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Commando needs some more CC or interrupts...

STAR WARS: The Old Republic > English > PvP
Commando needs some more CC or interrupts...

Evuke's Avatar


Evuke
02.19.2012 , 03:23 PM | #61
/signed ONLY if they add a 10 second cd to tracer missile/grav round.

you can't be an op dps spamming nightmare and a cc class, it's one or the other.

Locknesss's Avatar


Locknesss
02.19.2012 , 03:31 PM | #62
Yeah this game needs more CC.

finetop's Avatar


finetop
02.19.2012 , 03:32 PM | #63
Quote: Originally Posted by locknesss View Post
yeah this game needs more cc like it needs more oops you go first so you win pvp maps.

DervimNorth's Avatar


DervimNorth
02.19.2012 , 03:33 PM | #64
Quote: Originally Posted by svartalfimposter View Post
There is no L2P issue here:

Lack of mobility and CC means there's not much to playing the DPS Commando/Merc. You can only pray that your DPS can outdo your opponent before they kill you. That's it. So because you depend so heavily upon a channeled spell (grav round), an enemy using a series of stuns, interrupts, insta-invis, etc, will completely toasts you.

There is no amount of skill you can wield to mount a comeback.




The mezz is a bit better at 50, when you get a power to make next spell insta. So you can mezz-on-the-move.

Not entirely true. You do get an insta-cast once in every two minutes, but the powers themselves are still counted as channeling instead of instant. So, while casting the power instantly, you're still forced to remain stationary.
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Now back on track, while it's true that additional CC for merc wouldn't hurt balance at all. Because hey-range is insignificant if you constantly get charged/pulled and because the only classes that merc/commando can defeat in 1v1 are tank jugs, snipers/gunslingers and mercs/commandos themselves, while as general rule of thumb, whichever merc/commando opens first-wins and to beat snipers merc needs all of the cooldowns and than it still is a close call.

However being realistic, I'm only asking for interrupt, because mercs/commandos are the only class without of it.

DrekorSilverfang's Avatar


DrekorSilverfang
02.19.2012 , 03:35 PM | #65
I'd be ok with giving them the melee range interrupt PT/Vanguards get... not a ranged one or more CC those are both bad ideas. The knockback is already a little ridiculous(not as bad as sniper one but still pretty nasty).

finetop's Avatar


finetop
02.19.2012 , 03:36 PM | #66
Let's also not forget that on many maps even if the melee can get to you before dying he is very likely to get pushed off. On voidstar this isn't such a big deal, but on huttball it really sucks cause now they have to run back around the ramps to get to you.

Grubfist's Avatar


Grubfist
02.19.2012 , 03:42 PM | #67
Quote: Originally Posted by Aidank View Post
Been playing since release, levelled two characters almost exclusively in battlegrounds, and I've yet to see anyone fake cast once in this game. Not a single time.
I cast Benevolence when I expect to be interrupted and when I am, cast Deliverance.

Does that count?

Baalazar's Avatar


Baalazar
02.19.2012 , 03:46 PM | #68
commandos have heavy armor they don't need CC.

A good commando/merc healer is unkillable. If you keep dying then respec and be useful to your team instead of just standing around spamming gravbomb/tracer.

Pozz's Avatar


Pozz
02.19.2012 , 03:47 PM | #69
Quote: Originally Posted by terraarium View Post
I think my only CC is ...

4 sec 60 sec CD stun, almost all classes have.

a Mezz, that i can barely get off, and when i do someone just hits them or they are DoTed out.

1 Pushback, ineffective against rangers and made worse by leapers or dashing melee. (not saying broken, just that i need more counters)


Another problem, alot of times i feel helpless against interrupters. everything about commando is casting, even in assault specialist trying to renew HIB procs. I think commandos need an interrupt....seeing the amount of Damage Sorcerors have and the bbbllleeaarrggghh Tool Box they mount is ridiculous, after recently viewing a gentleman's post about their ridiculous hybrid builds.

Commandos need a way to survive CC spam and brutal melee interrupting them, ranged classes stack damage higher on me with their interrupts and CC, and in melee range after someone leaps or dashes through my knockback, i feel entirely helpless....

DPS Commando btw
No, we really don't =(

DervimNorth's Avatar


DervimNorth
02.19.2012 , 03:47 PM | #70
Quote: Originally Posted by DrekorSilverfang View Post
I'd be ok with giving them the melee range interrupt PT/Vanguards get... not a ranged one or more CC those are both bad ideas. The knockback is already a little ridiculous(not as bad as sniper one but still pretty nasty).
Following that logic, sorcs/sages should have melee interrupt, just as well.

Quote:
Let's also not forget that on many maps even if the melee can get to you before dying he is very likely to get pushed off. On voidstar this isn't such a big deal, but on huttball it really sucks cause now they have to run back around the ramps to get to you.
Let's not forget about that root that comes with charge and a second charge.