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Sniper/Gunslingers need a redesign?

STAR WARS: The Old Republic > English > PvP
Sniper/Gunslingers need a redesign?

Smaugbelly's Avatar


Smaugbelly
07.22.2012 , 08:35 PM | #51
Quote: Originally Posted by vimm View Post
Why would a sniper run up to you? lol
.
Because you're standing on the bridge in Voidstar and I want to run up and knock you off? :-)

Elkirin's Avatar


Elkirin
07.22.2012 , 08:50 PM | #52
It is a shame that coming from the low pop asia-pacific servers, I need the clowns that want to nerf everything to actually queue so we get our 1 pop per hr or so.

While I strongly dislike nerfs, nerf threads and by default most crying for the nerfs, I do wish that you spend some time in the PvP queues when not on the forums trying to nerf yet another game into the ground.

Please play a few classes, check out their weaknesses and strengths and stop trying to bring about another WAR nerf fest.

By all means make constructive suggestions but try not to destroy games with selfish petty hate campaigns.

vsalcedo's Avatar


vsalcedo
07.22.2012 , 09:15 PM | #53
Quote: Originally Posted by Salubrie View Post
From a ranged DPS Sage perspective:
A Sniper/Gunslinger runs close to you, crouches down in cover and knocks you back with a baseline non talented ability. Immobilized for 2 to 5 seconds (non removable by sage). Deals damage. Then proceeds to leg shot you for damage and another 2 to 5 seconds of becoming immobilized (non removable by sage). By this time, any work toward your resolve from the initial knock back has faded and they proceed to hit you with a flash bomb. Then they simply finish you off.

And since they have me immobilized (rooted) in place where they want me, there is no option for line of sight for survival.

Now lets look at what options I have as a ranged DPS sage to counter this. Now remember this is provided that the sniper/gunslinger is at Zero resolve. If they have full resolve I'm completely helpless.
"Break Free Ability" = provided it is not on cool down, will only break the first root. Will not save me from the leg shot or flash grenade.
2 second stun = is equal to the minimum duration of the first root. Both roots lasts a full five seconds without taking damage.
CC = if not talented for the instant cast, you won't get the spell off before your dead.
Knock Back = Ineffective =I have already been knocked backed and rooted, they are out of range.
Force Speed = Useless while immobilized.
Force Slow = Useless as they are standing still anyway behind their screen.

Now for those trying to cry your cover as a weakness...
You can take cover anywhere (kneel down). You can use cover ability to "roll" to the boxes or corner nearby when a melee is on top of you.

Sniper/Gunslinger = medium armor, with 2 baseline abilities that can immobilize for 2 to 5 seconds without being affected by resolve.
Sage/Inquisitor = Light Armor, with 2 talented abilities that can immobilize (1 requires 12 points into one tree, the 2nd requires 30 points in a separate tree)

This disparity between two ranged DPS classes for abilities that are and are not affected by resolve shows that is it not just about "how to deal with them"
Your ************ about a one vs one...Sages counter snipers just fine so do scoundrels. You gotta learn to playbyer sage. You got the same amount of ccs he does and dots. A sniper who uses cover is usually in the sharpshooter tree.

dcgregorya's Avatar


dcgregorya
07.22.2012 , 09:20 PM | #54
Quote: Originally Posted by Aehgo View Post
Cover-Gives 20% ranged defense boost,immune to leaps/pulls and interrupts
Knockbacks-Ambush,knocks target back a small distance,cover pulse-AOE knockback 10 meters and roots targets for a few seconds
Roots-Leg shot,immobilizes target for 4 second(Not sure on that,could be less),Aoe KB root
High damaging AOE abilities with no minimum distance required
20 second cc immunity.
AOE shield that reduces damage taken by your team.
AOE CC

Compare this to other caster classes like the Sage telekinetics and Mercenary Arsenal trees.
The sage and Merc can get interrupted,they can get leapt to,their AoEs aren't as strong as sniper,they have no roots((I may be wrong)) and they dont hit near as hard as sniper.They have no immunity to cc,the sage has no defensive cooldowns and mercs have no escapes.Both Merc and Sage have single target CCs that require a 2 second cast time.Just seems to me if you compare the casters,sniper is by far the best wiith its uninterruptability and being unleapable..
This is retarded. A sorc and a merc do the same or better damage against *players* than a marksman sniper. They can mez and self heal. They have better defensive CDs and most importantly they can cleanse.

Different classes are different, tired of sorc/merc players coming up on these boards and crying that the things they have aren't good enough and yet the grass is greener on the other side constantly. If you think snipers have it so good roll a sniper.

dcgregorya's Avatar


dcgregorya
07.22.2012 , 09:28 PM | #55
Quote: Originally Posted by Salubrie View Post
From a ranged DPS Sage perspective:
A Sniper/Gunslinger runs close to you, crouches down in cover and knocks you back with a baseline non talented ability. Immobilized for 2 to 5 seconds (non removable by sage). Deals damage. Then proceeds to leg shot you for damage and another 2 to 5 seconds of becoming immobilized (non removable by sage). By this time, any work toward your resolve from the initial knock back has faded and they proceed to hit you with a flash bomb. Then they simply finish you off.

And since they have me immobilized (rooted) in place where they want me, there is no option for line of sight for survival.

Now lets look at what options I have as a ranged DPS sage to counter this. Now remember this is provided that the sniper/gunslinger is at Zero resolve. If they have full resolve I'm completely helpless.
"Break Free Ability" = provided it is not on cool down, will only break the first root. Will not save me from the leg shot or flash grenade.
2 second stun = is equal to the minimum duration of the first root. Both roots lasts a full five seconds without taking damage.
CC = if not talented for the instant cast, you won't get the spell off before your dead.
Knock Back = Ineffective =I have already been knocked backed and rooted, they are out of range.
Force Speed = Useless while immobilized.
Force Slow = Useless as they are standing still anyway behind their screen.

Now for those trying to cry your cover as a weakness...
You can take cover anywhere (kneel down). You can use cover ability to "roll" to the boxes or corner nearby when a melee is on top of you.

Sniper/Gunslinger = medium armor, with 2 baseline abilities that can immobilize for 2 to 5 seconds without being affected by resolve.
Sage/Inquisitor = Light Armor, with 2 talented abilities that can immobilize (1 requires 12 points into one tree, the 2nd requires 30 points in a separate tree)

This disparity between two ranged DPS classes for abilities that are and are not affected by resolve shows that is it not just about "how to deal with them"
If you ever lose a fight to a sniper as a balance DPS sage you should be ashamed of yourself. TK maybe, but balance just has to dot and run. And he can only root you from range once every 12 seconds in marksman spec. He can't even hard stun you from range.

kjkdollarbanny's Avatar


kjkdollarbanny
07.22.2012 , 11:15 PM | #56
Quote: Originally Posted by Aehgo View Post
Cover-Gives 20% ranged defense boost,immune to leaps/pulls and interrupts
Knockbacks-Ambush,knocks target back a small distance,cover pulse-AOE knockback 10 meters and roots targets for a few seconds
Roots-Leg shot,immobilizes target for 4 second(Not sure on that,could be less),Aoe KB root
High damaging AOE abilities with no minimum distance required
20 second cc immunity.
AOE shield that reduces damage taken by your team.
AOE CC

Compare this to other caster classes like the Sage telekinetics and Mercenary Arsenal trees.
The sage and Merc can get interrupted,they can get leapt to,their AoEs aren't as strong as sniper,they have no roots((I may be wrong)) and they dont hit near as hard as sniper.They have no immunity to cc,the sage has no defensive cooldowns and mercs have no escapes.Both Merc and Sage have single target CCs that require a 2 second cast time.Just seems to me if you compare the casters,sniper is by far the best wiith its uninterruptability and being unleapable..
oh cmon. l2p
i'm tired of lolling at guys that after being ***** by anyclass go to forum and make angry threads.
sniper is more squishy than sage and merc. he has no save abilities and need hands to make proper damage.
if you too dumb to get recipe for win sniper - you need to go and play browser games.

vimm's Avatar


vimm
07.23.2012 , 02:23 AM | #57
Quote: Originally Posted by Smaugbelly View Post
Because you're standing on the bridge in Voidstar and I want to run up and knock you off? :-)
That doesn't apply to his scenario, but I understand how you read my meaning out of context.
geeR
Phantom of the Operative

kjkdollarbanny's Avatar


kjkdollarbanny
07.23.2012 , 02:32 AM | #58
Quote: Originally Posted by fujeo-finel View Post
Take Cover (cover anywhere, not natural cover) should be a 2 second cast. If you want to be a seige tank, then it should take 2 seconds to seige.
ok, then all def abilities need 2 seconds cast.

ArchangelLBC's Avatar


ArchangelLBC
07.23.2012 , 02:56 AM | #59
Quote:
Other ranged classes need to be buffed to match the gunslinger.

This. A thousand times this.

The thing I admire about the sniper/gunslinger class in PVP is that while it's a turret class that self roots and depends on cast times like my preferred spec (Gunnery Commando, Mirror to Arsenal Merc) Bioware has seen fit to give them the tools to do this job and do it effectively, letting them keep their enemies at range with cover providing admirable immunities to leaps and interrupts, as well as the other tools they have in their arsenal.

Gunnery Commandos, and to a large extent Assault Commandos too, are considered so low on the totem pole precisely because while they are designed to do damage in a similar way, they just don't have the tools to do that job.

In my opinion, they should give Gunnery Commandos the Hold the Line ability from the Vanguard Tactics tree which grants 8 sec of immunity to controlling effects every 30 seconds. That kind of thing would be perfect for commando and honestly I think would instantly make them much more viable in competitive PVP.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

pureeffinmetal's Avatar


pureeffinmetal
07.23.2012 , 02:58 AM | #60
Snipers are in a good place.

Unfortunately DPS Sages and Mercs aren't, which is why they lacking when comparing ranged DPS classes against each other.
Fallschirmjager
Lightning Sorcerer
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The Shadowlands (Formerly Shadow Hand)