Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

What would make mercs better? (Utility thread)

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
What would make mercs better? (Utility thread)

Onymus's Avatar


Onymus
10.30.2012 , 11:30 PM | #1
I'd like to hear ideas on utility abilities. Mercs already have plenty of damage skills. We could debate all day on buffing/nerfing specific damage causing abilities. I think that new or improved abilities for utility are more important. BH is a class just asking for gadgets and dirty tricks.

Damage numbers aside what would be some good abilities to make mercs more useful and more importantly more survivable.

I've seen threads for improved jetpacks. Ones for getting knockback to rocket punch back. Do mercs need improvements to slowing abilities or perhaps a good rooting ability? What are people most interested in seeing?

I think mercs would greatly benefit from a speed boost of some kind. And a knockdown ability perhaps a headbutt (helmet strike) or expanded shoulder slam that is usable against anything.

Mercs need to be harder to kill. There would be a corresponding decrease to dps output of course while trying to avoid damage and get away from melee range. I don't want to debate dps stuff at the moment so please leave that for another thread.

Also should these utility abilities use heat?

Dovahbrah's Avatar


Dovahbrah
10.31.2012 , 09:21 AM | #2
A sprint, like consulars/inquisitors.

A disengage/retreat that could send us flying away to an area we target 20-30 meters away.

Rocketpunch with both the knockback and the root, and make it native to the class, not just the arsenal tree.

Make unload unable to be interrupted, like ravage/master strike.

A speed increase and/or snare removal when you use your knockback. Preferably both.

Reactive shield making all of our abilities unable to be interrupted for the duration.

A talent that would give us the ability to proc a free and instant powershot, similar to the proc-style for a renewed Rail Shot for PTs.

Some sort of missile attack to AoE root/snare targets, or an ability that let's you disengage and roots/snares those who were at your previous position.

Any of these would work, but the Devs will never do any of them, as they make too much sense.
Leaf - 50 Commando - The Fatman Notleaf - 50 Juggernaught - POT5
Leafe - 50 Shadow - The Fatman
Leafy - 50 Vanguard - The Fatman
Leafyy - 50 Sentinel - The Fatman

BanetheDarkLord's Avatar


BanetheDarkLord
10.31.2012 , 03:51 PM | #3
Four things that would be great additions to the Mercs/Commandos without going too crazy and changing too much of the overall class design:

1. Have Rocket Punch/Stockstrike have a combination of the older and the newer versions. Knockback 4-5m plus a root. Not automatic from the ability Rocket Punch, still in the same spot in the Arsenal tree.

2. Make Pinning Fire/Cover Fire talent effect part of the Unload/Full Auto ability (only for Mercs/Commandos) but not such a high slow percentage. Like the Force Lightning/Telekinetic Throw "Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies." By bringing that effect from part of the talent tree to part of Unload/Full Auto change Pinning Fire/Cover Fire to "Unload/Full Auto have a 50%[100%] chance to root the target for the duration of the ability."

3. Have Energy Shield/Reactive Shield make you uninterruptible (Power Shield/Combat Shieldl) for the duration for the Mercs/Commandos only.

4. Electro Dart/Cryo Grenade need to go back to 30m for Mercs/Commandos only.

I believe this would be just about enough to buff the Mercs/Commandos without making them OP and changing the class too much. The class has the damage, just needs to be able to cast it and ways to create the gap they need from enemies. I thought about extra speed like the Consulars/Inquisitors Force Speed, but that changes the class too much and gets away from the original class design. It's better for the Mercs/Commandos to affect the speed of the targets through slows/roots instead.
Ry'tan-Juggernaut-55 | Treys'n-Powertech-55 | Velmir-Operative-55 |
Lurruh-Sage-21 | Sellysha-Mercenary-45 | Zarruh-Assassin-41

Henu's Avatar


Henu
10.31.2012 , 04:49 PM | #4
Rocket punch will increase speed of the player for 4secs by 30%. - i find after a rocket punch 4 seconds isnt a enough time to move back and get a cast shot off, with a speed boost we should be able to do this.
Kripty / Snips

Macroecon's Avatar


Macroecon
11.01.2012 , 01:00 AM | #5
Stealth Scanner should be invisible to the other team. Right now there is no risk to using stealth dps tactics. No risk and yet huge return. That is a broken game dynamic. That is why all the ranked teams are moving to use more and more stealth classes. Once the new wz arrives, with it's premium placed on avoiding deaths, there will be no reason to use any non-stealth classes.

There must be a balance of risk and return to the use of stealth dps tactics. The way to do that is to make the Stealth Scanner's activity and radius unseen to the enemy team. Enemy players who enter an opposing team's Stealth Scanner should be hit with a 50% snare for 4 seconds. Now there is an actual risk to using stealth dps tactics. And maybe even a reason to have a Merc on your team.

Rassuro's Avatar


Rassuro
11.01.2012 , 01:12 AM | #6
Quote: Originally Posted by Henu View Post
Rocket punch will increase speed of the player for 4secs by 30%. - i find after a rocket punch 4 seconds isnt a enough time to move back and get a cast shot off, with a speed boost we should be able to do this.
This I feel like would be a good change, or at the very least Rocket Punch should remove any movement imparing effects from the Mercenary, so that at least we can get out of melee range for a little while.

Other than that, I really like the suggestion of a disengage ability, my favourite is the one where the Merc uses the jetpack to fly backwards while shooting at the target, snaring the target for the duration.

I strongly disagree with any change to stuns, there are already too much of that in the game, and changing it back to 30m turns it back into a very effective offensive ability. In my opinion the focus should be on survivability when against close range enemies.
Toor, 50 Operative healer | Odaen, 50 Assassin tank | Tiyr, 50 Vanguard tank | Zerofour, 50 Mercenary DPS | The Red Eclipse

BanetheDarkLord's Avatar


BanetheDarkLord
11.01.2012 , 10:03 AM | #7
Quote: Originally Posted by Rassuro View Post
Other than that, I really like the suggestion of a disengage ability, my favourite is the one where the Merc uses the jetpack to fly backwards while shooting at the target, snaring the target for the duration.
Yeah that sounds awesome for a Merc, but how is the trooper going to perform that same type of ability with no jetpack? It still has to make sense for both classes.
Ry'tan-Juggernaut-55 | Treys'n-Powertech-55 | Velmir-Operative-55 |
Lurruh-Sage-21 | Sellysha-Mercenary-45 | Zarruh-Assassin-41

TyrellJonez's Avatar


TyrellJonez
11.01.2012 , 01:23 PM | #8
How about Unload ROOTS the target for the duration of the cast instead of slow? Mighty useful for the damned leapers.

Power Barrier at 5 stacks makes Fusion Missle and Tracer Missle un-interuptable? Sounds good to me.

Rocket Punch no longer roots. it slows its target by 50% for 4 seconds and knocks them back 4m.
If they don't wanna see the hood in me, be satisfied when you see the good in me

Onymus's Avatar


Onymus
11.01.2012 , 09:08 PM | #9
So far a couple people have been in favor of improving unload by making it uninterruptable or rooting the target. I think that a mechanic that would work for both merc and commando would be unload/full auto rooting the target instead of slowing it.

A few people have also been in favor of a disengage or some kind of speed up with jet punch. What about just a plain speed boost ability for both classes. It could be negated by rooting and slowing abilities just like the sith assassin speed boost. It could be adrenelin boost for commando and jet assist for merc.

How about a new purely defensive ability? It could be as simple as resetting the shield we already have or an entirely new damage reducing/dodge ability.

Is anyone in favor of a knockdown ability for mercs? Should it be target specific or an AOE? Should it be ranged or melee? I think that mercs need to be more suvivable so it should be a defensive move. Mercs are also very good with AOE abilities so I am in favor of an AOE knockdown. It could be called grenade spread, a few grenades are tossed at the mercs feet and the merc ducks knocking down up to 3 opponents in a 4m radius. Correct me if I am wrong but knockdowns are an interrupt combined with a 1-2 second stun. Since mercs have no gap closer abilities this would limit the offensive potential of the ability. The grenade aspect would also work for a commando.

Henu's Avatar


Henu
11.01.2012 , 11:33 PM | #10
Quote: Originally Posted by TyrellJonez View Post
How about Unload ROOTS the target for the duration of the cast instead of slow? Mighty useful for the damned leapers. nice thought but PVPers are already sick to death of more stuns, cc and roots in game already

Power Barrier at 5 stacks makes Fusion Missle and Tracer Missle un-interuptable? Sounds good to me. i like this, or each cast makes the next cast smaller

Rocket Punch no longer roots. it slows its target by 50% for 4 seconds and knocks them back 4m.
yeah well as much as i miss that knock back i dont think we will ever see it again. all thanks to 1 good merc owning a dev i would think.
Kripty / Snips