Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

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!

Feskitt's Avatar


Feskitt
01.24.2012 , 02:42 PM | #71
Quote: Originally Posted by Kheg View Post
As a grav round using commando, I can officially say it's NOT okay/balanced.

Here you have an ability that, let's face it, once you drop the talent points into, you have absolutely ZERO incentive to use any other ability available to you.

Low ammo cost - check.
Competitive damage (compared to your other abilities) - check.
Activation time that allows for sustained DPS - check.
No cooldown - check.
Secondary effects - check and double check (debuff target & buff self).

I'm sorry, but having dozens of abilities that I will never use because Grav Round/Tracer Missile are just too damn valuable to NOT use is not a balanced class. Couple that with the fact that they simply do too much damage compared to the other abilities available along side those secondary effects, it's not right.

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. Tracer Missile was the pretty much the only ability he was using in combat for the entire match, even when confronted with melee opponents.

Grav Round/Tracer Missile are just too powerful in their current form. Easiest fix is tone down their damage output to half of what they do now. After all, given all the secondary effects, it's obvious that these abilities are designed to be support abilities rather than DPS abilities.

*sigh*This is so tiresome.

Heat Seeker, Fusion Missile, Unload, Flamethrower, and (I believe) Railshot ALL DO MORE DAMAGE THAN TRACER MISSILES.


Seriously. Some people really suck at this game. Or they're just propagandist liars.


Tracer Missile wasn't even close to a Merc's most powerful attack.
Suckwads spammed it, other suckwads lost to it.
Most apparently didn't even know they had an interrupt. Smart nerf, BW!

Revanmug's Avatar


Revanmug
01.24.2012 , 02:51 PM | #72
Quote: Originally Posted by NJoyTheSilence View Post
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.
yeah sure, I can carry a ball like that when my resolve is full and I use all my cds. 10sec on tankiness every 3min! yay! Even better with a healer behind. Mobility wise? Hell yeah but it has nothing to do with mitigation...

Quote: Originally Posted by NJoyTheSilence View Post
Ever seen a vanguard, sage, and one dps hold a node down with 6 ppl em? I have.
If you had any idea of what you are talking about, you would know that a healer + guard is extremly powerful but it has nothing NOTHING to do tank's mitigation... Your 6 people are just mindlessly wacking at the healer while the tank is behind taunting like a madman with guard up...
I guess taking 5 sec to focus fire on the tank and cc the healer is too hard even with 6 people!

fest's Avatar


fest
01.24.2012 , 02:52 PM | #73
Quote: Originally Posted by NJoyTheSilence View Post
It is. I hate the nerf this nerf that mentality. It ruins the game.
I agree. Keep Operatives the way they are.

BurnsTwoThree's Avatar


BurnsTwoThree
01.24.2012 , 02:52 PM | #74
Damage-wise they're both very decent abilities that do not need a nerf in any way.

But they do need a longer lockout period when interrupted.

Carcon's Avatar


Carcon
01.24.2012 , 02:55 PM | #75
Quote: Originally Posted by dcgregorya View Post
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.
I got a fully pvp geared gunslinger and a fully pvp geared commando, and there is nothing more complicated about playing the gunslinger. It's all just pressing you keybindings.. sake... it's not hard! Also I end up with the same damage/medals for both (200-500k depending on warzone and team) and 8-10 medals.

Also, merc/commandoes does not spam grav, they used it 2 or 3 times and fill with instants (both defence and offence). Well, commandoes gotta use the ability alitle more than merc couse when the class is intended to use full auto, you cant couse commando just get two ticks if damaged.

OatsRawr's Avatar


OatsRawr
01.24.2012 , 02:57 PM | #76
Quote: Originally Posted by Zarthorn View Post
Just thought id clip this bit out.

3k crits, which are consistent since its dead easy to stack crit/surge in this game, 500 expertise also doesn't matter since expertise damage increase caps at 10% (and why some people are opting to swap some armor parts out for PvE parts to increase there damage beyond what they would aquire from having PvP armor only)

3k crits on ability with a 1.5 sec induction time with no cooldown vs an ability that requires certain conditions to be in effect to use (railshot) and one that requires a stack up to do extra damage (heatseaker)

And you are telling me and everyone else, that 500 damage difference (between railshot and tracer with railshot having a cooldown and a requirement to usage) is enough to call it balanced?

Delusional.
oh no you are missing the beauty of it. Rail shot is instant, meaning you can hit a tracer and since global cd is 1.5 sec, you can immediately railshot. In case you missed it again, that means the 3000 crit from tracer + the 3500 rail shot = 6500 damage instantly. SO like i said, tracer isn't the problem, its the instant abilities you can use in conjunction with them. It gets even better with Heatseeker at 5k crits instantly after a 3k crit tracer for 8k damage.

Did i say anything was balanced or unbalanced? no. you assumed that. Will we get a nerf? probably. But if they nerf tracer it will be LOL because even if they limited it to 2k crits or 1500 crits, rail shot and heatseeker instants are going to bump those 1.5 second cast tracers to 5-7k hits. Not to mention unload with the proc will still do giant amounts of damage through its cycle.

If anything you should laugh at tracer spammers because all they are doing is hurting their own dps and overheating while someone can simply run away from them, line of sight them, or cc them.

So like i said, tracer isn't the problem, its the other skills that tracer allows you to do.

NJoyTheSilence's Avatar


NJoyTheSilence
01.24.2012 , 03:06 PM | #77
Quote: Originally Posted by Revanmug View Post
yeah sure, I can carry a ball like that when my resolve is full and I use all my cds. 10sec on tankiness every 3min! yay! Even better with a healer behind. Mobility wise? Hell yeah but it has nothing to do with mitigation...



If you had any idea of what you are talking about, you would know that a healer + guard is extremly powerful but it has nothing NOTHING to do tank's mitigation... Your 6 people are just mindlessly wacking at the healer while the tank is behind taunting like a madman with guard up...
I guess taking 5 sec to focus fire on the tank and cc the healer is too hard even with 6 people!
...And if they attacked the tank, the healer would keep him up. This is a group game, a solo tank is useless. A tank's utility is where he shines. Your cooldowns are plenty enough, and if cycled provide decent mitigation. If you think a hybrid dps/tank dies faster than a squishy then I cannot help you. You seem to be tunnel visioning, while I am talking broad spectrum.
Zerosis
50 Sentinel
<Affinity>

Rotm's Avatar


Rotm
01.24.2012 , 03:20 PM | #78
Mercs give the group nothing but spike damage on controlled targets and only then when they are free from pressure. A lot of other classes can do the same without the mercs disadvantages. Even in 1vs1 situations a jedi knight, sorc, vanguard etc can completely lock out tracer for 10-15-20 sec+

Elemental shamans worked similarly in wow vanilla and BC with high spike damage on 1.5 sec cast nukes. That class was very powerful in warzones and open world pvp but it failed hard in organized group vs group because the class was largely useless when focus fired. Even then Shamans had more utility then a merc imo with spammable interrupt, snare, purge plus it didn't suffer the tor merc fast resource depletion and had a much better heal. Tor merc is just overplayed and has a low skill floor.

Niquity's Avatar


Niquity
01.24.2012 , 03:25 PM | #79
Quote: Originally Posted by Cegenaus View Post
how about we do nothing to Shoot First 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 Ops 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
Yeah i agree Ops/Scound were lame not fun to fight with and easy to kite, sorc are most fun imo. most fun class in a let down game lol

but you guy sure to make Troopers sound like fun maybe ill roll 1 of them i already got a 50 scound and sorc

buttski's Avatar


buttski
01.24.2012 , 03:33 PM | #80
we all know that arsenal mercs and gunnery comms have the highest skillcap:

http://www.youtube.com/watch?v=SUUWIgm5ssE
Quote:
stunning Open World PVP on Ilum; when you get to the high levels prepare to be blown away!