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The Trooper and combat in SWTOR: Designed for Intelligent Aggression
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leviatha's Avatar
leviatha
Joined: Oct 2008
The Trooper and combat in SWTOR: Designed for Intelligent Aggression | 03.06.2010 , 01:18 AM
Updated for E3

This post is divided into two sections, the Overview/Discussion below, and the Trooper vs. Other Classes speculation in the post following.

Disclaimer:
Given the limited amount of information available on the Trooper and that the game is probably in internal beta, it is quite possible a number of the ideas below may be invalidated. There is however enough information to begin discussion of what I hope will become a solid basic tactical guide to the Trooper shortly after launch. So with those admitted limitations, the following are observations and speculations on the Trooper’s combat characteristics.

From a design perspective, the Trooper looks to be a highly efficient and well integrated fighting machine. This isn’t very surprising considering Damion Schubert (the Lead Combat designer) has been one of the main Trooper spokespersons from BioWare. Toughness, Firing on the move, Ammo, Min/Max ability ranges, AoE damage/Crowd Control (CC), and Burst DPS all come together synergistically in the Trooper.

Toughness: Heavy Armor and High Health
The Trooper is going to be able to take risks that would kill a more fragile class. Given the Trooper’s arsenal, this enhanced survivability shifts the balance towards more active, freer, and more aggressive positional play. This is further augmented by the Trooper’s nature as a ranged class and their ability pacing mechanic, Ammo.

Ammo and Intelligent aggression
Ammo is like and Energy mechanic on a fast player controlled recharge. Currently in game it is the most flexible and agile of the pacing mechanics. It allows for substantial burst DPS while at the same time allowing for significant sustained DPS. With a 9 sec CD timer, downtimes are going to be short before a Trooper can get back into the fight. While not providing the same burst capacity as the BH’s Heat mechanic or the Force Point mechanic of the Sith Inquisitor and Jedi Consular, it provides more burst capability than the prior Action Point mechanic while at the same time being the most tactically flexible pacing mechanic in game to date.

Solid Basic Attack and "Run and Gun"
The Trooper's Hammer Shot is an excellent basic attack. It does solid damage, it has a 30m range, it can be performed while running, and it’s free to use. It’s a great attack to hit an opponent with while they are under CC since it does solid damage, and lets you adjust your position. Also, since it appears light saber deflection works mostly on basic attacks, using Hammer Shot when a Force User (FU) is under incapacitating CC will allow it to do maximum damage. Since most of the Troopers abilities are instants that can be done on the move, this "Run and Gun" play style is supported the majority of the Trooper's arsenal.

A True Ranged Class
When Troopers can control range, they can leverage virtually their entire arsenal of abilities while denying any opponent the full use of theirs. All of the Trooper's ranged abilities so far have a 30m range. In comparison, the range of the Bounty Hunter’s (BH) abilities varies quite a bit (30m for Rocket, 25m for Electro Dart, 10m for Flame Thrower), all of the Sith Inquisitor’s attack abilities seen so far have at most a 15m range, and some of the Imperial Agents abilities are designed for short range stealth. The downside is many of the Trooper’s abilities have a 5m minimum range. While Rifle Grenade can be used as a point blank AoE Knock Back and Knock Down, being swarmed at Melee severely restricts your range of available abilities usable against the mobs at hand. As mentioned later, when swarmed, you may be better served letting a team mate CC the hoard around you while you continue to apply your full arsenal against more distant targets.

5m minimum range
While the 5m minimum range on some abilities poses a challenge when confronting a melee swarm, that’s doesn’t mean the Trooper is out of the fight. The Troopers have a number of tools available to regain range, and in a team situation, group positioning can be used to further minimize the impact of the 5m minimum range limitation. For example, if a pair of Troopers stays in each other’s field of fire and they remain separated by 5m+, at least one will always be in a position to apply a wide range of AoE CC to disrupt a melee swarm and thus allow the Troopers to regain range. So, the min/max range of many Trooper abilities makes it important to control the range to your foes, to establish supporting fields of fire, and to manage the separation between you and your allies. As it stands now, Trooper’s arguably benefit more from positionally organized and disciplined group play than any other class.

A Powerful Mix of Damage and CC, and Exceptional AoE capability
Troopers are powerful one on one and devastating when attacking clusters of adversaries. Below is a comparison with the Sith Warrior (SW) (at ~ level 10).

.vs single targets
Class-------Damage-------------CC
SW----------Very High-----------Moderate
Trooper----High------------------High

.vs groups
Class-------Damage-------------CC
SW----------Very High-----------Low
Trooper----Extreme-------------High

Burst Damage/Shock and Awe
The Fire Bomb has a 5-30m range, has a 5m radius of effect and inflicts a moderate DoT and a 5 sec stun. Combine that with Hammer Shot, Full Auto, Grenade/Sticky, and Grenade and you have the makings of a powerful AoE first strike perfect for “breakthrough” operations.

Putting it all together so far
With all of the above taken together, you have class with high ranged DPS and a powerful capacity for disrupting coordinated enemy actions. Adding in the Trooper's toughness, "run and gun" capabilities, and min/max ranges, and you have a class that will strongly benefit from intelligent, coordinated, and aggressive positional play.

The Trooper’s CC has a number of characteristics that add further depth to game play. In general, much of the Trooper's CC is AoE, does damage, and damage does not break it. Additionally, the Trooper’s CC is also unusually fast to activate and it is mostly projectile based.

Fast animations and CC
Troopers may carry heavy weapons, but that doesn’t mean they are slow on the draw, esp. when it comes to getting out CC. Why is that? Most classes have to go through substantial animation sequences to get to the animation frames where their abilities activate. For example: a SW has to jump into the air and then fall to the ground before their Smash ability takes effect, a BH has to raise their arm to fire a Rocket, and a SI has to perform a sweeping motion with their Lightsaber to activate Discharge. All of these animation sequences take time, most often a half second or more. In comparison, the animation that initiates Full Auto takes less than a tenth of a second and the animation to launch a grenade takes < .2 sec. The take away here is the animations prior to an abilities activation can be quite fast for heavy weapons.

Projectile CC, Global Cool Down (GCD), and range
At range it can take longer for Trooper’s CC to take effect, but you can take advantage of more of the CC's duration. To understand this, let’s first look at CC for FU’s.

Force Power CC
A FU’s CC abilities take effect at the same time regardless of the range to target, and the duration of their CC starts timing down the instant the ability is initiated. Looking at the SW's Smash ability, the duration timer for the CC starts counting down almost instantly. Examining the animations, it takes ~ .75 sec. for the CC to take effect and 1.5 sec for the GCD to finish. So the actual duration of the CC is (5 - .75) = ~4.25 sec, and the amount of time the SW has to act while his opponent is stunned is only (5 - 1.5) = ~3.5 sec.

Projectile CC
The Trooper uses mostly projectile CC, for example the Grenade ability. For projectile CC like Grenade, the CC takes effect and duration start courting down when the projectile reaches the target. This delay is both a disadvantage and an advantage. This delay means projectile CC's can take a fair amount of time before they actually incapacitate a target at long range. On the plus side, this delay can keep the GCD from eating up the amount of time you have to take advantage of your CC. For example, if you activate the Grenade ability from 25m+ away, there is a decent chance the GCD will have expired by the time the Grenade goes off. This ability of the Trooper to bias their CC for immediate effect or enhanced duration adds another dimension of sophistication to the Troopers positional play.
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leviatha's Avatar
leviatha
Joined: Oct 2008
03.06.2010 , 01:19 AM
Hypothetical match ups, Trooper vs other Classes

Vs. SW (This gives an example of how abilities and timers flow currently)

* Lightsaber deflection as seen so far only seems to work against default attacks. In this case the Troopers Hammer Shot.

SW Force Charges you
When he arrives, Stock Strike him
Back up to 20-30m while using Hammer Shot 3x
When he starts to get up, activate Fire Bomb
It's a DoT and he's going to be on fire and stunned for 5 sec
Start backing up again to 30m
Hit him with a Rifle Grenade
Reload
Hit him with a Sticky Grenade (3 sec Panic, 2 sec KD)
Hammer Shot him 2x
After he gets up from the Sticky wait for his Force Charge animation
When it starts, hit Rifle Grenade again
You should catch him part way in
Reload and try to get into the gap for Force Charge (between 4m-10m), when he recovers from your upcoming Full Auto, you don't want to let him build more easy FP with Force Charge. The less FP he starts his assault with, the faster you escape from his CC
When he starts to get back up, activate Full Auto
Hopefully he's hurt pretty bad because now your timers are out. Try to kite him in the 4-10m range as long as you can. Truthfully he's probably going to Force Push you down or Force Pull you in and start dicing you with his light saber.
When you break his CC, hit him with Stock Strike again (5 sec knock down).
Pop a stimpack (doesn't go on the GCD)
Back up, reload, hit him with Hammer Shot 4x as you open up range
If it’s looking bad, hit him with a Sticky and retreat and regroup
If it’s looking good, continue administering your prior beat down

Vs. SI

Assassins look to be the most potentially challenging of the AC's to deal with. Stealth, Burst damage, and CC make it look like a Rogue. Add in that the CC is ranged and they have healing and it could be a troublesome class.

Currently the SI's depend a lot on dealing DPS to restore their FP. If you’re out of their range, that’s not happening. As it stands now, Assassins are effectively melee with and may have a have a 15m range limit on abilities.

If you get caught inside of 15m, wait until you break his CC the pop Fire Bomb, Sticky Grenade, Stock Strike or some other appropriate 5s + CC and get outside his range. Then kite as above in the 15m - 30m range. With the number of stealth classes in the game it's likely we will see some specific anti-stealth abilities given to the non-stealth classes.

I don't expect an Assassin to dominate in an encounter, but rather to have the capacity to inflict significant damage before the Trooper can respond in kind. The Assassins damage will have to be balanced against the relative frailty of Smuggler's and JC's. BW probably doesn't want Assassins to wipe out Smugglers and JC's instantly so that will cap the damage they can do before an opponent can unleash a significant counter attack.

It sounds like the Sorcerer will have long ranged Force based attacks and significant AoE dps. Neither seems particularly worry some, especially if Force lightning is energy based. In some ways it sounds like the Sorcerer and Trooper will have similar kinds of damage output, but one will have heavy armor and the other will have healing. This match up could be fairly balanced.

Vs. BH

This one is hard to call since right now it looks like it depends on more abstract tactical considerations than the other match -ups.

Operational range
The Trooper has access to all his abilities except his limited melee repertoire from 5-30m. The BH has a lot of different ranges from melee to long range (most abilities are long range). If a Trooper can keep a BH in his sights and between 11m-30m the vast majority of the time, the advantage should be for the Trooper.

Pacing Mechanics
The Trooper pacing mechanic is more agile, but the BH’s has more burst capability. That means the BH’s pacing favors more of a stop and go fight than the Trooper’s. This curious balance of the two pacing mechanics potentially gives rise to an unusual dynamic. The BH is the better finisher, but has problems keeping the pressure on. If he gets the Trooper low but cannot get a kill, the Trooper can break combat range during one of the cycle times between Vent Heat (Fills up BH’s Heat Capacity, 1min CD). The Trooper can apply much more constant pressure, but doesn’t’ have the Bounty Hunters finishing power.

Nature of CC
The Troopers CC is stun based (does not break on damage). The BH’s CC is mixed with both sleeps (breaks on damage) and stuns. The BH’s CC tends to be longer in duration to compensate for ones that break on damage and the limited range for CC’s like Flame Thrower (10m). The Trooper’s CC is more useful for combo attacks and disruption. Compared to the Trooper, BH’s CC is slanted somewhat more towards escape and range control.

Rules of thumb
Try to keep the fight in the 11-30m range
Try to keep the pressure on (pick your terrain and its LoS obstacles wisely)

Vs. IA

*There limited PvP footage with IA's however, there are a number of examples of the Trooper and Bounty Hunter knocking NPC's out of cover with Explosive CC. There is also an example of what looks like a grenade sailing over the head of an IA in full cover.

When he pops up, knock him out of cover with explosive CC (Rifle Grenade etc...)
Keep hitting him with Hammer shot and a selection of special attacks
Try to keep one of the disruptive CC's on call to break his Snipe channel
Maneuver to keep a LoS breaking obstacle handy
If it ever looks dicey and your ammo timer and CC are down, break LoS to reload, then resume

By breaking his cover with explosive CC, you ruin his damage mitigation
By interrupting his Snipe channel, you also kill off his main source of ranged damage
In keeping an LoS obstacle handy, you can break for as needed for your 9 sec reload timer to cycle

Every now and then you're going to take an orbital bombardment, stun dart or other CC, just keep your reserve health high enough that the IA can't finish you off

I think as long as you don't get greedy, it's going to be hard for an IA to finish a Trooper in a one on one. Currently my feeling is the timers for CC happen to favor the Trooper, and since I believe lot of that CC will knock the IA out of cover, I think a prolonged encounter is likely and that such an encounter currently favors the Trooper.
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Xerthil's Avatar
Xerthil
Joined: Nov 2009
03.06.2010 , 06:30 AM
Awesome post! But a lot can still change, though this can really give people an idea of what t he Troopers can do. I'm curious about your last paragraph though. So if the GCD is over by the time the Grenade hits, that means you can essentially spam abilities. Am I right?
 
Egrets's Avatar
Egrets
Joined: Nov 2009
03.06.2010 , 02:05 PM
You can just maximise the usefullness of the stun's length, I think. You're not wasting the enemy's sway time by waiting for your abilities to light back up.

And anyway, after you've used something afterwards you've still got the GCD on that ability.

So I can't see spam arising from intelligent grenade throwing.
The sarcasm is strong with this one.
 
leviatha's Avatar
leviatha
Joined: Oct 2008
03.06.2010 , 02:36 PM
Currently, even with maximal CC duration, the Grenade's CC isn't long enough to allow a Trooper to regain all the AP lost when the Grenade ability is used. You could however regain half of AP required for a Grenades use with a single use of Focus Fire and you could use the full duration of the CC to optimize your position.
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Frempt's Avatar
Frempt
Joined: Jan 2010
03.11.2010 , 08:43 AM
Awesome thread, thanks.

Also, bump.
"I'm just a soldier; I go where the fleet Admirals tell me to. I follow my orders and I do my duty." - Carth Onasi
Quote:
Originally Posted by Nightspirit
Ah grenades. Is there any problem you can't solve?
 
Shinimas's Avatar
Shinimas
Joined: Jul 2009
03.11.2010 , 09:00 AM
Speculation is speculative.
 
Lade's Avatar
Lade
Joined: Jul 2009
03.11.2010 , 06:23 PM
As much as I like the post, I would actually hate it if a trooper was so much more effective then a sith warrior.
__________ΞΩΩΞ_____________Hey, why did you read this? Why!?
/>‗‗‗‗‗‗‗‗‗‗‗‗‗‗‗≈≈≈≈≈≥≥≥/
\╬╬/*****/(°°°°Ø\‼‼‼/ Releasing the purple gun!
 
WookieeSaxon's Avatar
WookieeSaxon
Joined: Dec 2009
03.11.2010 , 08:04 PM
Quote:
Originally Posted by Lade
As much as I like the post, I would actually hate it if a trooper was so much more effective then a sith warrior.
Effective at what? Jedi and Sith classes will always have the melee advantage.
 
CommanderRyn's Avatar
CommanderRyn
Joined: Mar 2009
03.11.2010 , 08:12 PM
Can someone tell me what this thread means in short terms?
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Stand back or die!!
 

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