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Gunslinger is to weak compared to other classes

STAR WARS: The Old Republic > English > PvP
Gunslinger is to weak compared to other classes

Xenon-se's Avatar


Xenon-se
01.24.2012 , 10:00 AM | #361
Quote: Originally Posted by DestyOwn View Post
...spam tracer missile tracer missile tracer misisle unload HT tracer missile tracer missile.

Which is all Energy damage...

the sniper little cover absorb about 0% of Energy damage..
Please don't confuse Attack Type (Melee, Ranged, Tech and Force) with Damage Type (Energy, Kinetic, Internal and Elemental).

Tracer Missile is a Tech attack (Tech and Force is as close to a "Magic" attack as you can get). This is why it can not be dodged. Not because it does Energy damage.

Most Sniper attacks also deal Energy damage (they deal the same damage type as your rifle), the difference is that most Sniper attacks are Ranged attacks (not Tech).

Tylerlee's Avatar


Tylerlee
01.24.2012 , 10:03 AM | #362
I think the class as a whole is fine, would i like some buffs? yes, do i think there are problems? of course.

There is one single area that we suffer more than any other class in the game, that is damage mitigation. Every single one of our abilities is classified as weapon dmg (ie, an auto attack) so our damage numbers get shredded the moment it encounters a guard/shield.

Every other class does not suffer this, that is the problem.

Xenon-se's Avatar


Xenon-se
01.24.2012 , 10:03 AM | #363
Quote: Originally Posted by DestyOwn View Post
The fact that a class like MERC and SORC does energy damage for all their abilities is completely and utterly stupid.
Snipers deal Energy damage on all their Ranged attacks as well....

Energy and Kinetic Damage is reduced by armor.
Internal and Elemental is not.

I think you meant to write Tech or Force Attacks (as opposed to Melee or Ranged attacks).

Xenon-se's Avatar


Xenon-se
01.24.2012 , 10:06 AM | #364
Quote: Originally Posted by DestyOwn View Post
Tell me more about weapon damage plz.
There is no damage type called weapon damage... Abilities that say weapon damage simply state that the ability deal the same Weapon damage type as your weapon (for blasters, light sabers etc this is almost always Energy Damage). The attack type of weapons that deal the same damage type as the weapon is either a Melee attack or a Ranged attack.

Melee and Ranged attacks can be dodged and blocked/absorbed by shields. Melee and Ranged attacks deal White damage numbers and have a 10% base chance to miss.

Tech and Force attacks can not be dodged and blocked and they have a 0% base chance to miss.

Tanks feel shields in general (and more specific tank PvP equipment compared to DPS PvP equipment) are not useful enough in PvP - most attacks from most classes are Tech or Force.
Quote: Originally Posted by Tylerlee View Post
Every other class does not suffer this, that is the problem.
Most. Not all.

Classes with a lot of Melee Attacks are Marauders/Sentinels and Juggernaut/Guardian that does not spec into the shared talent tree (Rage, a common PvP DPS spec) and Assassins/Shadows that does not spec into the shared talent tree (Madness). Every other melee spec use mostly Tech or Force attacks (some even ignore a lot of armor with internal or elemental damage - or, as in the case of Operatives, have a powerful armor debuff)

There is only one ranged class with a lot of Ranged Attacks, that is Snipers/Gunslingers that spec into Marksman/Sharpshooter. Every other range spec use mostly Tech or Force attacks (some even ignore a lot of armor with internal or elemental damage).

Some people argue that some attacks that are Tech today maybe should be a Ranged attack instead (such as Tracer Missile) and some attacks that are Tech today should be Melee attacks instead (such as Operative Backstab - Since Assassin Maul is a Melee attack -, Operative Shiv and Bounty Hunter Rocket Punch...)

There are also arguments that some of all the Ranged Attacks that Marksman Snipers have should be converted to a Tech attack, a powerful armor reducing or penetrating ability or share the same mortal strike debuff that Marauders get.

As it stand right now Marskman Snipers / Sharpshooter Gunslingers should really really try to pick another target than one of the three tank classes (Juggernaut, Assassin unless you are sure the Assassin is not in Dark Charge... and Powertechs). Since Marksman Sniper does not have a powerful armor reducing ability they should probably also avoid Mercenaries as well... Then again - Working together with a class that can debuff armor (Operative using Acid Blade, Mercenary using Tracer Missiles...) is, at least on paper, pretty darn powerful - since Snipers are balanced around the fact all their abilities will be resisted by armor (and defense).


Then again, it might be by design by BW;
Tech Power is almost useless for a Marksman Sniper since they don't use any Tech attacks. Accuracy is almost useless for an Operative (but VERY good for a Sniper if you plan on shooting a target with defensive rating) since they do almost only Tech attacks.

teyngodown's Avatar


teyngodown
01.24.2012 , 11:36 AM | #365
Quote: Originally Posted by Gidoru View Post
Umm Bounty Hunter is more than fine right now. Say otherwise and you dont know what you're talking about.

And im simply stating facts here.

BH has a knockback, does not require cover, superior to Sniper
BH has a stun, has range on it, Sniper's is melee range, Superior to sniper
BH has cast time damage abilities, deal more or equal amounts of damage to similar cast time abilites of snipers, does not require cover, again Superior to Sniper
BH has high damage mitigation, Sniper has the low damage mitigation.
BH can have heals/dispels, Sniper can have.. cover?

I guess BH have it rough eh?
I play a BH merc pyrotech and alot of what you say is true. We do have alot of damage potential with mobility. Again the mobility only comes with being a pyrotech. If i'm capping an objective whether its a door/turret and a GS crits me in the *** for 4k+ i'm now on the defensive. I have to LOS to heal up. While i'm going to LOS you can root me and i have 2 choices blow some CD's to mitigate damage or eat it while i'm trying to heal. I can blow my CC break but then you'll just blind me giving you plenty of time to line up an auto crit. I can electro dart you giving me time to get incendiary missile,TD and railshot off but you can just use your snare break meaning you're now going to outdamage me while i'm trying to damage you. Yes i'm going to LOS and heal up. But all that does is postpone the inevitable. What you've done by putting me on the defensive is one of 2 things. Force me to blow CD's to kill you or save my CD's and give your TEAM time to come melt me.

NOW if both our teams are busy fighting each other at another turret or the other door, and its just me and you....well then i'm sorry i'm just going to los heal up and keep doing the same 3-4 things to you over and over till you die period.

Arsenal Merc on the other hand is WAY different. Thier attack(tracer missile) requires them to be in the open and they have to do it a minimum of 5 times to make thier other 2 abilities(Rail Shot and Heatseeker) effective. They have to do it 3 times for HS (if they spent the skill point for 2 ticks per tracer) and the last 2 for railshot. I'm sorry but anyone that thinks Tracer Missile does more damage than the standard sniper shot is an idiot that has never played an arsenal merc. Arsenal Mercs damage comes from crits on HS and RS plain and simple. Arsenal Merc is all about the finisher. BUT arsenal mercs also suffer from the same things snipers do. You want to beat them just Los them when they're trying to setup thier finishers by getting thier tracers off and thier easy prey.

PlagaNerezza's Avatar


PlagaNerezza
01.24.2012 , 12:01 PM | #366
Quote: Originally Posted by Jooji View Post
Snipers hit like a truck. They may not have the mobility other classes have but they are immune to knockbacks, etc while in cover.
We are not immune to knockbacks in cover. We have to use a skill (hunkerdown for gunslingers) to gain cc/interrupt immunity for 20 seconds on a 60 second cooldown. It is highly effective in zerging pvp where you can keep punishing targets and anyone wasting there cc's on you are not able to do them against groupmates, thus allowing them to keep dps/interrupting the other group. In cover we cannot be pulled/jumped to.

What I found is that solo with defenses up I am very tough to kill. When they hit cooldown I have to trip shot wait 2 seconds than flash and run to friends.

I do plenty of damage, maybe the OP is attacking guarded targets. I could use more time on dodge. Frankly, hunkerdown should be cover. I think if hunkerdown could be boosted to be usable through skills to keep it up I'd be happy.

I don't understand how Risha can use one and I cannot. Two pistols is cool, but honestly the rifle art is so fantastic. It's also easier to update.

I'd love a burst sprint to get some escapability.

My wishlist:
Pulse can be used anytime not just in cover.
Dodge for 10 seconds on a 60 second cooldown.
Hunkerdown ability timer removed, cast cost increased
Sprint
Sniper Rifle as a gunslinger
Shield off-hand

I've found to you must keep an eye on targets. They may as tanks have immunity to dmg up. I typically use speed shot on those guys as some of those have numbers of hits taken to drop that defense.
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Desgarden's Avatar


Desgarden
01.24.2012 , 01:43 PM | #367
Why do you want dodge to have 10 sec? It is worthless against most attacks anyway.
Sith happens!

bodatious's Avatar


bodatious
01.24.2012 , 01:55 PM | #368
Quote: Originally Posted by Xenon-se View Post
Melee and Ranged attacks can be dodged and blocked/absorbed by shields. Melee and Ranged attacks deal White damage numbers and have a 10% base chance to miss.
Lightsaber classes also have a 10% chance to deflect incoming blaster fire.

That is really the straw that breaks the cammels back for me. I had takedown (execute) deflected by an inquisitor 3 times in one WZ last night. 1 of them cost me the fight. The other prevented a kill because he sprinted away.

Additionaly why do many our attacks put a visable annimation on the target while we are casting it? Its just a huge sign that says, move away, or pop ur defensive CD.

Gaidax's Avatar


Gaidax
01.24.2012 , 01:59 PM | #369
Here is a fresh one did 10 mins ago, solo queue no less...

http://img696.imageshack.us/img696/2...2012421504.jpg

Marksmanship, btw...


I could have tossed some from my collection, but then you would whine that it was something that happened once in a while...

Basically, whoever claims that we can't do damage or kill things need to l2p...


But yeah, feel free to buff Snipers, more power to me really...
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Desgarden's Avatar


Desgarden
01.24.2012 , 02:14 PM | #370
Quote: Originally Posted by Gaidax View Post
Here is a fresh one did 10 mins ago, solo queue no less...

http://img696.imageshack.us/img696/2...2012421504.jpg

Marksmanship, btw...


I could have tossed some from my collection, but then you would whine that it was something that happened once in a while...

Basically, whoever claims that we can't do damage or kill things need to l2p...


But yeah, feel free to buff Snipers, more power to me really...


Ok, ignorance is bliss but this is usually the case with people who need to come up with "l2p" followed by how l33t they are.

Too bad that you do not get anything when it comes to game mechanics else you wouldn't write that stuff.

The restrictions are still there: the damage mitigation and the target restriction, the piss-poor synergy of the trees, the restriction with which our cc comes, and also the restriction based on us by the energy regeneration rate.




Now to the sniper: I did yesterday as a marksman 410k damage. Why? The enemy was badly geared whereas I sit on a full cham/cent outfit plus most of the enemy team decided that it is shower time and rejoiced in my orbital attack.

Oh, then I did more damage then you. Hey, this means I am more l33t than you and therefore right! /sarcasm off
Sith happens!