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HotLeadSingerGuy

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  1. It's not a CC effect...it's a debuff. OP, and people agreeing with him, I'm not saying it's broken or not...I'm saying that maybe BioWare doesn't define "Controlling Effects" the way you all think it is defined (or should be defined). It seems to me that "Controlling Effects" means, literally, effects that control (CC abilities). If so, knockback/knockdown/stuns wouldn't be included in that. Why is it that you all believe HD should protect against knockback and knockdown? Those aren't controlling effects. I guess this is just where I'm a bit lost on it. You're assuming these effects are CC effects, which I wouldn't include them as part of.
  2. Or maybe you should learn what a "Controlling Effect" is. Nobody can CC you while you have it on, so I'd say it's doing its job properly. Force Choke isn't a CC, neither are knockbacks. Stop complaining in a rude way.
  3. Actually, I've played since launch. I was in every beta and started on the earliest pre-start. Stop your whining and complaining like a child. Maybe they fixed it to work like it *should*.
  4. Three things: 1) Who says the ability is broken at all? The tooltip says it makes you immune to all "controlling effects" while active and while you remain in cover. Controlling effects are things like CC. Knockbacks/downs or even some Stuns will most likely still function. 2) Don't be a ******* to people if you want them to do anything. If this were my game I'd ban you purely for acting like an adolescent. Grow up and write a support ticket and post in the requested changes forum, if you truly want it changed. Don't pout and cry about your problems...find ways of fixing them. 3) You have no idea how hard it would be to code anything. Most likely it's something simple (setting a flag to create the immunity), but the change also hinges on staying in cover, only being immune to certain skills, ending if any number of modifiers are enacted (getting out of cover, knocked down, etc...), and more that you couldn't even think of. Don't ever assume a coding change is easy...most of the time when people assume something like that it's because they don't know a thing about enterprise-level coding. Just because you can make a simple VB script doesn't mean you know how to code an MMO that millions of people play.
  5. This happens all the time and it's extremely simple to stop. Cryo grenade one of the DPS. As soon as he breaks the stun, hit him with the CC. He'll be out for 45 seconds while you and the other DPS crushed the remaining enemy. Then you have plenty of time to make sure both you and the DPS are up on health and ready, then you go after remaining DPS. Learn to play the class and you wouldn't have as many problems. It sounds like you just like crying. Instead of whining about your inadequacies you should learn a better strategy for playing. You'd be surprised how powerful CM still is as long as you don't play it like a 12 year old.
  6. Err...what? You realize that Sniper doesn't equate to Commando, right? Sniper equates to Gunslinger on the rebel side. Commando is the only class that can effectively use the Assault Cannon weapon class. BH is our equal and uses single pistols. If you'd rather use a single pistol, go for it. I'm just not sure what the reasoning would be to use Blaster Rifles...Assault Cannons are just as good lol and allow us to use more abilities.
  7. This. Our guild DPS Commando is still near the top of every raid, in terms of damage, and my Healing Commando still heals just as strongly as I did before. The patch changed a lot, but it didn't make us inept, in any way. It *should* make you rethink strategies and plan new ones. Combat logs that show reduced damage are pointless, since that could just mean the DPS wasn't adapting to the changes, or the bosses he was fighting put up different defensive abilities, or there were LoS problems, or...fill in the blanks. Unless you have 2 identical fights (which is impossible), the comparisons are useless. I have plenty of combat logs where the DPS Commando is doing just as much damage as he was before. And on the topic, OP, your plan will go nowhere. If you want to instill change, write up a request for the devs instead of waste board space.
  8. I agree with everything Torch said except that I think CM is still fun to play. I don't really PvP too much, but even when I do I'm usually at or near the top in healing. PvE is fantastic for CM, though. With a good tank, you can easily keep a group alive and there's no need for downtime like there would be with a Sage (after awhile). Ammo management can be tough in a group setting (if the tank isn't too great or you get a lot of adds), but once you get the hang of it it's pretty fun.
  9. I'm assuming that the big change came in the way that Armor and defense work, since it seems like Heavy Armor users take more damage now than they did before. But I *heavily* disagree that it's made us less fun to play. I find Trooper far more fun to play since 1.2. Before the patch it was far too easy (in pve *and* pvp) because we could just spam 2-3 things and easily win. Now there's actually some amount of challenge to the class and it's far more on par with the rest of the classes...and now all the kiddies complain. Notice, it's not the people that actually know how to play or are willing to learn new ways to play that are having problems...it's the kiddies that want an easy game and are now being forced to actually have a challenge. I love how one of the recent replies was "before 1.2 it was easy to stay alive, and that was with one eye on the game and the other watching TV". Do you seriously want the game to be that easy?? Why are you playing a video game if you just want to sit around spamming a few things mindlessly?
  10. One thing I've started to find, as I play my Commando more, is that Commendation vendors do not sell certain items for DPS- or Healing-based Troopers (Commando or Vanguard). What I mean is this: The only items that give +Aim and +Endurance of the 3 types affected are purely made for Endurance (tanking). The three types are any kind of full Equipment (armor/equipment), Mods, and Enhancements. There exist no Mods or Enhancements for DPS- or Healing-based Troopers...which is very unfortunate! In addition, there is no equipment on the Equipment vendors of use to those of us that aren't tanking. Is this just an oversight, or was it intentional? Every other advanced class has items of these types, but we're left out. It's really hard to get these items on servers where the crafting is almost non-existent.
  11. I'd say go a completely different way. Combat Medic and M1-4X are an easy leveling solution with very little downtime. Even against Elites I maintain high enough ammo to keep Forex alive and near the top and still fight the Champion. Very little downtime, and if you spec right and gear right, still high dps.
  12. This. I don't pvp much with my shadow tank, but I do at times with my CM. Pre-1.2 I couldn't stand it, because I'd usually finish the match with close to the least deaths, easily the most healing, and usually a good number of kills too. It was unbelievably cheap. I felt like Jordan playing against a high school team. CM *needed* cutting back. The difference is while many of you think the changes went too far, I disagree. I can still stay near the top of the healing and still keep a low number of deaths...which is exactly where I think we should be. If you don't have a team backing you up and doing *their* jobs, then you won't be able to do yours. Once people start learning that they need to protect the healers (more like they would in PvE encounters), everything will start running more smoothly.
  13. I think a point should be made that was brought up here...no class should be really able to do 2-man Dailies alone, unless you and your companion are both tier2+ geared. They're quests that are specifically made to be done by 2 people...including companions. They should be *really* hard to do with a single person+companion. Then again, I don't do dailies on my Commando. I have a Shadow Tank even the +4 isn't too hard with a shadow tank.
  14. Not useless. Tanks are meant to soak up damage, which they do fairly well. A Tank and a DPS should be able to go toe-to-toe and be about even, since the Tank can take a lot of damage and deal a little, while the DPS can deal a lot of damage and take a little. It should be close to evening out. A healer on either side of that formula should change the game though (which it does). Tanks are meant to protect the people that can't protect themselves. If this weren't true, there'd be no need for a tank in raids. The way you guys seem to suggest that DPS and Healer should be even makes it seem you would also believe a raid should be able to consist of a tank and all healers...which would be ludicrous. Every archetype serves a specific purpose, which finally they do.
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