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Tracer missle is balanced. Also other things ppl need to stop crying about! Read!

STAR WARS: The Old Republic > English > PvP
Tracer missle is balanced. Also other things ppl need to stop crying about! Read!

Muldias's Avatar


Muldias
01.24.2012 , 12:55 PM | #21
Quote: Originally Posted by NJoyTheSilence View Post
It is. I hate the nerf this nerf that mentality. It ruins the game.
But it's okay to cry anti nerf now that Op's / Scoundrels were nerfed and people are looking at other classes that are out of control.

ha.
There are 10 types of people in the world, those who can read binary, and those who can't.

Cegenaus's Avatar


Cegenaus
01.24.2012 , 12:55 PM | #22
how about we do nothing to tracer since its all we have. no utility and no defense but too much damage? how about we focus on the other "i win" classes? i dont see mercs hopping ledges or bursting through burners to score points all by themselves not to mention snaring people every 4 seconds and/or rooting them on knockback or leap (which interrupts too) or maybe interrupting people with their pure interrupt
Cegenaus/Xyrin/Ixor/Domz
Merc/Sorc/Mara/Jugg

Vortex Reborn/Das Ubel- Terentatek

Solonius's Avatar


Solonius
01.24.2012 , 12:55 PM | #23
Its gotta suck playing a class where all you have to do is mash one ablility over and over again to be decent.

Pulpp's Avatar


Pulpp
01.24.2012 , 12:58 PM | #24
Quote: Originally Posted by Kheg View Post
What part of "I play a Gunnery Commando" didn't you catch? Using Grav Round/Tracer Missile is easy mode, even in PvE. I don't see how anyone could possibly condone having any class exclusively rely on one Swiss Army Knife ability and think it's acceptably balanced. Grav Round and Tracer Missile are designed to be support abilities given all of their secondary effects, which means their damage output is far too high.

I'm not talking about cutting the damage of the entire class in half, just one particular ability. Oh wait, since all you're doing is spamming that ability, I guess I am talking about cutting the entire class's damage in half... which comes back to the root of the problem - Grav Round/Tracer Missile are "too good".
You don't play one. Period. Rolling a Repub alt and levelling to level 10 doesn't qualify. How do I know? Because what you've said is idiotic.

Prove me wrong.

Tirithius's Avatar


Tirithius
01.24.2012 , 12:59 PM | #25
Quote: Originally Posted by Kheg View Post
I sat and watched a Arsenal Merc in Civil War last night just sit there spamming Tracer Missile killing target after target in 4 to 5 volleys, unassisted.
I can't wait to try it. If I get tired of it and want to play something high maintenence I will switch to my sniper main.
"Faith in what?" he asked himself, adrift in limbo.
"Faith in faith," he replied. "It isn't necessary to have something to believe in. It's only necessary to believe that somewhere there's something worthy of belief."

NJoyTheSilence's Avatar


NJoyTheSilence
01.24.2012 , 12:59 PM | #26
Quote: Originally Posted by Muldias View Post
But it's okay to cry anti nerf now that Op's / Scoundrels were nerfed and people are looking at other classes that are out of control.

ha.
None of the other classes are out of control, just the bads that die to them. Nothing in this game is extremely out of wack, and it is the most balanced start of an mmo I have seen.

Solonius's Avatar


Solonius
01.24.2012 , 01:00 PM | #27
Quote: Originally Posted by NJoyTheSilence View Post
None of the other classes are out of control, just the bads that die to them. Nothing in this game is extremely out of wack, and it is the most balanced start of an mmo I have seen.
Minus population balance.

Eldyraen's Avatar


Eldyraen
01.24.2012 , 01:00 PM | #28
Regarding the combat stealth and ranged having ways to escape--gunslinger here and beg to differ. If I can't burn you down I'm better off standing there and waiting to respawn as we have no real escape skills. If we're lucky maybe we can CC our way out but more than likely they're spent trying to kill someone that can just LoS us at every opportunity.

Only things I really want is our knockbacks to be used at any time and maybe a short sprint (1-2 minute CD is fine) as least mobile class already. Dmg and range only goes so far when 75% percent of skills are cast time or channelled. Oh and forgot Headahot is disabled in PvP--why BW, why?

Kheg's Avatar


Kheg
01.24.2012 , 01:02 PM | #29
Quote: Originally Posted by Vlaid View Post
I play a sorc.

But I don't, and there's no way you can prove otherwise.

If you want to see everything else Gunnery does buffed by an insane amount, I guess cutting grav/tracer in half would be alright?

I don't know when it became a cardinal sin to have a primary nuke. Not using your other abilities makes them bad. Who cares if they want to be bad? I don't care. Makes me better.

I can usually only stand to play gunnery for a few matches at a time before I go back to assault. It's more effective in the majority of situations.

This is all why I tend to roll my eyes when people complain about gunnery. Anyone who's actually good at PVP will immediately recognize that assault is better. Gunnery is just good for big numbers and make nublets cry when they don't los you when their cc/interrupt is on cd.
Well now you're being a bit more reasonable, and I understand there are ways to mitigate the effects of ranged classes in general. But you're honestly condoning pigeonholing a particular spec into one single ability? Don't get me wrong, as a gun-toting commando, I would LOVE to see Grav Round never get touched so I can "laugh at all the crying nublets" too.

But why is Grav/Tracer a "Primary Nuke" all of a sudden, when it does the exact same damage as Charged Bolts/Power Shot, yet applies multiple additional effects? Why is there now no reason to use the latter listed abilities anymore? Or any other ability of ranged damage type for these classes once you get Grav/Tracer?

Does that design make any sense at all? Not to me. It's broken.

Vlaid's Avatar


Vlaid
01.24.2012 , 01:09 PM | #30
Quote: Originally Posted by Kheg View Post
Well now you're being a bit more reasonable, and I understand there are ways to mitigate the effects of ranged classes in general. But you're honestly condoning pigeonholing a particular spec into one single ability? Don't get me wrong, as a gun-toting commando, I would LOVE to see Grav Round never get touched so I can "laugh at all the crying nublets" too.

But why is Grav/Tracer a "Primary Nuke" all of a sudden, when it does the exact same damage as Charged Bolts/Power Shot, yet applies multiple additional effects? Why is there now no reason to use the latter listed abilities anymore? Or any other ability of ranged damage type for these classes once you get Grav/Tracer?

Does that design make any sense at all? Not to me. It's broken.
Well it's far from the first MMO to design a turret based nuke spec that has only a few damage abilities that hit really hard.

Honestly, personally, I see no reason Gunnery needs the reduction in KB CD, extra distance on KB, and a KB added to stockstrike. When I look at gunnery those things stand out to me as OP more than the turret and burst style Gunnery has.

If I felt like dragging up the thread I did this post comparison of the two specs and how some things should be moved around in both specs to make them both more balanced.

But basically if you look at "Curtain of Fire" at the top end of Gunnery, it procs off charged bolts also. Why you have to ask? From what people tell you grav round is supposed to replace charged bolts. I think this isn't true. I think they designed the spec for charged bolts to be used after the debuff is up.

So the problem is that charged bolts is still never used. If they changed the debuff to also add a +x% stacking debuff to the target that makes your charged bolts hit harder....that would likely be how the spec was originally INTENDED to play but the numbers didn't get worked right.

One of other issues is that grav round ignores tank shields, charged bolts don't. So even if the spec was designed correctly the spec would become useless against tanks. I've tried out using charged bolts at full debuff. It's never worth it. That's what needs to be changed.

But at the end of the day if a turret spec with zero mobility and only a weak defensive CD as it's "defense" against raw damage.....the rotation has to be somewhat simplistic because you don't get a lot of time to burst into someone with chain casting before you get CC/interupted/LOS'ed.

If a turret spec doesn't hurt a LOT in short windows, it's pointless.
50 Commando - Atreus - Hyperspace Cannon (PVE West Coast)
Because there's more to PVP than open world PVP.