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Luceon

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  1. And here I thought after he revealed that bit of knowledge that he is the only one he was finally given some help. If he still is the only one then screw it, I'm out.
  2. Well this is interesting. A lot of the ideas to change it seems there is a large differing opinion of the classes design. Along those lines I would like to ask Eric (and subsequently, the combat team) just what is the outlying view of this advanced class? Is this class being designed with mobile or immobile prospects in mind. Currently it seems to me the Mando combat team is having an identity crisis on this front, can't decide what to go with. What's more is that players are wracking their brains and throwing ideas to improve the class with no real definitive knowledge on what the design of the class is supposed to be. There is simply too much non-communication going on here, players have no idea if the team wants commandos mobile or not. If we are supposed to stay in place then let us know and the player base can return with ideas based around that design. If we are supposed to be mobile then let us know and proper changes can be made (as it seems originally commando was meant to be immobile). So if any of the team is still viewing this, please return with an answer as to what design is supposed to be like with the commando. Is it supposed to be mobile or immobile? Should it be pure dps or hard dps and group utility? Etc. (If this does not receive an answer here I suppose this could be proposed with the next round of rep questions)
  3. I vote instead of Echani it should be called Kitru.
  4. Seriously comments like this just provide evidence that you make assumptions, not a far stretch to believe you are also making assumptions on the worth while nature of the recent changes. Jherad is one of the most skilled and experienced commando's there is and has spent a long time throwing ideas out (productive ones) for BW to use in more than one section but has been ignored (like the greater part of the commando forum base) in virtually every single thread dedicated to discussion of commando improvements. Not saying I would ever get as upset about it as he has however he pretty much has a right. What BW doesn't seem to realize is that as players we put just as much, if not more, time into this game as they do. We are dedicated to the game and to the characters, but when they tie the commando up to a hitch and drag them through town only to give them a pillow full of porcupines well expect some resistance. Also there is this. I really hate this comment, even if I were homeless and someone offered me fries that were pissed on doesn't mean I'm just going to smile and take it. Drastic example aside, the commando has been unrealistically nerfed multiple times to the point that it is evident someone doesn't understand the design principles of a commando and thus their own job. Commando can still be played (in my opinion) but not for high end content (especially if acerx says comes true with launch) which singles out an entire AC for no good reason other than someone doesn't know their job. Also we are paying for this game, since when are we beggars? Begging constitutes expecting to be on par or close to other classes? Same goes for the other classes BW botched.
  5. Don't let someone tell you that a hybrid spec (which is what you would be looking at to get grav round and healing) is not viable (usually not the most sought after option however). Consider play style, some people can dish out much more utility to offset the dps-heal loss. If you find playing two roles is too cumbersome then you will want to stick with a single role or swap back and forth. Of course for some things like ranked warzones or HM ops, etc you will probably need to hold a single roll to put out the best numbers. Although with warzones if you do play better hybrid and can still kick tail so be it.
  6. And so I was incorrect on that. However the consensus remains, it is a cheap attempt to bundle a limitation and (supposedly) stop farming. I still do not entirely believe that EA or BW would even care so much to invest in preventing gold sellers as much as they would be in getting their customers to cough up more cash, especially since they themselves could easily make a killing by masquerading as a gold selling company and sell tons of credits easily since they can make it appear out of thin air. (whoops spreading ideas here)
  7. Correct. All credits that you earn above 350k go into a reserve that you can then receive after spending your on hand credits. Of course as others have said spending 350k (especially at 50) is chump change and I have made multiple 1m+ purchases myself. Since when does F2P = preview anyway? I have played a veritable of MMO's subscription based, sub+f2p, sub+micro+f2p and any combination of the 3 and do not remember such heavy restrictions in the f2p bases (some games do carry some heavy restrictions such as level and money cap) but not in the amount that BW has (of course they are continuing to review it so that is a start). The idea of f2p is not supposed to be a 'preview' to see if I like a game, that's what a free trial is for. F2p is to allow someone to effectively enjoy the game and its contents (except bonus content) with certain limitations. F2p cannot even employ the crafting system without having 2 account since they are only allowed 1 crafting skill per character and 2 characters per account (which I could go on about that alone being 8 classes and 16 advanced classes that they themselves tried to brag about with the idea of alts and all but now there is this limiting bundle of joy). I believe the credit cap is worthy on f2p accounts (maybe a little higher) but for preferred it should be raised more than that. Lastly to comment on gold sellers this is a cheap attempt to stop them as I already said they can easily still make the money and be rid of it, just having to send it out 350k at a time. The only red flag I could see that raising is that they would have to send lots of credits out which could still be detected by the same means by with no credit cap.
  8. Really? Because the grass is pretty dam green and nutritious on the Gunslinger side.
  9. So not only did you already create a thread on this very subject, you posted again in that thread after oacean gave you quite a detailed post about it and then asked for more information without thanking him. Then you go and create another thread for no good reason.
  10. That may be very possible they think hold the line is a trooper ability and not vanguard, however they knew troopers didn't have an interrupt. They used to say things like "The trooper has enough utility that an interrupt would give it a major advantage". I just wanted to point that out, and I can only hope someone from the community team still watches over the class forums for constructive threads.
  11. What would be nice is a buff skill that, when used, makes grav round, charged bolts and MP instant along with being able to channel full auto while moving. This way we can use it when we need to move and wont be spamming instant cast grav rounds like candy as if we had it instant cast all the time.
  12. While I am not experienced as a combat medic, I can say that going through that tree will yield less dps than both gunnery and assault but should be able to keep up. What I really wanted to point out is the use of hybrid speccing. Putting points into two trees (equally or not) can help bring up the dps of a medic as well as the healing abilities. Of course your healing or dps wont be as strong as going into just one tree but some people play better with hybrid classes. I vaguely remember there being some hybrid guides in this section, try searching and you can find more information if you want.
  13. The interrupt is certainly nice, I have already made good use of it so far (PVE). I do absolutely hate the lose of my knock back with stock strike though, the root is almost completely worthless. Even if I use it then use concussion charge the root runs out just as the target touches back on the ground .... worthless. On top of that, how am I supposed to fight if I root someone (for 2-4 wasteful seconds) and am expected to run away. By the time I run out of range the root is gone and they are after me again. The nerf to cryo grenade distance is a bad call, I didn't use it to create distance but to keep it. Again, why would I want to stick someone right next to me that forces me to move and not be able to cast my attacks? As for the instant AMP with the buffs for high impact round well, it is alright. I never used to bother with off healing but now I just might pop an AMP every now and then. I still wish they would have made it for MP instead of AMP since AMP already has a short cast time and is certainly weaker. I am not a combat medic so I cannot comment much on the changes there.
  14. I kind of like it, sounds like a round is being chambered into the gun. It is different from what I was so used to but it is kind of cool. However the sound for the merc tracer missile is just crap, I really don't like that they changed it. I thought it was just fine before.
  15. I agree, unless you have pre made sets ready and waiting you will likely find the recruit sets provide a strong boost to your current. This is mostly because the set is meant to give you more of a fighting chance in pvp with players who have higher tier pvp sets, so would give you a nice boost to stats. After that (if you aren't getting pve set pieces too well) you can always work on dailies to get armor upgrades from daily npc for daily commendations.
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