Dr_Kid Posted February 2, 2013 Author Share Posted February 2, 2013 I did some further testing on the Energy Regen levels. It appears this issue is entirely graphical. I compared using the two abilities Missile Blast and Explosive Round. (3/12 Ammo (25%) = 25 Heat) On my Powertech I tested using Missile Blast, Rapid Shots, Rapid Shots. I was able to use Missile Blast 16 times. On my Vanguard I tested using Explosive Round, Hammershot, Hammershot, I was also able to use Explosive Round 16 times. Finally I inspected the Ammo percentage gauge. Bounty Hunter moderate regen begins at 60% heat remaining. Trooper's moderate regen begains at 66.66%. Every time I got my ammo between 60% and 66.66%, the Ammo display would display "Moderate" regeneration, but would still increase by intervals of 5% every second instead of 3%. I tested it with the very slow regen interval. 25% for troopers, 20% for Bounty hunters and got the exact same results. Between 20% and 25% I would still be regenerating 3% Ammo, despite "Very Slow" being displayed which is 2% Ammo/sec. Ammo/Heat Regen appear to be working identically, The UI display should be fixed to display the correct intervals. Moderate starting at 60% Ammo instead of 66.66% and Very Slow starting at 20% Ammo instead of 25%. This will allow troopers to more accurately manage and assess their Ammo levels. Cost however is still a major issue. I would like to see a response that the Devs are at least aware of this problem. Link to comment Share on other sites More sharing options...
Dr_Kid Posted February 5, 2013 Author Share Posted February 5, 2013 (edited) 2 Weeks and still not any closer to getting a dev response. Anyways here's a repost from another thread discussing the same issue.http://www.swtor.com/community/showthread.php?t=587930 Pretty simple method to test it yourself. The longer the test, the greater the disparity will be. That's why my test is ideal. Two button rotation. Ion Pulse, Hammershot, Ion Pulse, Hammershot, Ion Pulse, Hammershot, and repeat. Count the number of Ion Pulses until you're unable to use another Ion Pulse. Repeat two more times to account for lag. Bounty Hunter Flame burst, Rapid shots, Flame burst, Rapid shots, Flame burst, Rapid shots. Count number of Flamebursts until you're unable to activate it again. Repeat twice more to account for lag. Compare the results. All it requires is at least level 10 Powertech and Vanguard (minimum level to get Ion Pulse/Flameburst). Arguably it should also work with a Merc and Commando. (Power shot / Charged Bolts) Though only when it's talented for 1.5 second cast time. (Minimum level 15). Edited February 5, 2013 by Dr_Kid Link to comment Share on other sites More sharing options...
Dr_Kid Posted February 10, 2013 Author Share Posted February 10, 2013 If the new changes are correct, it would appear this is finally getting fixed. 12 Ammo -> 100 Energy Cells. High Friction Bolts: High Impact Bolt ignores <<2[%d/%d/%d]>>% of the target's armor. In addition, if High Impact Bolt hits a burning target, it has a <<1>>% chance to generate 8 energy cells and refresh the duration of your Plasma Cell's burn effect if present. Supercharge Cells: Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 8 energy cells and increasing all damage and healing dealt by 5% for <<1[%d seconds/%d second/%d seconds]>> Link to comment Share on other sites More sharing options...
ZeroPlus Posted February 11, 2013 Share Posted February 11, 2013 If the new changes are correct, it would appear this is finally getting fixed. 12 Ammo -> 100 Energy Cells. High Friction Bolts: High Impact Bolt ignores <<2[%d/%d/%d]>>% of the target's armor. In addition, if High Impact Bolt hits a burning target, it has a <<1>>% chance to generate 8 energy cells and refresh the duration of your Plasma Cell's burn effect if present. Supercharge Cells: Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 8 energy cells and increasing all damage and healing dealt by 5% for <<1[%d seconds/%d second/%d seconds]>> This is very interesting! Where did you get this from? Link to comment Share on other sites More sharing options...
ZeroPlus Posted February 21, 2013 Share Posted February 21, 2013 Yay! General •The Trooper's Energy Cells have been reworked to be a 100-pt resource system. Players will see Energy Cells be consumed and regenerate in fractions, and all Energy cell costs will be charged against the new 100-pt total rather than the old 12-pt total. Taken from here. Link to comment Share on other sites More sharing options...
FREDDOSPWN Posted February 21, 2013 Share Posted February 21, 2013 It took them long enough to make the change, but at least it has finally happened. Link to comment Share on other sites More sharing options...
LtBombshell Posted February 21, 2013 Share Posted February 21, 2013 Yay! General •The Trooper's Energy Cells have been reworked to be a 100-pt resource system. Players will see Energy Cells be consumed and regenerate in fractions, and all Energy cell costs will be charged against the new 100-pt total rather than the old 12-pt total. Taken from here. I was about to post just that. Welp, there ya go. Problem fixed. Link to comment Share on other sites More sharing options...
ZeroPlus Posted February 22, 2013 Share Posted February 22, 2013 Yay! General •The Trooper's Energy Cells have been reworked to be a 100-pt resource system. Players will see Energy Cells be consumed and regenerate in fractions, and all Energy cell costs will be charged against the new 100-pt total rather than the old 12-pt total. Taken from here. So just to be sure that this did fix the issue being discussed in the thread, I hoped onto the PTS, levelled a trooper until I could use the shuttle to the fleet, got bumped up to lvl55, trained the Vanguard AC, bought Ion Pulse from the trainer and headed to the training dummies. End result: as a Vanguard it is now possible to endlessly shoot Ion Pulse followed by Hammer Shot without EVER running out of ammo, (just as you could before with a Bounty Hunter, while the Trooper would quickly run out of ammo). No more discrepancy. Link to comment Share on other sites More sharing options...
MarshalNeyo Posted February 22, 2013 Share Posted February 22, 2013 I've noticed this problem. Playing on my PT, I felt like I was able to dish out more abilities without generating too much heat while my Vanguard would run out of ammo faster, thus couldn't use as many abilities back to back... Guess I know why Link to comment Share on other sites More sharing options...
MarshalNeyo Posted February 22, 2013 Share Posted February 22, 2013 So just to be sure that this did fix the issue being discussed in the thread, I hoped onto the PTS, levelled a trooper until I could use the shuttle to the fleet, got bumped up to lvl55, trained the Vanguard AC, bought Ion Pulse from the trainer and headed to the training dummies. End result: as a Vanguard it is now possible to endlessly shoot Ion Pulse followed by Hammer Shot without EVER running out of ammo, (just as you could before with a Bounty Hunter, while the Trooper would quickly run out of ammo). No more discrepancy. Woot Link to comment Share on other sites More sharing options...
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