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Nerf Mercenaries


FREDDOSPWN's Avatar


FREDDOSPWN
01.18.2013 , 09:03 PM | #1
The reason this is being posted in the PvP forum is because of how this issue negatively affects the Republic in ranked warzones, and contributes to why Commandos (and to a lesser extent, Vanguards) are not picked up in ranked warzones.

The reasoning behind this is very simple. The entire Bounty Hunter class is stronger than the Republic Trooper counterpart because of the way that the resource system has been handled. The other option is to buff the Trooper, but why give up an opportunity to nerf Mercenaries?

The Trooper has high ammo regeneration for 4 ammo, which is 1/3 of the total ammo pool (12).
The Bounty Hunter has high heat regeneration for 40 heat, which is 2/5 of the total heat pool (100).

As many people may notice, 1/3 =/= 2/5.

As a result, Bounty Hunters have a total of 7 more heat to use. 7 heat is not enough for any ability to be cast, it does allow for easier management of heat. Not to mention that 1 ammo is equal to 8 heat (which favours the Bounty Hunter) unless a direct % comparison is available (33 heat fusion missle, 25 heat flame thrower).

Example One:
A Pyrotech Mercenary casts power surge followed by fusion missle. They can then cast rail shot when the GCD is done and be left with 36 heat (0 + 33 = 33, 33 - 5 = 28, 28 + 16 = 44, 44 - 8 = 36) and be in their high heat regeneration zone.

Example Two:
An Assault Specialist Commando that casts tech override followed by plasma grenade and then a high impact bolt will be left with 7 ammo (12 - 4 = 8, 8 + 0.6 = 8.6, 8.6 - 2 = 6.6, 6.6 + 1 = 7.6). They would then be in their medium regeneration zone. They would then regenerate 0.36 ammo and be left with 7.96 ammo and be in medium regeneration for another second.

These examples do not even touch upon the implications of a longer fight. The reason is that two Bounty Hunter 16 heat abilities = 32 heat, two Trooper 2 ammo abilities = 4 ammo which would equate to 33 heat. This would result in the Bounty Hunter getting more casts in a longer fight using the same rotation. Whilst this would rarely happen in a PvP situation, it is still a factor in the class balance.

There are two simple solutions to this mirror class imbalance. The first is to reduce the high heat regeneration zone to 33 heat. The second is to give the Trooper high ammo regeneration until 5 ammo (5/12 ~ 42 heat) which would dramatically improve the discrepancy (2 heat compared to 7). The third solution is to give both classes the same resource system. Since it has not been done in over a year, I doubt it will be done now.

EDIT: Thanks to Holmes.
http://www.youtube.com/watch?v=btg2o...ature=youtu.be
http://youtu.be/GYvsw8HN654
His two videos to help prove the imbalance.

EDIT 2: Dr_Kid's thread:
http://www.swtor.com/community/showt...php?p=5770270#

EDIT 3: Dr_Kid's method:
Quote: Originally Posted by Dr_Kid View Post
The longer the test, the greater the disparity will be. That's why my test is ideal. Two button rotation.
Ion Pulse, Hammershot, Ion Pulse, Hammershot, Ion Pulse, Hammershot, and repeat.
Count the number of Ion Pulses until you're unable to use another Ion Pulse. Repeat two more times to account for lag.

Bounty Hunter
Flame burst, Rapid shots, Flame burst, Rapid shots, Flame burst, Rapid shots.
Count number of Flamebursts until you're unable to activate it again. Repeat twice more to account for lag.

Compare the results.
I thought I'd post this as I play a Commando and I'm sick of Mercenaries complaining when they have it so well off. That, and people seem to be too pre-occupied with bubble stun and smash to even notice this issue.

Azrienov's Avatar


Azrienov
01.18.2013 , 09:07 PM | #2
lol. Just lol.

Lalainnia's Avatar


Lalainnia
01.18.2013 , 09:30 PM | #3
Hes not kidding btw heat is better then ammo

4 tracers missles >3 grav rounds

on a side note this is a super minor prob ( not to me), and its been around since launch I highly doubt bioware is going to fix it and on another side note it could also be ( this is for merc / commandos) that dual pistols have an offhand that can miss more often then our BFuselessG




I would still want to shoot 4 tracer missles instead of 3 grav rounds.....
Donna-Commando-Combat Medic
When we care for others our own strength to live increases. When we help people expand their state of life, our lives also expand. Actions to benefit others are not separate from actions to benefit oneself.

Kalifus's Avatar


Kalifus
01.18.2013 , 09:52 PM | #4
I play one on both sides and perform way better on my commando...how is that possible?

cashogy's Avatar


cashogy
01.18.2013 , 09:54 PM | #5
yeah its kind of an issue. i had made a fuss about this a loooong time ago, im surprised to see it brought up again.

why bioware chose to use different resource mechanics for mirror classes is beyond me. if BH can have 100 heat, why cant a Trooper have 100 ammo?

Technohic's Avatar


Technohic
01.18.2013 , 09:54 PM | #6
I see what the OP is saying, but of all the problems merc and commandos have, this has to be last on the list.

cashogy's Avatar


cashogy
01.18.2013 , 10:32 PM | #7
Quote: Originally Posted by Technohic View Post
I see what the OP is saying, but of all the problems merc and commandos have, this has to be last on the list.
agreed

Kerensk's Avatar


Kerensk
01.18.2013 , 10:36 PM | #8
Quote: Originally Posted by Kalifus View Post
I play one on both sides and perform way better on my commando...how is that possible?
Because the commando looks cooler.
The Harbinger, Piett Legacy
It's an older quote but it checks out. I was about to clear it.

Trooperclay's Avatar


Trooperclay
01.18.2013 , 10:42 PM | #9
Quote: Originally Posted by FREDDOSPWN View Post
but why give up an opportunity to nerf Mercenaries?
No offense, but i think this is what you meant. Mercs do an excellant job. So do commandos. Leave them where they are.
For a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times... before the Empire...

Zakmonster's Avatar


Zakmonster
01.18.2013 , 10:54 PM | #10
I think it was cleared up a long time ago that Troopers actually use the same system as the Bounty Hunter and it just has a different visual representation (or vice-versa, I can't remember which).

Beyond the fact that one bar goes up and one bar goes down, there is absolutely no difference in numbers or calculations that are going on behind the scenes.

No imbalance found anywhere, no fixes needed.