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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!

RReap's Avatar


RReap
01.24.2012 , 02:15 PM | #61
Quote: Originally Posted by Zarthorn View Post
What part of this problem that has compounded itself in PvP and is now trickling into PvE and gating other DPS classes don't you get?

Let me put it this way:

Raid leader:"Ops team lf 1 more dps!"

You: Hi 50 Mara here, can I join?

Raid leader: Sorry we only want a Arsenal Mercenary

You: But I'm a dps, you asked for a dps?

Raid leader: Yes, but you are not a Merc so you are no good to us.

Raid leader: "Ops team lf 1 more dps!"

You: ......

This has already started on some servers, only going to get worse, first Biochem was used as a Gate now in order to be a dps you must be a commando or merc.

Meaning in order to raid you have to be a class that has a healing or tank spec and be pidgeonholed into it.

Remember, Bioware have said they are expressly against Gating, expect Mercs/Commandos to get a nerf because they are now the Gate.
Then that's the raid leaders fault. As I just said, I can out damage the mercs no problem, you just have to use the right abilities. For all I care, my BH's tracer missiles can get a nerf
I rely on heatseeker, rail shot, and unload for my damage anyway. Tracer just procs them.

dcgregorya's Avatar


dcgregorya
01.24.2012 , 02:16 PM | #62
Quote: Originally Posted by RReap View Post
Not when you know how to play a marauder. With 4 stacks of shockwave, and 1 obliterate/charge you have the ability to smash with a Guaranteed Crit. Smash does AOE damage. Therefore, when I force charge into a group of 4, then smash I hit them all for 2.7k-3k+. Then 10 seconds later, I have 4 stacks of shockwave again, then I do the same exact thing. If I'm about to die, force camo away and grab a health power-up, jump back in and do the same thing. I promise, it's not hard. It's easy, people just aren't using the right skills.
I'm well aware of rage spec and it's choke windup that can easily be blocked and the skill itself can get interrupted because the windup animation is too long. If I see someone doing a choke I drop a stun on them and they aren't getting that damage (in fact, they're just dying quickly). You're claiming L2P, I'm saying learn how the game mechanics work and make an *EDUCATED* decision rather than just spamming the thread based on your limited PUG experience.

cashogy's Avatar


cashogy
01.24.2012 , 02:16 PM | #63
Quote: Originally Posted by RReap View Post
Then that's the raid leaders fault. As I just said, I can out damage the mercs no problem, you just have to use the right abilities. For all I care, my BH's tracer missiles can get a nerf
I rely on heatseeker, rail shot, and unload for my damage anyway. Tracer just procs them.
qfe

only bads rely solely on tracer for most of their damage output
Da'ny - Attomm - Dan'y - Fogel
The Original Stormborn Commando Representative
The King of Bads

RReap's Avatar


RReap
01.24.2012 , 02:18 PM | #64
Quote: Originally Posted by dcgregorya View Post
I'm well aware of rage spec and it's choke windup that can easily be blocked and the skill itself can get interrupted because the windup animation is too long. If I see someone doing a choke I drop a stun on them and they aren't getting that damage (in fact, they're just dying quickly). You're claiming L2P, I'm saying learn how the game mechanics work and make an *EDUCATED* decision rather than just spamming the thread based on your limited PUG experience.
Then I force crush you and STILL get my shockwave stacks. Both build shockwave stacks, and if you stun me, then I break the stun and force camo away. I have far more than "limited PUG experience". I'll say it again, L2P your class and their role in combat.

Organikal's Avatar


Organikal
01.24.2012 , 02:20 PM | #65
While all this is nice to chat about we will not see what is truly balanced and what isn't until we start seeing rated 8v8 matches.

That being said, I think the merc/commando will turn out to be under-powered because of their limited mobility. Assuming 6 of the 8 opponents can play their class and have half a brain the "standing turrets" will be #1 on most kill orders while the healers are crowd controlled.

And for the record, I do play commando and I do love the class. The mechanics are not broken since the class is supposed to be a turret. The only issue I have is mobility and that's something I'll deal with since, as stated, we are supposed to be a turret.

NJoyTheSilence's Avatar


NJoyTheSilence
01.24.2012 , 02:24 PM | #66
Quote: Originally Posted by Revanmug View Post
I suggest you to actually reroll a tank class to realise that those "absorb" are coming from a consular/inquisator shield... and something around 1.5k absorb from jk/JG tank spec that got a 12 sec cd and 4focus cost.

"tank damage mitigiation" is actually bad since most dps can actually survive better under fire. Look around those forum and... cough... read before spewing random things.
I've seen tanks carry the ball, with 3 dps beating on them, through the goal line. If you have not, then you do not pvp enough. Powertech/ vanguard pvp tanks own, hybrids have nice damage and guard, and guardians/Juggernaut got supreme mobility. Tanks are good... pvp more and you'll know.

Ever seen a vanguard, sage, and one dps hold a node down with 6 ppl em? I have.
Zerosis
50 Sentinel
<Affinity>

Grimshock's Avatar


Grimshock
01.24.2012 , 02:29 PM | #67
Quote: Originally Posted by dcgregorya View Post
Killing a merc 1vs1 is not the question. You said you will always out-damage mercenaries and mechanically that makes no sense unless:

1) You are guarded/healed/never die while they get focus'd down.
2) They're really bad or away from their keyboard.

Bottom line is that those specs do more damage than sith marauder.
For the life of me I cant figure out why poeple are complaing about the worst pvp spec a commando/merc has.


Quote: Originally Posted by Zarthorn View Post
What part of this problem that has compounded itself in PvP and is now trickling into PvE and gating other DPS classes don't you get?

Let me put it this way:

Raid leader:"Ops team lf 1 more dps!"

You: Hi 50 Mara here, can I join?

Raid leader: Sorry we only want a Arsenal Mercenary

You: But I'm a dps, you asked for a dps?

Raid leader: Yes, but you are not a Merc so you are no good to us.

Raid leader: "Ops team lf 1 more dps!"

You: ......

This has already started on some servers, only going to get worse, first Biochem was used as a Gate now in order to be a dps you must be a commando or merc.

Meaning in order to raid you have to be a class that has a healing or tank spec and be pidgeonholed into it.

Remember, Bioware have said they are expressly against Gating, expect Mercs/Commandos to get a nerf because they are now the Gate.
PvE is a whole diff ball of wax though. I can not say I have raided yet so I am just giving a uneducated opinion because I have not raided yet.

I dont have 1 single lv 50 so I wont act like I know what I am talking about agian, just figured this the way it worked. Pre 50 I have like 1 of every class. (not advanced class). Resource mecanics play a large part of some ones dps, the longer a fights last. Are the raid bosses not that hard, easy to take down fast. Force lasts much longer and always has the same regon rate, rage is pretty much unlimited, with a lot of CD dependcy. Is there some kinda gear set bonus that increases heat/ammo regon that I dont know about? Are they stacking crit? to vent heat, wouldnt high crits pull agro away from the tanks? I just dont get it. My ammo stays empty after I use my CD, most of the time fighting harder mobs solo and some normal instance boss, with my other classes lasting much much longer in the same situations.

Darth_Gao_Gao's Avatar


Darth_Gao_Gao
01.24.2012 , 02:31 PM | #68
i can't believe people still believe that only spamming tracer missile is the best thing a merc can do in terms of dps. dps is damage per second, and tracer missile has a cast time. try an think about that for a while.

a merc who uses tracer missile in combination with the rest of his instant abilities, is a better merc in terms of damage per second (and in not being a bad). yes, you get "sustained dps" by only using tracer missile, but in a real fight, that really doesn't cut it. you have heat vents for a reason. the only time hitting only tracer missile has its benefit is in long grinds in dungeons, but this is the pvp forum, yes?


lastly, people argue that because the class is simple to use (it can be), that it is thus overpowered. that is retarded. the merc has very few instant cast abilities that matter, and those instant cast abilities require tracer missile to actually do anything. they have one cc that matters, and 2 defensive abilities. what this means is that any operative or a non-bad team can wreck the merc or push him off field, even moreso if he is a bad simply spamming tracer missile. the merc's simplicity works against it when the team you are fighting isn't terribad. likewise, a merc can only succeed (success by spamming tracer missile) if his team holds the required ground.

bunch of nerfherders.

mandrillagon's Avatar


mandrillagon
01.24.2012 , 02:36 PM | #69
Commandos should have really been nerfed before scoundrels. Scoundrels were hard nerfed in two of their top abilities which shows Bioware listens to what the community wants. Now we need to fix commandos.

Commandos need at least two or three abilities nerfed to the ground at least as much as scoundrels to bring them into line starting with making their self heal having a 4 or 6 minute cooldown and only available in the vanguard spec.

Of course there is the grav rounds but really their self healing, ranged, no cooldown, heavy armor etc. just makes commandos laughably overpowered. Its getting so bad on my server where premades are mostly commandos with a few healers just focus firing people down in seconds. They should have been nerfed before scoundrels even.

Grimshock's Avatar


Grimshock
01.24.2012 , 02:41 PM | #70
Quote: Originally Posted by mandrillagon View Post
Commandos should have really been nerfed before scoundrels. Scoundrels were hard nerfed in two of their top abilities which shows Bioware listens to what the community wants. Now we need to fix commandos.

Commandos need at least two or three abilities nerfed to the ground at least as much as scoundrels to bring them into line starting with making their self heal having a 2 or 3 minute cooldown.

Of course there is the grav rounds but really their self healing, ranged, no cooldown, heavy armor etc. just makes commandos laughably overpowered. Its getting so bad on my server where premades are mostly commandos with a few healers just focus firing people down in seconds. They should have been nerfed before scoundrels even.
Show me a class, that cant be stacked togather in a group, that cant focus fire some one down in seconds? please i really want to know, because that class needs a buff.

I dont mean to say that merc/commandos dont need fine tunning, i think there whole gunnery arsenal tree needs reworked, there to dependent on grav and traser for it to be nerfed, and that spec stay useful much at all. Stuff like adding a CD to it would kill it.