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Mercenaries and Commandos -->vanguards?


bowlofcereal

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"Mercenaries and Commandos:

 

Mercenaries and Commandos now have a 30-meter interrupt, Disabling Shot. This ability interrupts the target's current action and prevents that ability from being used for the next 4 seconds. This ability can be trained at level 18.

Afterburners/Concussive Force: Rocket Punch/Stockstrike now immobilizes the target for 4 seconds instead of knocking it back. Damage caused after 2 seconds ends the effect. The knockback previously caused by this skill generated enough Resolve that it was actually detrimental to the Mercenary/Commando’s ability to further escape the attacker.

Tracer Lock/Charged Barrel: Now each stack additionally reduces the activation time of your next Healing Scan/Advanced Medical Probe by 20% per stack.

Kolto Residue: Now additionally snares enemies struck by your Kolto Missile/Kolto Bomb by 50% for 3 seconds.

New Bodyguard/Combat Medic skill, Peacekeeper/Frontline Medic: While protected by your own Kolto Shell/Trauma Probe, firing Rapid Shots/Hammer Shot at an enemy triggers your Kolto Shell/Trauma Probe to heal you on a separate 3-second rate limit."

 

IN-GAME sometimes people talk about vanguards and lump them into commandos. Do vanguards get the 30-meter interrupt? Nice trade for the cryo nerf.

Edited by bowlofcereal
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IN-GAME sometimes people talk about vanguards and lump them into commandos. Do vanguards get the 30-meter interrupt? Nice trade for the cryo nerf.

 

Since VGs already have an interrupt (Riot Strike) and the developer specifically referenced Mercenaries and Commandos (which are distinct ACs from Powertechs and Vanguards), I'm going to have to say that, in all likelihood, VGs are *not* getting an *additional* interrupt (especially since tanks already have 2 thanks to Storm). Players may misconstrue the ACs of Troopers and a developers could even possibly do it, but it's not likely that it would get through all of the editing and revision inherent in a community blog post with an error that glaring.

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that just for commandos/mercs , but don t be sad their AC was the only one in-game without an actual interrupt(besides stuns and knockbacks) besides melee interrupts have a 8 sec cd/ range interrupts have a 12 sec cd

, VGs are *not* getting an *additional* interrupt (especially since tanks already have 2 thanks to Storm).
if you mention Storm/Jet charge as an interrupt then mention Harpoon/Grapple too:rolleyes: yes you have to be at 10m radius minimum for both
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if you mention Storm/Jet charge as an interrupt then mention Harpoon/Grapple too:rolleyes: yes you have to be at 10m radius minimum for both

 

Storm/Jet Charge have an interrupt as a described part of their effect. Harpoon/Grapple are pulls. The interrupt effect attached to a pull is incidental to the effect. If a target is immune to forced movement but vulnerable to interrupts (like most bosses), Harpoon/Grapple will do absolutely nothing. Storm/Jet Charge, on the other hand, will still do their job because they are interrupts (amongst other things). You can use Harpoon/Grapple as a functional interrupt in PvP, but that isn't the same as calling it a true interrupt (which,as I have said, is a separate and distinct category of effect). It's for this same reason that Commando/Mercs needed an interrupt because, while they have Concussion Charge/Jet Boost, it is in no way a suitable replacement for a true interrupt.

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