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Game Update 3.0 Class Changes: Commando + Mercenary


TaitWatson

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Why is there mention of passives "reducing pushback?" I thought the earlier streams about the general combat changes said that pushback was going away and would not affect any cast time abilities any more.

Channeled abilities won't have a pushback, but cast abilities (like a heal) still do.

Edited by TUXs
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No more healing hammer shot? Damn, that was the best thing about being a Commando. The others, well, I'll wait to see how they play out in use. But really unhappy at the loss of healing hammer shot.

 

Hmm but I wonder what Med Shot looks like? Kinda sad we'll be losing the green beam of death though...

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No more healing hammer shot? Damn, that was the best thing about being a Commando. The others, well, I'll wait to see how they play out in use. But really unhappy at the loss of healing hammer shot.

 

Uhh...you might want to read again. Hammer shot's healing ability is being replaced by Med Shot, which also builds stacks of Supercharge.

Edited by CmdrShpd
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Good question, they did say that...

 

And wow...very anxious to see how 3.0 plays! Having been a Commando since beta, I can't wait for some of these changes!!!

 

Pushback Immunity is channeled abilities only - full auto, TK Throw, Series of Shots, ect...

Power Shots, Tracer Missile, ect... are casted, not channeled

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Why is there mention of passives "reducing pushback?" I thought the earlier streams about the general combat changes said that pushback was going away and would not affect any cast time abilities any more.

 

No, in the stream, they said that channeled abilities won't be affected by pushback. Abilities with cast times will still be affected.

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Looks cool. I look forward to seeing the cool new animations for the replacement abilities Boltstorm and Mag Bolt.

Please please please tell me the Reflexive Shield and Electro Shield talents made it into the Utilities list...we will be so good at soloing if they did. Also, a few pushy questions:

  • Will Supercharged Celerity issue a 5m lockout debuff similar to Inspiration?
  • IIRC the second livestream said that pushback was being removed from channeled attacks and would only apply to casts. Currently, Grav Round and Charged Bolts have 100% pushback protection in your standard Commando DPS build; according to this blog post, that is going down to 75%. Does this reflect an overall move towards making pushback a bigger part of the mechanics? I know that a few updates ago they pretty much eliminated pushback from DPS specs' rotational attacks citing player dissatisfaction with attacks constantly being slowed down. So are we actually moving back from that previous change, or are there talents specific to the DPS trees that will grant more pushback resistance to tree-specific abilities (so as not to give Combat Medic the ability to freecast Charged Bolts while being hit)? It's nice to see Plasma Grenade getting some pushback protection though.
  • Specific to Assault Specialist, will the 6 second internal rate limit remain on Plasma Cell?
  • Will switching cells clear stacks of Supercharge? How about the Supercharged Cell buff?
  • How will an increase in Alacrity during a channel be handled? Specifically, if a Gunnery Commando pops Supercharged Cell and then hits Boltstorm, will the the increased Alacrity from Supercharged Velocity be evaluated immediately, causing each successive tick to arrive faster than the one before it, or will it only be applied to attacks AFTER the Boltstorm?
  • The current Assault Specialist rotation minimizes use of Full Auto, preferring to proc Ionic Accelerator with Charged Bolts and using Full Auto only when low on energy cells. However, some of the synergies/perks mentioned seem to imply that Full Auto, sort of *THE* iconic ability for the Commando, will be a bigger part of the Assault rotation in 3.0. Is this deliberate?

 

If the Devs are cool with answering any of those, I'd greatly appreciate it. I'm definitely looking forward to 3.0!

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  • Dev Post
*snip*

 

If the Devs are cool with answering any of those, I'd greatly appreciate it. I'm definitely looking forward to 3.0!

 

Stop by our stream on Friday. We will be going over all of the details of the changes in 3.0 for BH/Trooper and answering any specific questions!

 

-eric

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Huh, everything so far sounds super good.

 

I am curious though with all these major changes to everything, that if my Commando can use abilities such as Charged bolts and other currently Assault Cannon only abilities with a Blaster Rifle? All the animations for them are already in the game.

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Looks cool. I look forward to seeing the cool new animations for the replacement abilities Boltstorm and Mag Bolt.

Please please please tell me the Reflexive Shield and Electro Shield talents made it into the Utilities list...we will be so good at soloing if they did. Also, a few pushy questions:

  • Will Supercharged Celerity issue a 5m lockout debuff similar to Inspiration?
  • IIRC the second livestream said that pushback was being removed from channeled attacks and would only apply to casts. Currently, Grav Round and Charged Bolts have 100% pushback protection in your standard Commando DPS build; according to this blog post, that is going down to 75%. Does this reflect an overall move towards making pushback a bigger part of the mechanics? I know that a few updates ago they pretty much eliminated pushback from DPS specs' rotational attacks citing player dissatisfaction with attacks constantly being slowed down. So are we actually moving back from that previous change, or are there talents specific to the DPS trees that will grant more pushback resistance to tree-specific abilities (so as not to give Combat Medic the ability to freecast Charged Bolts while being hit)? It's nice to see Plasma Grenade getting some pushback protection though.
  • Specific to Assault Specialist, will the 6 second internal rate limit remain on Plasma Cell?
  • Will switching cells clear stacks of Supercharge? How about the Supercharged Cell buff?
  • How will an increase in Alacrity during a channel be handled? Specifically, if a Gunnery Commando pops Supercharged Cell and then hits Boltstorm, will the the increased Alacrity from Supercharged Velocity be evaluated immediately, causing each successive tick to arrive faster than the one before it, or will it only be applied to attacks AFTER the Boltstorm?
  • The current Assault Specialist rotation minimizes use of Full Auto, preferring to proc Ionic Accelerator with Charged Bolts and using Full Auto only when low on energy cells. However, some of the synergies/perks mentioned seem to imply that Full Auto, sort of *THE* iconic ability for the Commando, will be a bigger part of the Assault rotation in 3.0. Is this deliberate?

 

If the Devs are cool with answering any of those, I'd greatly appreciate it. I'm definitely looking forward to 3.0!

 

- One stream mentioned that all the raid-wide buffs will issue their own 5 minute lockouts, so you can't stack more than one of each, but you *can* stack different buffs (i.e. you can stack Inspiration and Supercharged Celerity)

 

- Adding pushback back to cast abilities is likely to give a disadvantage to ranged classes. Compared to melee classes, ranged classes historically had the advantage of range (duh :p) while their disadvantages consisted of lack of mobility and susceptibility to pushback (to make sure ranged classes did not completely outclass melee). However, at some point, certain melee classes got buffed to the point where ranged classes had trouble keeping up. Eventually, the devs gave ranged a buff by eliminating pushback on key abilities. But now, it looks like they are adding mobility to many of the ranged classes, so it looks like they are adding pushback back in to keep them in check.

 

- not sure

 

- If it functions like Centering/Fury for Sentinels/Marauders, switching stances will not clear the stacks. Since it functions in the same basic way (can be used either as a personal buff or for a raid-wide buff), this seems like a reasonable assumption.

 

- Not sure how it would affect a channel already in progress, although I would guess that the channel duration would be recalculated as the alacrity changed.

 

- None of the Assault-specific stuff talks about Full Auto, but seeing how the "Forced March" talent doesn't affect any other abilities for Assault, this might be true.

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Hmm... interesting...

 

Most of these changes make me very happy for my merc, although it'll take some time, I think, to get used to the Rapid Shots change. Mainly the keybind, since I'm not going to replace my basic attack with a heal. Once I get in the groove, though, I think I'll enjoy this new discipline. Thrill of the Hunt looks awesome, by the way. :D

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What is the set and the weapon from the screenshot?

 

Armor - Helmet looks like the old Campaign/Dread Guard one, while the rest looks like the Stalwart Protector from the Cartel Market.

 

Cannon - The model is shared by the Campaign Combat Medic's Assault Cannon, the E-403 Heavy Cannon, and several others. It is also used by the Gray Helix Assault Cannon (Gree Rep) and the Hyperstorm Heavy Cannon (from a Cartel Pack), which both have animated effects.

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Armor - Helmet looks like the old Campaign/Dread Guard one, while the rest looks like the Stalwart Protector from the Cartel Market.

 

Cannon - The model is shared by the Campaign Combat Medic's Assault Cannon, the E-403 Heavy Cannon, and several others. It is also used by the Gray Helix Assault Cannon (Gree Rep) and the Hyperstorm Heavy Cannon (from a Cartel Pack), which both have animated effects.

 

Thanks! So its like a concept art then :(

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What is the set and the weapon from the screenshot?

 

The Trooper armor is a mixed suit. The Helmet is a Black Hole variant. The Chest, Hands, Feet and Belt are TD-17A Colossus. The legs are a variant of Battlemaster/Centurion , possibly the cartel market variant.

 

The weapon is a variant of the E-403 Heavy Cannon, unsure which specifically.

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What is the set and the weapon from the screenshot?

 

The Commando is wearing the TD-17A Colossus set (or the Cartel Market mimic Stalwart Protector set) with the exception of the helmet, which is one of the Trooper Campaign helmets color matched to the armor. The cannon is the Campaign Combat Medic's Cannon.

 

The Mercenary appears to be wearing Cassus Fett's armor and dual-wielding WL-29 Blasters. The armor does appear to be dyed, though, and the legs might be from something else entirely, possibly one of the BH PvE endgame sets.

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