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So what is the counter to Sniper/Gunslinger?

STAR WARS: The Old Republic > English > PvP
So what is the counter to Sniper/Gunslinger?

Babyfood's Avatar


Babyfood
12.11.2012 , 03:19 PM | #61
Quote: Originally Posted by Technohic View Post
lol especially with the spassers that try to run back and forth. (I know because I do that on my scrapper. Can always spot a terrible Marauder that way. Lucky for them, there is smash)
exactly! melee classes have to turn and face you but ranged classes don't.

Technohic's Avatar


Technohic
12.11.2012 , 03:22 PM | #62
Quote: Originally Posted by Babyfood View Post
exactly! melee classes have to turn and face you but ranged classes don't.
They could get rid of that all together for all I care. Really; as far as imbalance goes in this game, this ones got to be near the bottom and as pointless as they come. Especially when Sniper is the only ranged class that really hangs with the melee ones in the game right now.

Babyfood's Avatar


Babyfood
12.11.2012 , 03:26 PM | #63
Quote: Originally Posted by Technohic View Post
They could get rid of that all together for all I care. Really; as far as imbalance goes in this game, this ones got to be near the bottom and as pointless as they come. Especially when Sniper is the only ranged class that really hangs with the melee ones in the game right now.
ok.... but I don't think it should be because the game auto-targets the attacking melee person and thats the only point I'm trying to make. Mages and hunters do just fine in that other game, sure some key turning bads get pwnt, but there are plenty who can move their character themselves.

Technohic's Avatar


Technohic
12.11.2012 , 03:30 PM | #64
Quote: Originally Posted by Babyfood View Post
ok.... but I don't think it should be because the game auto-targets the attacking melee person and thats the only point I'm trying to make. Mages and hunters do just fine in that other game, sure some key turning bads get pwnt, but there are plenty who can move their character themselves.
It is what it is, but I really could do without the spastic zig zags. After a while; people figure out whats going on and learn to turn without a keyboard and it just gets to be annoying. If it is for a realism thing, then at least add collision detection so you can't run through the other player at least.

Again; I use it as well against melee, but it's still just annoying to most players.

Babyfood's Avatar


Babyfood
12.11.2012 , 03:34 PM | #65
Quote: Originally Posted by Technohic View Post
It is what it is, but I really could do without the spastic zig zags. After a while; people figure out whats going on and learn to turn without a keyboard and it just gets to be annoying. If it is for a realism thing, then at least add collision detection so you can't run through the other player at least.

Again; I use it as well against melee, but it's still just annoying to most players.
yeah but when you get behind a melee they have to MANUALLY turn their character around to face you, the game doesnt do it for them... understand?

Nieosatlio's Avatar


Nieosatlio
12.11.2012 , 03:36 PM | #66
... delete this...
Jedi Covenant - Sun'rise: 55 Assassin, Sun'set: 55 Operative & Sun'burn: 55 Sorc
The Bastion - Sun'down: 55 Sage, Sun'set: 55 Scoundrel, Sun'flare: 55 Shadow, Sun'lights: 51 Guardian,
Sun'sets: 51 Vanguard & Sun'rise: 52 Gunslinger

http://www.swtor.com/r/pf8XWq <- Clicky for a free transfer

Spots's Avatar


Spots
12.11.2012 , 03:39 PM | #67
1) LOS is the first counter.
2) Another counter I use a lot is a stun, which brings them out of their turret stance. When it wears off (or they break it), they often forget to recrouch, which leaves them open to being pushed, thrown, and interrupted.
3) As a cloaked char, you can also cloak out of battle, and knock them out of cover too, which gives you a third counter. and leaves them open to the attacks in 2)
4) Finally, the last one is the simplest to counter them, keep running in circles around behind them. Yes, they can still attack you with some attacks, but not all, so the player will likely be swiveling his mouse around to try and face you which will make it more difficult for him to manage his abilities.

As a shadow (force techniques teir), here's how I take on a sniper:
1) if I can sneak up cloaked, I whirlwind him to knock him off balance. Use force breach and backstab him until I build a charge of instant use force crush.
2) I use force potency and then force crush, rock throw, and project combo.
- by this time, he's up again, probably crouched and about to snipe me or he's stunned me (I break stun) and shield up. I will then force stun him if I can, force breach, and backstab (then mind crush if instant hit has built up)
-before stun wears off, I will push him, cloak out of battle (with the increased cloak), and then do combo 1). Then combo 2) again if it's ready. If not, then I'll alternate with breach and melee attack until instant force crush builds up.
3) and when he's close enough, I switch to force breach and the critical hit until the instant force crush builds up and I can do 2).
However, if he's running around, it's harder to do all this, so I use force slow, speed, and the other two force attacks that come with my tier to attack from a distance and keep close when I can.

If I can get two uses of combo 1 and combo 2 each, plus using instant force crush a few times, I can usually bring a sniper down before I get below half health. Ops and scoundrel are a different story altogether though. I still have trouble managing them.. :P
Train yourself to let go of sleep you fear to lose
-Good Job Bioware

Technohic's Avatar


Technohic
12.11.2012 , 03:41 PM | #68
Quote: Originally Posted by Babyfood View Post
yeah but when you get behind a melee they have to MANUALLY turn their character around to face you, the game doesnt do it for them... understand?
Yes; I get that and have got that. That is why I say just get rid of making them have to turn to be just like ranged classes. No more advantage to anyone. Or make it work for both but add collision detection so you can't run right through people, but the easier thing to do for a problem we don't really need, is to just get rid of the part where melee has to turn and face the target. It's not like smash needs it anyway.

Technohic's Avatar


Technohic
12.11.2012 , 03:45 PM | #69
Quote: Originally Posted by Spots View Post
1) LOS is the first counter.
2) Another counter I use a lot is a stun, which brings them out of their turret stance. When it wears off (or they break it), they often forget to recrouch, which leaves them open to being pushed, thrown, and interrupted.
3) As a cloaked char, you can also cloak out of battle, and knock them out of cover too, which gives you a third counter. and leaves them open to the attacks in 2)
4) Finally, the last one is the simplest to counter them, keep running in circles around behind them. Yes, they can still attack you with some attacks, but not all, so the player will likely be swiveling his mouse around to try and face you which will make it more difficult for him to manage his abilities.

As a shadow (force techniques teir), here's how I take on a sniper:
1) if I can sneak up cloaked, I whirlwind him to knock him off balance. Use force breach and backstab him until I build a charge of instant use force crush.
2) I use force potency and then force crush, rock throw, and project combo.
- by this time, he's up again, probably crouched and about to snipe me or he's stunned me (I break stun) and shield up. I will then force stun him if I can, force breach, and backstab (then mind crush if instant hit has built up)
-before stun wears off, I will push him, cloak out of battle (with the increased cloak), and then do combo 1). Then combo 2) again if it's ready. If not, then I'll alternate with breach and melee attack until instant force crush builds up.
3) and when he's close enough, I switch to force breach and the critical hit until the instant force crush builds up and I can do 2).
However, if he's running around, it's harder to do all this, so I use force slow, speed, and the other two force attacks that come with my tier to attack from a distance and keep close when I can.

If I can get two uses of combo 1 and combo 2 each, plus using instant force crush a few times, I can usually bring a sniper down before I get below half health. Ops and scoundrel are a different story altogether though. I still have trouble managing them.. :P
I'll tell you what not to do. If you have to cast whirlwind 9as in not instant); probably better not do it right in front of the sniper one on one.

Had a sorcerer do this the other day as I was solo guarding a node. I hit entrench when they were almost done, and had called incoming before they even got in range. I kind of paused to laugh as I saw them just procede to the node and start trying to cap, oblivious to the fact that I was not in a whirlwind. Then I shot them, and they turned and tried to hit me with their stun while entrench was still up. LMAO

Babyfood's Avatar


Babyfood
12.11.2012 , 03:46 PM | #70
Quote: Originally Posted by Technohic View Post
Yes; I get that and have got that. That is why I say just get rid of making them have to turn to be just like ranged classes. No more advantage to anyone. Or make it work for both but add collision detection so you can't run right through people, but the easier thing to do for a problem we don't really need, is to just get rid of the part where melee has to turn and face the target. It's not like smash needs it anyway.
ok but this thread is about how to deal with snipers/slingers and someone said to get behind them and I was simply saying that regardless of the skill of the sniper getting behind them really isn't going to do you any good since the game will turn the sniper to face you no matter what you do.