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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!

Ineedmoreletters's Avatar


Ineedmoreletters
01.24.2012 , 01:12 PM | #31
Grav/tracer specs are low mobility low utility specs. If your getting destroyed or your team is getting destroyed your probably doing something very wrong. The ability to destroy teams when not focused isn't unique to Bh/commando snipers have some incredible dmg as do sorcs and marauders.
Anyone that casts six tracers or gravs in a row on a single target is just plain bad. It's not the highest damage attack you have but it is your debuff and no cooldown ability. The way people talk on this board you would assume that other classes have to mash their auto attack between abilities while the goldy bh and commandos get to spam abilities.

Mythicrose's Avatar


Mythicrose
01.24.2012 , 01:14 PM | #32
Quote: Originally Posted by Solonius View Post
Its gotta suck playing a class where all you have to do is mash one ablility over and over again to be decent.
My primary character is a level 50 sniper. It's my own fault if I let a commando spam nothing but grav round at me. Most classes have an interrupt or something that will at least temporarily intterupt a target. Unless one is fighting in an open field, one can also LoS the commando (and my sniper) to great affect.

Likely the commando is going to put additional talents points in grav round so you get two stacks of grav vortex (think that's the name) per shot and gain a buff that reduces the damage done to the commando. 3 consective attacks then guarentees you have a full armor debuff. High impact projetile (think it's their version of the BH rail shot) benefits greatly from grav shot as does full auto. I think it takes 5 grav rounds to get the max damage reduction buff to the trooper (but i'm not sure).

It's Biowares fault they made one ability that meshes well with many other ones. If one is dieing to a spam of 3-5 grav rounds/tracer missiles, one should rethink what one is doing and how to improve one's self (interrupts, LoS, cooldowns, etc.). I do question the necessity of the passive 35% armor reduction the two classes have, though, that combines with the grav round armor reduction but that's just me...as I would love that.

Solonius's Avatar


Solonius
01.24.2012 , 01:16 PM | #33
Quote: Originally Posted by Mythicrose View Post
My primary character is a level 50 sniper. It's my own fault if I let a commando spam nothing but grav round at me. Most classes have an interrupt or something that will at least temporarily intterupt a target. Unless one is fighting in an open field, one can also LoS the commando (and my sniper) to great affect.

Likely the commando is going to put additional talents points in grav round so you get two stacks of grav vortex (think that's the name) per shot and gain a buff that reduces the damage done to the commando. 3 consective attacks then guarentees you have a full armor debuff. High impact projetile (think it's their version of the BH rail shot) benefits greatly from grav shot as does full auto. I think it takes 5 grav rounds to get the max damage reduction buff to the trooper (but i'm not sure).

It's Biowares fault they made one ability that meshes well with many other ones. If one is dieing to a spam of 3-5 grav rounds/tracer missiles, one should rethink what one is doing and how to improve one's self (interrupts, LoS, cooldowns, etc.). I do question the necessity of the passive 35% armor reduction the two classes have, though, that combines with the grav round armor reduction but that's just me...as I would love that.
I have no problems against tracer, I just feel bad for people who rolled those classes and hit one button primarily the whole WZ.
Drayven the Unyielding - 50 Guardian - Ebon Hawk

mufutiz's Avatar


mufutiz
01.24.2012 , 01:20 PM | #34
tl;dr

"don't nerf me bro"

didn't waste my time. just here to disagree with you.

Kheg's Avatar


Kheg
01.24.2012 , 01:25 PM | #35
Quote: Originally Posted by Vlaid View Post
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.
And finally, I agree with just about everything you wrote. And it sounds to me like you agree that Grav Round is indeed broken the way it's designed (and by extension, Tracer Missile) because there simply is NO rotation. Part of it is also that it is broken because of other broken mechanics in the game.

At the end of the day, from a dev standpoint, what's going to happen? Something is gonna get nerfed, rather than EVERYTHING ELSE getting fixed. Like I said, I'd prefer not to see grav round get nerfed because let's face it, I like it, and it makes life easy. But I'm also capable enough to use other abilities in my rotation already, so making grav round do what it's supposed to do won't really hurt (me) much.

chillinvillain's Avatar


chillinvillain
01.24.2012 , 01:25 PM | #36
most underplayed base classes in gamer were nerfed. this will be nerfed.

/thread.

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red_travis's Avatar


red_travis
01.24.2012 , 01:28 PM | #37
Anyone who thinks that all an GOOD arsenal spec merc or gunnery commando does is spam grav round/tm honestly has no idea how the class works or has seen players that have no idea how their class works. TM is a setup for the rest of our class abilities. With arsenal you are going to go for a minimum of 3 (I normally go 4 if no one is paying attention) because it stacks 5 times and we have an ability that applies the signature twice per missile. Once that is up you finish them with your rail/hs missiles and unload. There is a rotation going on whether YOU see it or not.
Also ANY class that wants to tell me they neglect there best abilities and setups so they can mash more buttons is jusy flat out not being truthful. If you doubt it level a BH and spam TM vs using it properly to setup and proc your other abilities and to keep the debuff up and judge for yourself.

Zarthorn's Avatar


Zarthorn
01.24.2012 , 01:30 PM | #38
Commando/Merc Argument "Dude it's not imbalanced, just interupt us we will die, you bad, our other abilites do more damage"

So based on that theory....

Can us Guardians/Juggers get our cooldown taken off of sunder armor and the damage increased so it's as strong as overhead slash?

That way it isn't as "powerful" as bladestorm but hey it's balanced now we have a spammable, armor shreading "bread and butter" damage output on par with Mercs/Commandos.

Oh....I didn't think you would go for that.

RReap's Avatar


RReap
01.24.2012 , 01:33 PM | #39
Honestly, most of the issues people are having with PVP is that their class is not OP. Most of your issues are L2P issues. You have to learn how to adapt to your class, not try to make your class adapt to you.

I've played Merc, commando, marauder, sorc, and Operative. All of which I do great with and have no problem finishing at the top of the scoreboard in one category or the other. If you're not able to do anything in PVP, it's because 1 of 2 reasons. 1; You're a tank class. 2; You don't know how to play the strengths of your class.

L2P and no nerfs will be needed.


Quote: Originally Posted by Zarthorn View Post
Commando/Merc Argument "Dude it's not imbalanced, just interupt us we will die, you bad, our other abilites do more damage"

So based on that theory....

Can us Guardians/Juggers get our cooldown taken off of sunder armor and the damage increased so it's as strong as overhead slash?

That way it isn't as "powerful" as bladestorm but hey it's balanced now we have a spammable, armor shreading "bread and butter" damage output on par with Mercs/Commandos.

Oh....I didn't think you would go for that.
You're a tank, you're not meant to much damage. Want to do mass damage? Reroll.

dcgregorya's Avatar


dcgregorya
01.24.2012 , 01:34 PM | #40
Grav round/tracer missile should do less damage. They cannot be shielded, they cannot be dodged, they have huge armor debuff and they are very cheap energy wise. Blah blah you're a turret try playing a sniper or gunslinger and getting snipe out-damaged 2x by tracer spam and having a much more complicated rotation and survivability while putting out LESS damage.