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SOLRanger

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  1. At least they let me change class when they destroyed marksman sniper etc., so there's that... considerate I guess.
  2. "PvP" It is probably the most boring and tedious experience in this game, apart from GSF. Imagine PvP where players actually die from taking damage rather than run around being immortal, unthinkable.
  3. I think it's both sad and funny at the same time, they expect us to pay for the game, but then go and destroy classes and specs randomly not to mention implement weird dysfunctional gimmicky gear systems and new bugs of course. Yikes.
  4. Sorry for the WOT, but hang in there if you can. Sniper fits very poorly in the current PvP meta and it shows. Essentially all the benefits a sniper would reasonably have are closer to the point of mediocrity in effect, all classes at this point are very homogeneous and unimaginative. Huge health pools and mitigation are the most noticeable culprits here, not to mention mobility. Sniper(esp. Marksman) relies on spike damage, roots and range and all of these are directly countered with the currently heavy health/mitigation/mobility. Add to that a lack of staying power/longevity on the sniper side and we get what we have now, a quite mediocre class/spec with heavy meta driven downsides without any real effective upsides. The moment you reduce survival and mobility, sniper will increasingly begin to shine as both long range/spike damage will count for more and more, rather than generic and drawn out sustained damage as is the case for essentially all classes right now. As PvP becomes more dynamic that's where a Sniper works well. At the moment we're too far into one end of the spectrum where the demand for reliable sustained damage on a target simply does not work for a Sniper much of the time, the opponent has all the time in the world to mitigate your damage by LOS/outrange. Personally I wouldn't mind getting back a slight passive heal in cover, as the removal of the heal was a poorly thought through decision from BioWare as I see it for the current meta. However the passive heal wouldn't be very necessary if sniper nuke damage was actually a thing and we could do our jobs by killing rather than having to live in nuclear bunkers just to survive long enough to do some damage to people with Rancor level survival. Currently hardly anyone even bats an eye if you shoot at them and it's rather silly how high health pools are relative to our heaviest nukes, and how much damage can be easily mitigated honestly, not to mention healed. If I were to suggest something making Sniper at least a little more effective/fun then snipers should get one or some of these: A. Longevity - While in cover you regenerate 0.1% health per ten seconds, stacks 30 times, up to 3%. B. Projection - While in cover your range increases by 0.2m per second, stacks 30 times, up to 6m. C. Assassination - While in cover your Ambush, Followthrough and Takedown damage increases by 0.5% stacks 30 times, up to 15%. D. Control - Your shots reduce the speed of your target by 2% for 6 seconds, stacks 30 times, up to 60%. E. Surprise - While in cover you gain stealth and your first ability from stealth does an extra 10% damage, stealth is broken once entering combat for any reason. Or give us all of the above, or something else that makes it something more exciting and fun and makes the class stand out somehow as a Sniper. The level of lackluster Sniper(and other classes) is currently you might as well go wildly nuts on heterogeneous class design and bring something truly FUN for once and not the accountant level class fantasy destroying game design that seems to be prevalent nowadays. Just to point out the similar side to this, even the PvE feels like the PvP does, it's like hitting a concrete wall. Enemies with insane health pools that you just grind your buttons to kill over immense time scales relative to their actual danger level. It's not fun gameplay and I can't figure out why someone would think it was. The weakest ones ironically you just press suppressive fire and kill 10 enemies in a swoop, why is that a thing too? What is this game design I ask myself quite often, it's so extreme but towards the most unreasonable, boring and tedious mechanics rather than fun and dynamic gameplay with abilities that matter and do varied and functionally important things for different situations. I somewhat digress so I'll just leave it there. PS. Also give us shiv back, and nerf aoe and suppressive fire already. Reserved for brain farts, wholly subjective opinions and blatant unapologetic biases.
  5. Definitely hope they enable it again, it made playing sniper a whole lot more fluent and intuitive. Now cover keybinds and dependencies take up multiple extra keybinds that are completely needless otherwise.
  6. Automatic Targeting of Allies, please remove this bug/feature already. I don't remember how long ago I made a thread about this issue and it has not been adressed, yet the problem still stands, and it's an annoying issue to say the least. When your allies kill enemies or in some cases use skills on you, you get them as your target for some reason, yet there is no case in which I want friendlies as my target at all, it simply makes me have to manually tab-retarget more often or find myself doing nothing when pressing buttons in a futile manner when an ally is my target, until I realise one is my target, wasting quite some time for nothing, and it is frustrating. So please, fix this issue, I don't want to get allies automatically as my targets, ever, unless I manually select them. Help me BW, you're my only hope.
  7. Can we get a word on fixing this please devs, the issue is still unresolved and unmentioned by any kind of official source. Now I keep getting my companion as target when I jump off my speeder and similar, it's really becoming a plague of having to deselect friendly targets, why do I need to get friendlies automatically as my target at all?
  8. Ignoring the problem and feature isn't a "solution", also fundamentally unchecking autotarget nearest enemy doesn't solve the problem either. Also I would ask you to please stop presuming your way of playing the game is somehow superior to mine or others who use this feature, that it would "honestly benefit everyone" is just arrogant, it's condescending; Overly cumbersome combat mechanics, ie. a lack of autotargeting would be one of the top reasons for why I would consider an MMO to be unplayable, I've no interest in doing excessive repetitive chore-like button pressing for no reason. Conceptually the lack of autotarget is the reason why I couldn't stand and opted to not play PT/Merc/Vanguard/Commando before they fixed them, their basic free skill couldn't autotarget enemies and you were often left doing nothing until you either pressed another skill, tabbed the target or an enemy finally hit you. Tabbing for me is to be used to change targets and not for acquiring initial targets as a rule, acquiring targets can easily and securely be done with autotarget and when you feel a target is difficult to obtain or you need another target that is more crucial, you tab to it to compensate. These things are after all tools to be used effectively, foregoing a tool of such a high effectiveness such as autotarget is principally reducing your ability to react in many situations, you can always opt to tab target with autotarget on, you cannot opt to autotarget with it off, it's about learning what it's limits are and controlling your actions accordingly, taking advantage of both worlds to the best of your ability. In contrast to personal ability allied targeting however you cannot reasonably predict or prepare for, it is an arbitrary event of no use which simply makes autotargeting and some other actions unpredictable. In general while you're tabbing to a new target I've already applied a skill against it and waiting for the GCD or even put in a second skill before your first, that's the bottom line, there's a 0.5-1s+ gain in target acquisition every time depending on player skill, and in especially PvP that is cruicial; It's potentially the same difference in reaction time between a classic clicker and someone with keybinds. Autotarget nearest enemy is one of the most effective and QoL raising features in non-free fire MMO's, it provides combat fluidity in hectic quick thinking situations, it allows more effective opportunistic attacks and reduces mandatory button presses immensely leaving your mental and physical reactions to act elsewhere in general saving seconds. If I had to stop using the autotarget nearest enemy I would definitely not play the game, there is no question about it, having to tab for every single target every time and every initial and subsequent encounter is like a chore-filled clicker mode nightmare for me. You may not like the feature or our autotarget using playstyle choices for some reason but this thread is for those who do and those who find getting annoying allied targets when self buffing/healing or otherwise to be a problem, I want to fix that problem, not avoid it. What I want is to remove the allied targeting and the uncertainties allied targeting causes, events which I cannot control in any reasonable way and have no use for.
  9. When I have an allied target the feature "autotarget nearest enemy" fails to function, I have no desire to target allies in the middle of combat between targets I'm trying to kill right in front of me, making me lose potential seconds if I'm not very focused and unable to act until the target is manually changed. Also when I arbitrarily get an allied target mid combat, heal abilities and certain other abilities suddenly go to them instead, when there is no intention of such an action. It causes worse performance for no reason and even dangerous situations when you cannot rely on the features to act as intended, it's very intrusive to the control of one's character when you keep getting these highly arbitrary targets out of nowhere for no purpose. I want to control my targeting of allies myself, because 99% of my game time I have absolutely no use of having an ally as a target, least of all automatically mid combat when trying to kill enemies.
  10. Since it's hard to convince people it really happens as described, I made a video: https://vid.me/2TVV A few seconds into the clip I stop and simply stand still doing nothing but deselecting various allied targets constantly popping up, notice how the last kill doesn't pop up and it is notably a single target attack.
  11. If anyone is trying to reproduce this, join KDY and just follow your allies while without a target, when your allies kill mobs with AOE you should be getting them as your target, it's consistent with Suppressive fire and Sweeping blasters, and many more yet I could not be 100% sure in isolating those other skills specifically, but I assume it's generally AOE killing blows.
  12. Upon further experimenting I've found and confirmed that friendlies getting killing blows with AOE abilities such as Suppressive fire, sweeping blasters etc. will make you get them as your target and is at least one source of this problem. Also I tested(again to be sure) both toggling the option of deselect upon clicking terrain and autotarget nearest ally, none of which made any difference at all, the friendly targets come up just the same.
  13. I managed to reproduce it systematically and repeatedly over 10 times in only a few minutes, while doing KDY a Powertech using rocket punch and a Mercenary using sweeping blasters constantly caused me to target them while I was doing absolutely nothing but following them around without a target, seemingly it could be combined with the kill of an enemy with said skills, not certain though. Would be nice if anyone could confirm any of this by reproducing it. Are any devs reading this thread, is this known behaviour?
  14. It's strange that some people apparently have never had this issue, yet for me and many others its quite common.
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