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BW, do you ever plan on addressing DPS Mercs/Commandos PvP-wise?

STAR WARS: The Old Republic > English > PvP
BW, do you ever plan on addressing DPS Mercs/Commandos PvP-wise?
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Bluntron's Avatar


Bluntron
12.13.2012 , 12:42 PM | #531
Quote: Originally Posted by ArchangelLBC View Post
Here's the thing. I can almost guarantee that my commando on almost any given warzone, in mostly unaugmented battlemaster modded rakata will outdamage my almost now full war hero, fully augmented shadow.

But my shadow is the one who can really contribute to wins. My shadow can pressure off nodes, solo guard nodes and stall long enough for reinforcements to arrive, throw out decent protection, pull people into the fire, run the ball if needed (not preferred) and just in general do all the little things that turn the tide in a warzone. My shadow can be a difference maker. My commando can get high damage numbers in a warzone my team could have won being a man down.

Damage means a lot, but it isn't everything.
Sorry I meant to include a high objective points too while still coming in top 3. Though we all should be able to pull out damage and still focus objectively.

ArchangelLBC's Avatar


ArchangelLBC
12.13.2012 , 03:34 PM | #532
Quote: Originally Posted by Bluntron View Post
Sorry I meant to include a high objective points too while still coming in top 3. Though we all should be able to pull out damage and still focus objectively.
High objectives can be kinda meh. Were you at the zerg on a node your team had captured (and pretty much the entire time on defense in Voidstar)? That's gonna be a lot of defender medals. Were you at the zerg when node was captured (in civil war) that's attacker points.

Quite often in Huttball the losing team will have more objective points because you get defender points everytime you kill the ball carrier, so if they spent the majority of the time controlling the ball you'll have a lot of defender medals.

The scoreboard doesn't always tell the full story (and even a lot of the story it DOES tell is in the stuff you have to mouseover to see).
In update 2.9 the game will simply uninstall itself for you.

-Wnd

DariusCalera's Avatar


DariusCalera
12.13.2012 , 08:12 PM | #533
I don't think that commandos and mercs are asking for much to have their classes to actually be wanted in a WZ or RWZ. Are we?

bump

cashogy's Avatar


cashogy
12.13.2012 , 08:16 PM | #534
Quote: Originally Posted by DariusCalera View Post
I don't think that commandos and mercs are asking for much to have their classes to actually be wanted in a WZ or RWZ. Are we?

bump
apparently yes

Bluntron's Avatar


Bluntron
12.13.2012 , 08:16 PM | #535
Quote: Originally Posted by ArchangelLBC View Post
High objectives can be kinda meh. Were you at the zerg on a node your team had captured (and pretty much the entire time on defense in Voidstar)? That's gonna be a lot of defender medals. Were you at the zerg when node was captured (in civil war) that's attacker points.

Quite often in Huttball the losing team will have more objective points because you get defender points everytime you kill the ball carrier, so if they spent the majority of the time controlling the ball you'll have a lot of defender medals.

The scoreboard doesn't always tell the full story (and even a lot of the story it DOES tell is in the stuff you have to mouseover to see).
this is true, but i sense you may be misunderstanding my point of my message. Or it could just be me misreading things

Bluntron's Avatar


Bluntron
12.13.2012 , 08:17 PM | #536
Quote: Originally Posted by DariusCalera View Post
I don't think that commandos and mercs are asking for much to have their classes to actually be wanted in a WZ or RWZ. Are we?

bump
Were only suppose to be in Ops. Not Warzones.

Aaoogaa's Avatar


Aaoogaa
12.14.2012 , 12:40 AM | #537
Quote: Originally Posted by DariusCalera View Post
I don't think that commandos and mercs are asking for much to have their classes to actually be wanted in a WZ or RWZ. Are we?

bump
You heard it from the devs mouth. We are fine, just pilar hump harder. That will fix everything.
-I would rather pay for a great game than play a poor game for free.
-Viable and worthwhile are not the same when it comes to class design.
55 Commando - 50 Gunslinger - 50 Guardian
Beta tester...loved the game, hate what it has become.

ArchangelLBC's Avatar


ArchangelLBC
12.14.2012 , 02:42 AM | #538
Quote: Originally Posted by Bluntron View Post
this is true, but i sense you may be misunderstanding my point of my message. Or it could just be me misreading things
Your message was that we must be super good PVPers if we're sticking with it. Your justification for this was decent scoreboard numbers.

My point was that it doesn't really tell the story you wish it did. Gear up another class and go prove how good you are.

Commandos and mercs that stick with it gain a lot of knowledge of how to exploit the environment and stick to the edge of a big furball. Not quite the same as exploiting tools actually given to a class. You gotta actually learn to use all that utility you can get on other classes. Slightly different toolset.

That being said, level up a sniper and yeah I think you'd kill it pretty hard.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Lalainnia's Avatar


Lalainnia
12.14.2012 , 04:17 AM | #539
Commando/mercs need a complete overhaul the reason gunnery won't get buffed imo is because it does really well in PVE and is almost as brainless as smashheads. Commando's/Merc need some kinda of group utility or speed boost. Only group utility I can think of that we have atm is kolto bomb/missle with supercharge up that gives a 5% damage reduction to any friendly target hit(heal speced). The Biggest issue for me is that we HAVE NO HYBRIDS and if anyone says we do they suck bigtime..

Things i thnk should be changed for Commando/Merc for the base class.

Root on stockstrike/rocketpunch should be basline and bring back the kb for gunnery 10m.
Change back the crit bonus in the medic tree from 1%,2%,3% to 2%,4%,6%(this nerf made no sense)
Swicth Heavy trooper talent that gives 2% endurance and self healing with Cell Capcitor which recharges 2 ammo immediately.
Reduce the cooldown on techoveride from 2min to 1 min. Reduce the cooldown on reservepowercell from 2 min to 1min and 30 secs.
Make Diversion(threat drop) remove roots when used.
Explosive round reduce movement speed by 30%
Let us change cells while moving


Assault/Pyro- needs the full auto/unload damage back and make it so full auto,charged bolts and pulse cannon have a 100% chance to apply the plasma cells dot. Combine that degauss( reactive shield removes roots) talent with nightscope (increases meele and ranged def by 2% and reduces the cd on stealth scan by 5sec?).Lasty add an extra move to the talent Adrenalined Fueled That reduces the cooldown on plasma grenade by 5,10sec max.

Combat Medic/Bodyguard- remove that stupid frontline crappy talent that makes trauma probe tick twice when u attack an enemy with hammershot and replace it with somthing that improves our knockback. Somthing like knocking the target down for 1sec-2secs after being knockedback so we get a bit of breathing room. Make trauma probe cost 1 ammo or let us put the thing on one more target.Medics and Bodyguards need some minor protection vs force dots add a 3% or 4% buff to the Advanced tech talent ( increases healing received by 1%,2%) that reduces damage taken by internal and elemental damage, this talent would be avaliable to all specs.

Gunnery/Arsenal they really just need a way to cast grav round on the move and somone already suggested somthing about this. Also Charge Barrel when used on adv med probe shouldnt consume the stacks, it should only consume the stacks when used on High Impact bolt. Unerf Charged Barrier so that it can reduces damage taken by 10% with 5 stacks.Add an extra affect to Reserve Rounds that lowers the cast time of Concussive round by 0.50. Make Kolto recharge give back 14% health and reduce damage taken by 5% or 10% for 10 secs.

Yes I was bored. Yes I am mad. I love my Commando but its a headache to play one.
Donna-Commando-Combat Medic
When we care for others our own strength to live increases. When we help people expand their state of life, our lives also expand. Actions to benefit others are not separate from actions to benefit oneself.

ArchangelLBC's Avatar


ArchangelLBC
12.14.2012 , 04:58 AM | #540
Quote: Originally Posted by Lalainnia View Post
Commando/mercs need a complete overhaul the reason gunnery won't get buffed imo is because it does really well in PVE and is almost as brainless as smashheads. Commando's/Merc need some kinda of group utility or speed boost. Only group utility I can think of that we have atm is kolto bomb/missle with supercharge up that gives a 5% damage reduction to any friendly target hit(heal speced). The Biggest issue for me is that we HAVE NO HYBRIDS and if anyone says we do they suck bigtime..

Things i thnk should be changed for Commando/Merc for the base class.

Root on stockstrike/rocketpunch should be basline and bring back the kb for gunnery 10m.
Change back the crit bonus in the medic tree from 1%,2%,3% to 2%,4%,6%(this nerf made no sense)
Swicth Heavy trooper talent that gives 2% endurance and self healing with Cell Capcitor which recharges 2 ammo immediately.
Reduce the cooldown on techoveride from 2min to 1 min. Reduce the cooldown on reservepowercell from 2 min to 1min and 30 secs.
Make Diversion(threat drop) remove roots when used.
Explosive round reduce movement speed by 30%
Let us change cells while moving


Assault/Pyro- needs the full auto/unload damage back and make it so full auto,charged bolts and pulse cannon have a 100% chance to apply the plasma cells dot. Combine that degauss( reactive shield removes roots) talent with nightscope (increases meele and ranged def by 2% and reduces the cd on stealth scan by 5sec?).Lasty add an extra move to the talent Adrenalined Fueled That reduces the cooldown on plasma grenade by 5,10sec max.

Combat Medic/Bodyguard- remove that stupid frontline crappy talent that makes trauma probe tick twice when u attack an enemy with hammershot and replace it with somthing that improves our knockback. Somthing like knocking the target down for 1sec-2secs after being knockedback so we get a bit of breathing room. Make trauma probe cost 1 ammo or let us put the thing on one more target.Medics and Bodyguards need some minor protection vs force dots add a 3% or 4% buff to the Advanced tech talent ( increases healing received by 1%,2%) that reduces damage taken by internal and elemental damage, this talent would be avaliable to all specs.

Gunnery/Arsenal they really just need a way to cast grav round on the move and somone already suggested somthing about this. Also Charge Barrel when used on adv med probe shouldnt consume the stacks, it should only consume the stacks when used on High Impact bolt. Unerf Charged Barrier so that it can reduces damage taken by 10% with 5 stacks.Add an extra affect to Reserve Rounds that lowers the cast time of Concussive round by 0.50. Make Kolto recharge give back 14% health and reduce damage taken by 5% or 10% for 10 secs.

Yes I was bored. Yes I am mad. I love my Commando but its a headache to play one.

Dunno that I agree with all these changes, and I don't feel like getting into it right now. Just wanted to say that I agree they won't buff our damage because of PVE (though depending on who you talk to we're only middle of the raod there. I seem to do ok enough though in operations). Everything we need is utility based and all of it for gunnery needs to be finding ways to get grav rounds out without being interrupted. It's either that or completely redesign the spec to not depend on the ability for everything.

Everytime I look at what my commando has and compare it to what my sniper, my sentinel, or my shadow has, I get sad.
In update 2.9 the game will simply uninstall itself for you.

-Wnd