going to pass to? All friendly players are out of range AND out of line of sight! Also, when slowed, scamper range is reduced from 12m to 6m. Any player worth their salt will use a slowing ability on that scoundrel. They would be foolish for not doing so! Of course, this helps control the scoundrel. Do they use their breaker, or do they save it for something more drastic? After all, this one trick is now crippled by half (and at 1/4 of resource pool, who wants to use it!) Then of course, force leap has a rooting ability in the combat spec for Sents. Not to mention, snipers heavy long range attacks. Remember, that scoundrel is in the middle on her own here, none of her team mates are in a possition to help. By all means, she has the ball, but as the huttball commentator says "Rotworms have the ball, but for how long?" she would be dead when the entire ranged/leapers of your team cut her into deli meat! Edit: As for cloaking ability they cannot cloak with the ball (or they loose it) also, any DoT burns their cloak. Edited April 18, 2013 by chimex Link to comment Share on other sites More sharing options...
Zican Posted April 18, 2013 Share Posted April 18, 2013 (edited) No, it wont. Not on a class with cloaking ability, dodges, and an area-stun at their disposal. Thats not even getting into the fact that he can then pass the ball, or have the other 7 guys on his team guard him, pull him, taunt, kill the other team etc etc. There is no need to continue a hypothetical argument of the roll being used in warzones. Go play huttball against some rollers who know how to do objectives warzones. The ability is stupid OP right now. I'm not saying it needs to be deleted from the game, im saying it needs a cooldown. I just did a few huttball on my 51 OP and the roll is retarded OP in it. Yeah, it can be countered, but to do so requires a lot more than countering any other runner. If the enemy didn't have a pull off of cooldown it was pretty much a guaranteed score for me. I could skip over fire pits and even blockades of enemy players with ease. Edited April 18, 2013 by Zican Link to comment Share on other sites More sharing options...
mrekxxx Posted April 18, 2013 Share Posted April 18, 2013 I just to a few huttball on my 51 OP and the roll is retarded OP in it. Yeah, it can be countered, but to do so requires a lot more than countering any other runner. If the enemy didn't have a pull off of cooldown it was pretty much a guaranteed score for me. I could skip over fire pits and even blockades of enemy players with ease. just buff smash marauders and pyros and operative roll would be ok Link to comment Share on other sites More sharing options...
Kaizersan Posted April 18, 2013 Share Posted April 18, 2013 No, it wont. Not on a class with cloaking ability, dodges, and an area-stun at their disposal. Thats not even getting into the fact that he can then pass the ball, or have the other 7 guys on his team guard him, pull him, taunt, kill the other team etc etc. There is no need to continue a hypothetical argument of the roll being used in warzones. Go play huttball against some rollers who know how to do objectives warzones. The ability is stupid OP right now. I'm not saying it needs to be deleted from the game, im saying it needs a cooldown. Nope it isn't just people don't know how to counter it because most people didn't bother playing it on the PTS your stealth can easily be counter by the correct positioning of a covered sniper or gunslinger which could easily root you and expose you. Link to comment Share on other sites More sharing options...
Recommended Posts