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What would make mercs better? (Utility thread)

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
What would make mercs better? (Utility thread)

DkSharktooth's Avatar


DkSharktooth
11.02.2012 , 12:51 AM | #11
Ability to cast all spells while moving. This will 'fix' the stand still and turret feel of the class. Also add a group useful utility so we can be in demand for ranked warzones. For merc healer, stacks should be able to be accumulated during the activation of combustible gas, because as it stands now, we cannot consecutively spam heals anymore like we used to.

Rassuro's Avatar


Rassuro
11.02.2012 , 12:59 AM | #12
Quote: Originally Posted by BanetheDarkLord View Post
Yeah that sounds awesome for a Merc, but how is the trooper going to perform that same type of ability with no jetpack? It still has to make sense for both classes.
I would assume the exact same way as Vanguards do their version of the Powertech's Jet Charge (which they can talent in their tank tree).

Jet Charge: The Powertech tank uses the jetpack to fly towards the enemy.
Storm: The Vanguard tank makes an aggressive run towards the enemy.

Quote: Originally Posted by Onymus View Post
So far a couple people have been in favor of improving unload by making it uninterruptable or rooting the target. I think that a mechanic that would work for both merc and commando would be unload/full auto rooting the target instead of slowing it.
Making Unload root the target I feel could be OP, especially for Arsenal. Personally, I also don't see interrupted Unloads as being a big issue.
Quote: Originally Posted by Onymus View Post
A few people have also been in favor of a disengage or some kind of speed up with jet punch. What about just a plain speed boost ability for both classes. It could be negated by rooting and slowing abilities just like the sith assassin speed boost. It could be adrenelin boost for commando and jet assist for merc.
I'd be in favor of that too. The reason why I personally would prefer Disengage is because it's something different from what's already in the game, and Disengage would take a lot more skill to use effectively (which I am in favor of).
Quote: Originally Posted by Onymus View Post
How about a new purely defensive ability? It could be as simple as resetting the shield we already have or an entirely new damage reducing/dodge ability.
Could also be good, I agree. TBH the only reason why I prefer Disengage (or speed boost) is because I think they would feel more awesome to use.
Quote: Originally Posted by Onymus View Post
Is anyone in favor of a knockdown ability for mercs?
Strong no from me for adding any new stuns into the game.
Toor, 50 Operative healer | Odaen, 50 Assassin tank | Tiyr, 50 Vanguard tank | Zerofour, 50 Mercenary DPS | The Red Eclipse

TyrellJonez's Avatar


TyrellJonez
11.02.2012 , 12:04 PM | #13
Quote: Originally Posted by DkSharktooth View Post
Ability to cast all spells while moving. This will 'fix' the stand still and turret feel of the class. Also add a group useful utility so we can be in demand for ranked warzones. For merc healer, stacks should be able to be accumulated during the activation of combustible gas, because as it stands now, we cannot consecutively spam heals anymore like we used to.
Umm...supercharged gas? Someone is missing an important part of being a healer.

Example: Pop Supercharged gas cyliner.-->Pop Energy shield---> un-interuptable spammed healing scans. I can survive 3 marauders wailing on me. (provideded i have full resolve so they can't choke me) for 12 seconds then drop a seismic grenade and run like hell for my team.
If they don't wanna see the hood in me, be satisfied when you see the good in me

DkSharktooth's Avatar


DkSharktooth
11.02.2012 , 02:44 PM | #14
Quote: Originally Posted by TyrellJonez View Post
Umm...supercharged gas? Someone is missing an important part of being a healer.

Example: Pop Supercharged gas cyliner.-->Pop Energy shield---> un-interuptable spammed healing scans. I can survive 3 marauders wailing on me. (provideded i have full resolve so they can't choke me) for 12 seconds then drop a seismic grenade and run like hell for my team.
You are missing my point for the healer suggestion. During the activation of supercharged gas, we do not accumulate additional stacks towards the next supercharged gas. What you are saying is obvious and has no relevance towards my suggestion. We all know what you can do with no heat and energy shield, but you are screwed if you don't have vent heat after that because you will have full heat, therefore my suggestion to allow stacks to be built while SCG is active from rapid scans and rapid shots to contribute towards the activation of the next CGS or just buff healing scan to add 3-6 stacks to CGS.

Extreme Utility Suggestion: Since Mercs are easy to kill, just add a kamikaze suicide type ability where when the merc dies he can take 1 enemy target down to the graveyard with him.

Onymus's Avatar


Onymus
11.03.2012 , 05:34 PM | #15
How would you see a jet disengage ability working?

I am in favor of it working as a 2 button press ability. The first time you press the button it marks the location that you are standing (only you can see it). the second time you press the ability you will jet up into the air and land at the marked location if you are within 30 meters of the marked spot. If you are further than 30 meters then you simply mark a new spot to jump to. This could create a great mechanic for mercenaries defending objectives in warzones. They would be able to mark spots near objectives and goal lines then engage further away jumping back to be healed and re-engage closer to the objective. Players could also mark spots in high places (huttball) and if they are knocked off or a ball carrier is getting close to the goal the could jump to the high areas again.

A much more exciting method would be a selectable jet disengage. Activating the ability would give you a reticle for your destination. Click anywhere in LOS within 30 meters and off you jump. This would be a lot of fun but it would also cause serious balance issues with warzones and with PVE platforming.

Regardless of the jet disengage method what would be a reasonable cooldown? 30 seconds? 1 minute? Should the ability be a specced talent restricting it to one talent tree? Should it be a tier 2 talent so any build could spec it?

Rassuro's Avatar


Rassuro
11.05.2012 , 04:28 AM | #16
Quote: Originally Posted by Onymus View Post
How would you see a jet disengage ability working?
I would have assumed that it could work either exactly as it works in WOW where it moves you directly backwards, however I would be worried that it would make it too easy to use in Huttball so perhaps having it move the player directly away from the player would be better (basically the same as if they used a knockback on you).

Cooldown would have to depend on how easy it is to control where you land and how long of a distance it can move you.
Toor, 50 Operative healer | Odaen, 50 Assassin tank | Tiyr, 50 Vanguard tank | Zerofour, 50 Mercenary DPS | The Red Eclipse

Phasersablaze's Avatar


Phasersablaze
11.05.2012 , 12:35 PM | #17
Quote: Originally Posted by DkSharktooth View Post
Ability to cast all spells while moving. This will 'fix' the stand still and turret feel of the class. Also add a group useful utility so we can be in demand for ranked warzones. For merc healer, stacks should be able to be accumulated during the activation of combustible gas, because as it stands now, we cannot consecutively spam heals anymore like we used to.
That would rock actually. Casting spells like a Bard in Everquest. I think there might be a huge coding issue there though. I know it was always a huge problem in EQ, but then again that game is really old now. It might be an easy tweak now. It would definitely help the class. Being able to heal and dps on the move would rock.

Philelectric's Avatar


Philelectric
11.05.2012 , 08:55 PM | #18
Quote: Originally Posted by Macroecon View Post
Stealth Scanner should be invisible to the other team. Right now there is no risk to using stealth dps tactics. No risk and yet huge return. That is a broken game dynamic. That is why all the ranked teams are moving to use more and more stealth classes. Once the new wz arrives, with it's premium placed on avoiding deaths, there will be no reason to use any non-stealth classes.

There must be a balance of risk and return to the use of stealth dps tactics. The way to do that is to make the Stealth Scanner's activity and radius unseen to the enemy team. Enemy players who enter an opposing team's Stealth Scanner should be hit with a 50% snare for 4 seconds. Now there is an actual risk to using stealth dps tactics. And maybe even a reason to have a Merc on your team.
I hate it and love it at the same time lol

I hate it because my main is an assassin but I love it because its a nice idea.

Also do you think people that spent point (Asassin's Tank tree) in better stealth detection perk should be able to see the invisible scan when they are very close to it?
Guarding a healer is not only the job the the skill ''guard''. It is also your job to stay around the healer to be a plague for the people attacking the healer.

TyrellJonez's Avatar


TyrellJonez
11.06.2012 , 01:55 PM | #19
Quote: Originally Posted by Philelectric View Post
I hate it and love it at the same time lol

I hate it because my main is an assassin but I love it because its a nice idea.

Also do you think people that spent point (Asassin's Tank tree) in better stealth detection perk should be able to see the invisible scan when they are very close to it?
Actually that is a good idea. make Stealth Scan invis to the opposing team. I approve this message.
If they don't wanna see the hood in me, be satisfied when you see the good in me

Jherad's Avatar


Jherad
11.06.2012 , 02:17 PM | #20
I like that idea. I also suggested a while back adding a minor damage field effect to stealth scan to give it anti-capping utility - even 1 damage every few seconds would be enough (dealing damage makes it come out of stealth, like a player).
Zachar´ah - Commando / Chasso - Merc
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