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New Merc Jetpack Ability!

STAR WARS: The Old Republic > English > Classes
New Merc Jetpack Ability!

Fortunefive's Avatar


Fortunefive
11.11.2012 , 08:49 PM | #71
Quote: Originally Posted by Sippix View Post
lol. It doesn't mean I'm trolling just because you don't like my opinion. There was no troll about it. If the designers really thought that Mercs/Comms were in a bad place, they wouldn't have changed the RP/SS knockback into a root. To me, all these abilities sound like are two more crutches for people that don't understand proper pillar humping procedures - and there's corners in EVERY Warzone. Learn to use them.
To be fair the root is only available to merc's who are of a particular spec, what about the other merc's who choose not to be arsenal, what is your advice then? L2respec?

prophaet's Avatar


prophaet
06.30.2013 , 03:41 AM | #72
I completely agree even with the hydraulic overides i still feel its to difficult to retreat from any melee as every melee class has stuns slows or pull or something to that nature, and every other ranged class has decent if not perfect defense/escape abilitys. So /sign.

BigDumbViking's Avatar


BigDumbViking
07.24.2013 , 07:45 AM | #73
Quote: Originally Posted by JimmyTheCannon View Post
I think it'd be weird because we're talking a disengage here, a defensive ability - not an offensive one.
I agree with this. having the ability do damage is silly and a bit OP unless you were to hide the damage portion of the ability deep in one of the trees like with snipers roll skill.

A disengage skill that would allow merc's to get some distance on melee is much needed. It's either that or make Electronet spammable so we can slow down melee enough to get away with our overrides.

kennethdale's Avatar


kennethdale
07.24.2013 , 10:02 AM | #74
I realize this thread is a little old but since someone else dug it up let me give my 2p. When I'm leveling, I don't pay much attention to ability text so when I got Jet Boost, this is exactly what I thought it was. I figured it pushed you around or upped your speed because the idea of Jet Boost pushing enemies back is just odd. Look at the words: "Jet" obviously referring to our jet pack and "boost" which means an increase. Why the hell does that KB? I don't think we should lose the KB, I just think Jet Boost is the wrong name...anyways...

Looking at AC and their individual in-combat mobility CDs:
Sith Inquistor - Force Speed
Sith Assassin - Force Pull
Sith Sorcer - Extricate, Surging Speed (Madness Tier 7)
Sith Warrior - Force Charge
Sith Juggernaut - Intercede, Shien Form (Vengeance Tier 3), Obliterate (Rage Tier 3), Rule of Two (Immortal Tier 6)
Sith Marauder - Predation, Ataru Form (Carnage Tier 3), Obliterate (Rage Tier 3)
Imperial Agent - Take Cover, Evasion, Covered Escape
Sniper - Seek Cover (Marksmanship Tier 5), Hit and Run (Lethality Tier 1)
Operative - Exfiltrate, Infiltrator (Concealment Tier 2), Ghost (Concealment Tier 4), Advanced Cloaking (Concealment Tier 5), Hit and Run (Lethality Tier 1)
Bounty Hunter - Hydraulic Overrides
Powertech - Grapple, Jet Charge (Shield Tech Tier 5), Jet Speed (Shield Tech Tier 5), Pneumatic Boots (Advanced Prototype Tier 3)

Not counting abilities that can slow or immobilize enemies, these are simply the abilities that allow for movement in combat (including moving an enemy into range, moving a group member into rage, moving yourself into or out of range, etc).

Looking at that Mercenaries get ONE ability and not only does it only increase speed by 30% its not even, its not even an exclusive. Look at how Sins/Sorcs were designed: Sorcs can pull friendly targets in to protect them, Sins can pull enemy targets in to control them. By that same logic why is it Snipers that get the backwards escape? And seriously, Operatives get a TON of movement stuff while Mercs get pretty much nothing. The utility of HO comes from its immunity not really from its speed buff because any gap you open up between yourself and a DPS in PvP is going to be closed by them due to their higher regular movement speed and in PvE it just isn't fast enough to get you out of danger like Force Speed does for Sorcs.

For those arguing that Mercs either shouldn't have any Jet Pack abilities or have enough (someone listed Recharge and Reload? Seriously? Our out of combat regen ability? The "Jet" effect there has no utility and is purely cosmetic) you are not thinking clearly. The only ability we have that truly uses our Jet Pack as an actual mechanic is Jet Boost. DfA does not *require* a jet pack since its simply pushing you up, you could just as easily fire the missiles from the ground. Jet Boost on the other hand has no way to function without a Jet Pack. Perhaps if it animated similarly to HO and then stomped but...too close to Overload IMO. Add to that the fact that our only defense comes down to that we wear heavy armor and can cast some heals and its just ridiculous. I do NOT use my Merc in PvP ever simply because of how easy it is to tear them up.

The WoW Warrior jump seems to close to Jet Charge so I think thats out but the jump backwards while firing is a great idea. Here is my tweak though:
Out of Harm's Way (Generates 30 Heat): Fires your Jet Boosters to blast you backwards 12 meters. When slowed, you only travel 6 meters. This ability is not affected by the global cooldown. Can be used while immobilized. Cooldown: 3 Minutes
Related Talents:
Bodyguard: Emergency Response - Out of Harm's Way now places a Kolto Pool at your feet upon landing which heals up to 4 allies for 3027-3143 over 3 seconds. Additionally, you are immune to damage and movement impairing effects for 2 seconds after activating Out of Harm's Way.
Arsenal: Out of the Fying Pan - Out of Harm's Way now increases critical strike chance by 100% for 6 seconds.
Pyrotech: Destructive Escape - Out of Harm's Way now unloads your blasters at your target while blasting backwards dealing 3087-3690 weapon damage over 3 seconds. Additionally, damage done this way hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 2 seconds per charge, stacks up to 3 times.

So this puts it on par with the Exfiltrate (in terms of getting us out of bad situations) and Force Barrier (in terms of power VS CD) while also allowing it to be talented for increased PvE or PvP effectiveness. The typical OP argument is countered by the fact that the heat cost is so high. In PvP this shouldn't be an issue as you are rarely able to hunker down and turret for all too long, and in PvE it means that you either need to plan your Heat management around the use of this CD or use it in conjunction with Vent Heat. All of these effects are comparable to similar effects of other classes just tweaked to work for Mercs:

The basic concept is the same as a reverse exfiltrate with the exact same distances applied. The heal becomes a similar mechanic to the similar Operative roll, the Arsenal Damage increase works out to 4 instant casts, 4 Tracers, an Unload and a few others etc, and the Pyro effect gives them some additional control and mobility.

As for how this could be tuned for Commando's, that is simple: Someone else pointed out the football "spiking" concept, well you could similarly simply point such a high powered canon at the ground for a self-knockback effect. Call it Blast Free and its good.

Thoughts?
55 Mercenary { Drekevac } rDPS || 55 Marauder { Kryu } mDPS
55 Sorcerer { Jahaerys } Heal
55 Juggernaut { Caryu } Tank || 55 Assassin { Vellys } Tank

PBoba's Avatar


PBoba
07.25.2013 , 06:49 PM | #75
Why not some more charges that can be built up and spent on utility options - like an instant cast, an escape, or whatever? I started off playing a merc, because I love BHs... But really, now I've played scoundrel, sniper, knight, even sorc, the lack of options to BHs is depressing.

Flintfire's Avatar


Flintfire
07.31.2013 , 09:24 AM | #76
lol, video on how to pvp as a merc.
Infyrno Lvl 55 Infyrnus Lvl 55
Leiptr Lvl 55 Venaticus Lvl 55
Krrayt Lvl 55 Evisceran Lvl 55
Sleipe Lvl 55

JolinTsai's Avatar


JolinTsai
08.03.2013 , 02:15 PM | #77
Quote: Originally Posted by BigDumbViking View Post
I agree with this. having the ability do damage is silly and a bit OP unless you were to hide the damage portion of the ability deep in one of the trees like with snipers roll skill.

A disengage skill that would allow merc's to get some distance on melee is much needed. It's either that or make Electronet spammable so we can slow down melee enough to get away with our overrides.

Making Electronet spammable is a laughable idea. Fastest way to get this class nerf to the ground. Look Arsenal could use another escape ability but they are fine the way they are. If you compare it to Sorcerers, they don't have as much options as us. How do they do damage? They have to cast just like us. They have 2 bubbles, slow and a sprint. While we have cure, RP root, electronet, JB and HO.

My suggestion is to make RP root last 5 secs so we can get to a decent range and deal damage. Pyro is a good kiting spec but lacks burst. Its a fine trade-off.

Webblelord's Avatar


Webblelord
08.15.2013 , 04:43 AM | #78
I would like either. Plus it would finally add to the mystery of why mercs have a jetpack and don't use it except to do a unrealistic knockback. PTs probably do not have the same complaint. How would that work for pubs?
<Failure> - The Bastion
" Because we Can't"

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Warlord_Maliken's Avatar


Warlord_Maliken
08.16.2013 , 03:45 AM | #79
Quote: Originally Posted by JolinTsai View Post
If you compare it to Sorcerers, they don't have as much options as us. How do they do damage? They have to cast just like us. They have 2 bubbles, slow and a sprint. While we have cure, RP root, electronet, JB and HO.

My suggestion is to make RP root last 5 secs so we can get to a decent range and deal damage. Pyro is a good kiting spec but lacks burst. Its a fine trade-off.
Hi, I am the original post and just returned to the game after being away for 8 months. I am glad that this post is still going, yet disappointed because the class still lacks a mobility-ability. Anyway:
Sorcerers can pull allies to them can they not? Sure its not reaaallly an 'escape' ability, but it changes the playing field in PvP for sure. That being said I think we should ignore comparing 'apples to oranges' because there are a lot of variables in PvP. My post was initially made because of 2 blunt facts: (1) The Mercenary class is modeled after Jango Fett the bounty hunter. (2) Mercenaries in SWTOR have NO MOBILITY whatsoever WITH the JETPACK, which in my opinion shames its very representation. Jango AND Bobba Fett's most iconic features were (1) Righteous looking armor (2) Jetpack Mobility!

Obi-Won couldn't even catch Jango in the Episode 2 duel! But then again lightsabers one shot people in the movies lol! Nevertheless. The fact that a jetpack disengage ability would be A LOT OF FUN is a very important notion! The developers stated they want to make the classes fun, focusing on gameplay entertainment first, and then balance afterwards. I think #1 or #2 would be so much FUN for Commandos and Mercenaries
.

Increasing CC DURATIONS, like your suggestion, hinders the gameplay experience for the victim of that CC.. NO ONE likes to get cc'ed. I consider that approach lazy. If the bounty hunter jetpacks away from me, that's ok because I can still move my character and make an adjustment. If I'm rooted for FIVE SECONDS, or something of that nature, I'm typically going to beat my head on the keyboard. But that is just me I guess. Anyway, I think the company should be careful in that regard to balance. Lastly, I noticed people were talking about the Jet Boost ability that knocks all nearby enemies away from the Mercenary.. One of the post above stated that it is an odd ability in the first place and I agree. You could remove this ability and replace it with the Jetpack Disengage. Seriously, again, people don't like being knocked back all the time in PvP, its a huge buzzkill (and its not even fun for the Mercenary..).
Maliken - 55 Juggernaut @ Shadowlands Server
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Shadow_Ordo's Avatar


Shadow_Ordo
08.19.2013 , 12:41 AM | #80
I love this idea. As a Merc arsenal since beta, our biggest problem is we are unable to effectively kite. Sure we have electro net now but that is on a 1 minute and 30 second cool down... this is really a one time use deal in most 1 v 1 fights. Overrides I do not count really because arsenals are totally hampered by channels for the most part, it's only good for running away not actually kiting a opponent in a fight.

Compared to most classes, merc ( i actually consider PT in this too) suffers from the longest utility cooldowns compared to any other class. So the suggested skill would definitely be most welcome to our many short comings.

/support(even if it does not matter considering BW hates bounty hunter)