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Nerf tracer missle now


BlackBaronUK's Avatar


BlackBaronUK
02.01.2012 , 01:56 PM | #271
Quote: Originally Posted by Sirolos View Post

But chances are your one of the double glow stick crowd that want their pvp to cater to them.
Or want actual balance. As it is Sentinels and Marauders ARE in need of help, despite what you might want to think.

Other classes are in good straits, particularly ranged. I have a Sniper who can utterly dominate, and can dominate in a way which is so EASY it makes some of my melee characters feel totally redundant.

SinnedWill's Avatar


SinnedWill
02.01.2012 , 01:56 PM | #272
Quote: Originally Posted by Sirolos View Post
they dont have a slow on uppercut...or a slow power..

What you could do is roll an assassin or Operative and LOL at them.

But chances are your one of the double glow stick crowd that want their pvp to cater to them.
I have a Sorc, Sniper, Op, and yes, a Marauder - I'm not requesting that they give marauder some love (I find that my build works quite well, personally). I'm merely responding to one guy that was considering force charge to be a disrupt when it really isn't.
Mains: TheSinner - Madness Sorc; Scornful - Carnage Marauder
Minis: Scorned - Deception Assassin; Sinbane - Pyro Powertech; Sinborn - Marksman Sniper
Guild: Physics
Server: The Shadowlands by way of Dreshdae Cantina.

Zunayson's Avatar


Zunayson
02.01.2012 , 01:59 PM | #273
Quote: Originally Posted by neurosisxeno View Post
A snared target has almost no chance of LoSing Tracer Spam, and it follows you around walls half the time. I know it's not supposed to, and it's probably delay, but it's worth mentioning. As for the Gunslinger example. Gunslingers entire arsenal is Weapon Damage, which means it is mitigated--in full--by armor and almost all defensive cooldowns. There's also the fact that Gunslinger's abilities all also have cast times so they are just as succeptable to interrupts, and they have medium armor instead of heavy.

So your entire comparions sounds good--until you apply logic. The main issue with Tracer Spam is that it is viable. Tracer gives a debuff and buffs 2 other skills substantially. No other ability in the game is that beneficial to use next to maybe Force Lightning.
Nope, Snipers get Hold The Line and GS I'll bet get something mirrored, making them uninterruptable in cover. They also are unshakable like bosses in cover, so are immune to ability pushback. They also have low CD 5 second roots, ample time to set up for major nuking.

Snipers and Gunslingers have the most effective casting (How you play it is your problem), but pay for it with limited mobility.
Quote: Originally Posted by Uber_the_Goober View Post
Bioware couldn't balance a sheet of plywood if it were laying [sic] on the ground.
Quote: Originally Posted by Aragost View Post
Make sure you take 3/3 in the "knowing how to play" box

Buddhalux's Avatar


Buddhalux
02.01.2012 , 01:59 PM | #274
Quote: Originally Posted by BlackBaronUK View Post
I don't see ability pushback on Tracer missile. Add that, and there might be a little more balance. Melee needs to have SOME advantage in getting close, surely? Or a 5M minimum range on it, since it's a missile?
There is a pushback on TM. Most of us choose to spec to reduce it by 75% while climbing the skill tree.
Matala 50 Merc
Matael 50 Marauder
Mataz 3x Jugg
Matazi 2x Sniper

ugig's Avatar


ugig
02.01.2012 , 02:00 PM | #275
Quote: Originally Posted by SinnedWill View Post
force leap/charge doesn't cause an actual lockout like the true interrupt skills and typically by the time you actually land on the target due to animation, the effect has ended unless you're either very close to begin with or have points invested to increase its duration by a second, which I haven't tried.
This is true, but you have interupted a 1.5 second cast time nuke, causeing him/her to start another 1.5 second cast time nuke, and you are now in melee range so the argument of not having a ranged interupt is moot.

Goes like this, Tracer cast begins, force leap//charge interupts cast time, new Tracer cast begins, your true interupt skill locks out tracer. Of course this is assuming your up against an actuall spammer and not a merc/commando that has some skill behind them to counter your tactics.

ugig's Avatar


ugig
02.01.2012 , 02:07 PM | #276
Quote: Originally Posted by SinnedWill View Post
OH NO! You're going to have to restart your activation timer! (gasp) Seriously, though, all a merc has to do is the uppercut knockback + slow and that buys them enough time to get at least one tracer off on a melee. Charge is a gap-closer with very limited interrupt so you shouldn't consider it a disrupt. Also, about 90% of the time when you charge a target and finish animating, despite the fact that the target appears to be right next to you, you can't use any melee attacks as it will say out of range until your target "blinks" to another location just outside of melee.
This proves you know absolutly nothing about the class your complaining about and make the rest of anything you say suspect. The uppercut knockback has no slow on it and only barely knocks you back out of melee range, 5m is all. jet boost is the aoe knockback with a 60% slow on it, 30 second CD, 20 if tallented.

voidsurvivor's Avatar


voidsurvivor
02.01.2012 , 02:08 PM | #277
I fully support nerfing tracer missile spammers. All ranged classes with their auto facing mechanic deserve it anyway.
Quote: Originally Posted by Mhak View Post
If I only ever played SWTOR and Neopets at release I would give a slight edge to SWTOR's pvp as well.

Very slight.

Zarthorn's Avatar


Zarthorn
02.01.2012 , 02:09 PM | #278
I think the sorcs/sages and commandos/mercs could do with watching the first 3 minutes of this old gem, it highly applies to them xD

http://www.youtube.com/watch?v=caYYY...eature=related

FrevikThul's Avatar


FrevikThul
02.01.2012 , 02:14 PM | #279
Quote: Originally Posted by SinnedWill View Post
OH NO! You're going to have to restart your activation timer! (gasp) Seriously, though, all a merc has to do is the uppercut knockback + slow and that buys them enough time to get at least one tracer off on a melee. Charge is a gap-closer with very limited interrupt so you shouldn't consider it a disrupt. Also, about 90% of the time when you charge a target and finish animating, despite the fact that the target appears to be right next to you, you can't use any melee attacks as it will say out of range until your target "blinks" to another location just outside of melee.
Restarting the activation timer seems to be what this entire conversation is about. It doesn't sound like you'll be happy until you can put another class on a permanent reactivation timer of 4 seconds at a time. It has the same affect as KB, which is to disrupt the action taking place. You reset 1 tracer missile cast, you've effectively added an additional 1 to 1.5 seconds to their dmg out put. As other people have posted, it takes about 8 seconds to do 50% dmg to their target, well, you've just taken it to 9 to 10 seconds. If you do get KB'd after a charge, use your force camofluage or obfuscate and close the distance again, you act like there aren't any tools in a melee's arsenal to combat a TM merc.

Charge is a disrupt. If it causes whatever cast bar being used at the time to reset, then it has effectively disrupted the ability. How can you not consider that an interrupt?

Full disclosure, I play as a bodyguard and I see warriors pull their charge shenanigans on me all the time, after I KB them. Seems like these players know when to use their abilities.

I don't have any comment on your point about melee attacks, haven't played my warriors enough to see that. If it is true, the correct solution would be to fix your charge, not nerf your target's ability. It's not their fault your mechanic is broken.

BlackBaronUK's Avatar


BlackBaronUK
02.01.2012 , 02:16 PM | #280
Quote: Originally Posted by Buddhalux View Post
There is a pushback on TM. Most of us choose to spec to reduce it by 75% while climbing the skill tree.
Yeah I know, that's probably the issue though. That might be leading to this feeling of helplessness when facing it.

The only class I have a problem with tracer missile spam is my levelling Sentinel really. I find I need to use all my possible cast time interrupts (force leap, force kick, force camouflage for them to lose target, force stasis) to bring just one down. Blowing all your cooldowns just against one guy in a Warzone is a bit of a pain when its a team game.

I imagine it's different as a geared 50 Sentinel, but it's pretty painful as one who's in the high 30s and still levelling.

A 5m minimum range would do wonders. It would still be potent at range, but you would need to position, set yourself up to use it, instead of just stand there spamming it as a Melee swats at you at close range.