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Kortobowden

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  1. Blue yoshi was best. Flying>Stomping>firespit>basic as far as yoshis went. I remember that, too. Still take a day to play through that and Star Fox occasionally. Oh, and on thread... It's really not hard to avoid if you play decently, but since both sides have been stated so many times that there's not much new to add, I'll leave it at that.
  2. Better yet, use your knockback(juggs/guards and assassins both have a knockback of their own) to knock the range down to an area that minimizes the advantage of knockbacks and fight there, or continue down the ramp.
  3. They should just make anyone that is outside of the start zones before the game starts get booted to character screen. Or insta die as soon as the match starts and be forced to wait 30 seconds before rez. Of course, there's a lot more they have to do elsewhere, as well.
  4. WTB the grapple+jetpack drag to use in voidstar. Also. lols
  5. But you don't cross the line. You go over it. There's a difference.
  6. Find a tank buddy to guard you and you'll find yourself a LOT less squishy. The Sorcerer forums would probably be the best place to talk about your specific tactics and which abilities to use at what times, though. Might want to stop in there and talk to them a bit if you haven't. Most of the topics in the PvP forum seem to be QQ posts trying to get every class nerfed into oblivion other than their own.
  7. Good for a few lols, and that's about it.
  8. Okay, it wouldn't be as bad then. The thing about arsenal mercs is that people forget the trade off for their damage is utility. They have their knockback, a cure, and their base stun/incapacitate(that most other classes also get). They don't have a reliable slow. They don't have any roots whatsoever. Their heals are weak.(2.5k high crit for their 2.5 second cast for 25 energy) As for the cover issue, that's something that needs to be fixed. As a ranged class, you shouldn't pulled out of cover by a slow or root. You should be able to enter it quickly and be able to start your snipe/ambush/whatever quickly. perhaps even have a little defense from tech/force from cover, as well. However, that's an entirely different can of worms there, and doesn't have anything to do with grav round/tracer missile. And as to the lethality comparison, that's more comparable to the pyrotech merc, who has to heavily watch their heat as well.
  9. I'm a Pyrotech Mercenary. I use plenty of rapid shots along with most of my other skills. I'm just trying to think of ways for the tree to focus less on tracer missile when they need to use it 3-5 times to get their instants/cooldown abilities to hit for a reasonable amount.
  10. Removing the 8 heat removal completely would kill them after 3x tracer, heatseeker, railshot and leave them without much else to use other than auto shots for a bit after that. Even with a small heal, it wouldn't help as much Moving the armor debuff to power shot would mean they'd be without their two powered instants they need to try to burst someone down, which is a bit too heavy of a change IMO. Maybe changing something around so that they actually vent some heat using their other abilities, while having tracer take a bit more energy so that if they're using their abilities right, they can continue to do so, while if they used TM too much, they'd overhead. Not sure how you could do this though, considering they need to build up at least 3 tracers to get their other abilities to hit for a decent amount.
  11. That wouldn't make it useless it would stop people from just spamming tracer missile. Like I said, I don't have a problem with it as is. I know how to LoS it(and almost always have some sort of LoS nearby to do so. Just trying to think of a change that'll minimize it's effect on good players that use all their abilities, while pushing spammers to do the same. Doubling the damage would be ridiculous.
  12. It has a 25 base cost, which goes down to 16 talented. The talent for crits make it cost 8 effectively when it crits. I could see cutting that in half for tracer or removing tracer from that talent. Then again, I don't even have tracer missile, and I don't have a problem with tracers either way. But that would be a way to force them to use some auto-shots or something to keep the heat down.
  13. Pyro has a bit more to do. As a Pyrotech Mercenary, I use use the following abilities often, including incendiary missile, thermal detonator, rail shot, fusion missile, power shot(works as a filler if I'm not being focused and can proc a free railshot), unload(for the chance to proc a free railshot), occasionally missile blast,(the crappy starter missile if I'm trying to get the last bet of health on someone) stealth scan when someone vanishes, cure(has saved me plenty of times), and my two heals if I manage to pop around a corner(usually only delays my death a few seconds, but still) I also have to weave my rapid shots(the base attack) in between skills fairly often, but it has a chance to proc a decent DoT with a talented slow, so it's not too bad. Also use DFA and sweeping blasters on doors, cap points, etc to prevent caps. Oh, and my defensive CDs (Kolto Overload, energy shield, and Jet boost) Not exactly a 1 button class for me, but I actually use other abilities as needed. Edit: Added a quote I meant to have.
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