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Tracer missile tracer missile tracer missile tracer missile tracer missile

STAR WARS: The Old Republic > English > PvP
Tracer missile tracer missile tracer missile tracer missile tracer missile

Daecollo's Avatar


Daecollo
01.22.2012 , 11:00 PM | #171
Tracer hits for 2500 only when it crits, otherwise it hits for 1200-1500.

Tracer Missile cannot be spammed forever because of heat issues.

The Reason Tracer Missile hits really hard is because of the 35% Armor Penetration from the Stance, stacked with the 20% you get by stacking heat signatures.



The Stance itself is actually the overpowered portion of the class, not tracer missile itself.

35% Armor Reduction on every attack is pretty much dead tank.


Please learn how classes work before calling for nerfs.



Because Tracer ignores 55% of the target's armor, it pretty much hits every class for the same amount, its the most sustained damage in the game, none of it is bursty, its almost always about the same amount no matter who your fighting.



I am all for nerfing the stance, since that is what probably needs to happen, because its really the stance that your having an issue with, not the ability.

Stratoforce's Avatar


Stratoforce
01.22.2012 , 11:06 PM | #172
Level 50 Mercenary in almost full battlemaster hits my friends warrior, who is full battlemaster, IN defensive stance for 1500-1800 damage with tracer missles. Grav rounds is lucky to break 1200 damage.
Haters Gonna Hate.
Never give up the fight.
Kolto for your cuts.

Sellrid's Avatar


Sellrid
01.22.2012 , 11:07 PM | #173
Quote: Originally Posted by Qlimitus View Post
I would personally expect them to learn how to play.1 skill is no PVP,tactics or otherwise,its SPAM.Majority of people are facerolling trooper/bh because of that 1 easy mode skill
Lets see how you all feel when all you come across is a bh/trooper spamming 1 skill OP atks.
Well, that 1 spam button is working. It's pvp when it kills another player, no?
I don't have a problem with the grav round / tracer missle spamming. (Powertech)
I just kinda jet charge to interrupt, punch them in the face, interrupt again, stun, and then **** them.
No problems, all fun
Where you hit is more important then how hard you hit.

Daecollo's Avatar


Daecollo
01.22.2012 , 11:07 PM | #174
Quote: Originally Posted by Stratoforce View Post
Level 50 Mercenary in almost full battlemaster hits my friends warrior, who is full battlemaster, IN defensive stance for 1500-1800 damage with tracer missles. Grav rounds is lucky to break 1200 damage.
Maybe because the Grav Round Commando isn't using critical gear, because Grav Round Criticals for 1800-2700.

Orkayl's Avatar


Orkayl
01.22.2012 , 11:13 PM | #175
Quote: Originally Posted by Stratoforce View Post
Level 50 Mercenary in almost full battlemaster hits my friends warrior, who is full battlemaster, IN defensive stance for 1500-1800 damage with tracer missles. Grav rounds is lucky to break 1200 damage.
There is no imbalance. If you believe there is so adamantly then find a merc and a commando with the same stats and have them attack the same target enough times to get real data.

I've noticed a huge trend by repubs on these forums to try to explain away underperforming in WZs with 'imbalances' of which only about 5% have any validity.

Also, FWIW there are probably just as many imbalances with the mirrors the other way, but Emps who are used to winning all the time don't spend half their playtime try to find any excuse for losing except poor coordination/teamwork/gear.

Obviously I am generalizing (sorry if this doesn't apply to you personally) but there is a definite trend with this attitude.

Dayshadow's Avatar


Dayshadow
01.22.2012 , 11:33 PM | #176
Quote: Originally Posted by Daecollo View Post
Tracer hits for 2500 only when it crits, otherwise it hits for 1200-1500.

Tracer Missile cannot be spammed forever because of heat issues.

The Reason Tracer Missile hits really hard is because of the 35% Armor Penetration from the Stance, stacked with the 20% you get by stacking heat signatures.



The Stance itself is actually the overpowered portion of the class, not tracer missile itself.

35% Armor Reduction on every attack is pretty much dead tank.


Please learn how classes work before calling for nerfs.



Because Tracer ignores 55% of the target's armor, it pretty much hits every class for the same amount, its the most sustained damage in the game, none of it is bursty, its almost always about the same amount no matter who your fighting.



I am all for nerfing the stance, since that is what probably needs to happen, because its really the stance that your having an issue with, not the ability.
Gunnery is supposed to have the same mechanics. I have played gunnery from lvl 10-47. Please stop pretending to know how a class works.

Grav round can be spammed nigh indefinitely (within the timeframe of a skirmish). It takes a long time for me to run out of ammo if I use grav round, full auto, high impact bolt and demo round. Mainly because they refund ammo and/or have a ammo cost reduction.

35% armor penetration equates to 1.7% damage increase. 55% is 2.7%. That's a difference of around 40 dmg per shot. And of course it's applied to all attacks so it builds up over time.

Unless you are a bunch of non-expertisers vs a single expertised player you won't have 5 stacks of anything before the target dies. Besides, if they are supposed to be mirrors the tracers are used to get you 20% addtional armor reduction. So why are they opening up with tracers hitting for 2000-2500K?

Grav round crits for 1800. Tracer round hits for 2000 and crits for 2500. I have never been hit by a tracer that didn't do at least 1800. Typically it's low end is 2100. Full auto critting all 3 shots is going to only do around 3000ish damage and that's supposed to be the main dmg dealer (BH mirror:Unload).

All I'm saying is that tracer should be brought down to grav round's dmg. They currently are NOT mirrors. I don't want a nerf. I want them at the exact same dmg as commandos. As they are supposed to be.
SWTOR gameplay edited like a television series

Daecollo's Avatar


Daecollo
01.22.2012 , 11:35 PM | #177
Quote: Originally Posted by Dayshadow View Post
Gunnery is supposed to have the same mechanics. I have played gunnery from lvl 10-47. Please stop pretending to know how a class works.

Grav round can be spammed nigh indefinitely (within the timeframe of a skirmish). It takes a long time for me to run out of ammo if I use grav round, full auto, high impact bolt and demo round. Mainly because they refund ammo and/or have a ammo cost reduction.

35% armor penetration equates to 1.7% damage increase. 55% is 2.7%. That's a difference of around 40 dmg per shot. And of course it's applied to all attacks so it builds up over time.

Unless you are a bunch of non-expertisers vs a single expertised player you won't have 5 stacks of anything before the target dies. Besides, if they are supposed to be mirrors the tracers are used to get you 20% addtional armor reduction. So why are they opening up with tracers hitting for 2000-2500K?

Grav round crits for 1800. Tracer round hits for 2000 and crits for 2500. I have never been hit by a tracer that didn't do at least 1800. Typically it's low end is 2100. Full auto critting all 3 shots is going to only do around 3000ish damage and that's supposed to be the main dmg dealer (BH mirror:Unload).

All I'm saying is that tracer should be brought down to grav round's dmg. They currently are NOT mirrors. I don't want a nerf. I want them at the exact same dmg as commandos. As they are supposed to be.
Something is wrong with you then, the abilities do the exact same damage.

Maybe they actidently labeled Tracer Missile as a tech Ability and Grav Round is not?

When I use tracer (full surge/crit specced.) it hits for 1270 noncrit, crits are 2540.

Machazareel's Avatar


Machazareel
01.22.2012 , 11:37 PM | #178
Quote: Originally Posted by Dayshadow View Post
Tracer does 2000-2500.
Grav Round does 800-1200.

Grav round is nothing but filler to get Full Auto off CD and prime high impact bolt and demolition round. Tracer round is better than Full Auto and has no knockback. Full Auto is only better if all 3 hits crit. Even then it is inferior because of the 15 sec CD. A BH can outright kill you in half that time spamming tracers.
This is so wrong it's absolutely hilarious. This is why you can't take nerf threads on these forums seriously, people don't even know how the game works.

Dayshadow's Avatar


Dayshadow
01.22.2012 , 11:42 PM | #179
Quote: Originally Posted by Machazareel View Post
This is so wrong it's absolutely hilarious. This is why you can't take nerf threads on these forums seriously, people don't even know how the game works.
Operatives said the same thing about their overpowered attacks in PvP.
SWTOR gameplay edited like a television series

_Nobby_'s Avatar


_Nobby_
01.22.2012 , 11:46 PM | #180
Quote: Originally Posted by jonglynn View Post
You think we like that? Gimme a break. Give me an interrupt or a jump (Not sure why a Bounty Hunter can't charge people with ROCKETS DUH).....

Otherwise we have no abilities other than tracer......
Really poor response mate. BH spam tracer missle because they can. Just the same as Sorcs can spam force lightning. It gives you an easy way to do high damage repeatedly because the ability has a low heat cost and it provides a rediculous debuff.

As vanguard, I spend at least half of my globals on auto attacks because of having to maintain a decent ammunition level. Ion Pulse is the only spammable ability I have and has a high ammo cost compared to a BH specced into tracer missle. My big hitting abilities have relatively long CDs. Without taking binds for taunts and defensive CDs, i've got six buttons i'm regularly pushing during sustained combat. Most BH I face will just use tracer missle. If I interrupt them, the jump around for four seconds and start casting it again. If they aren't brain-dead they'll cast unload on me or rocket punch.

It's human nature to take the easy way out.
Nobby 50 Vanguard
The Swiftsure