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MrWoolie

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  1. Yeah, the other parse is pretty impressive, and Awe-ing groups of enemies is one of my favorite thing to do as a Sent. I am not denying that Marauders/Sentinels have it pretty good in the DPS department. My personal opinion is that of all classes, they should get CC protection. Currently, the way they are now is not "fine." Besides throwing down trascendance and inspiration every once in a while, the class' actual fighting capabilities is very lackluster. Range can do just as much DPS (snipers), and stealth classes have better, and more controlled bursts. Melee is heavily punished in these game, and while our DCDs and DPS may seem okay, range classes have the advantage of being ranged. If you would take a look at the leadership boards, sent and mara entries are rather scarce. The class is viable, but under-performing compared to the others.
  2. I have played SWTOR since before 1.2, and I can attest that Mara/Sents are nowhere where they used to be. Although, that isn't necessarily a bad thing. My main is my sentinel, and I have a couple 55 sents on different servers. To start of, I can assure you that it is perfectly reasonable to achieve over 500k in a tank. In fact, if you would just gear your mara in some PvP equipment, you can hit that mark just by spamming massacre. I do not mean any offense, but if 250 000 is what you would consider normal, than your opinion on this topic is biased. The first time I played my sent and gunslinger after quitting for 5 months, I got over 500k in both Wzs I played with them, with outdated gear. (If you ever get confused with your rotation, just keep spamming normal attacks, use every GCD) The problem with marauders is that it is much harder to do so than with a ranged class. Their resource system puts them on a disadvantage when they cannot open on someone. Especially with Combat, the better PVP spec, it is also extremely easy to get CCed as melee, which will mis-align all your procs. When I first played PvP in SWTOR, the average time to kill was about 2 to 5 times longer, and all CCs will white bar you for 20 seconds. Now, when I play, I am often disgusted at how often a fight turns into a cc-fest. All of this heavily uneven the playing field towards the disadvantage or sentinels and marauders. Their specs (smash not included, I considered it a crutch/training for new players) are extremely prone to CCs. Watchman needs to constantly land hits to get the ball rolling on Merciless slash and Zen. Same for Combat, proc, focus, and centering is not generated when you are CCed. Especially when you try PS and master strike, it is just asking for a stun on the battle field. All though this class is no where near how it used to be, when if you mastered it, you can get 50 kills with only 1 death, it is still viable. The only changes it needs are: Overall: Damage taken while CCed is reduced by 30% Watchman: - Focus generates during CC, Merciless slash and juyo stacks degenerate rather than disappearing, all at once. Combat: - CC immunity during Zen, free Precision slash for Hand of Justice will not proc unless PS is on CD.
  3. All right, so what you are experiencing, is the wonderful and logical GSF mechanic of RNG accuracy and tracking penalty. To put it simply, all cannons, even if you did successfully target the hit box, could miss. On top of that, every degree the your cannon deviates from the direction you are currently facing will cause another accuracy reduction. Essentially, the "tracking penality" is so great, that some cannons with much lower base accuracy rating will perform better when shooting at the edge of your screen than a cannon with a high base accuracy rating, but high tracking as well. (eg. BLC and heavies) Another part of this system is that, if the enemy is within 500m~ or so, you suffer a massive ~90% accuracy drop. The only time you will be able to hit the enemy with your cannons will be when you use BLC (which isn't affected by this) or toggle one of the scout systems called" Targeting Telementry." The reason you are struggling with drones is probably because of your weapon choice. They may be small, but they are stationary, and dies in 1 to 3 hits depending on the laser. You said that you were using heavies, they are the worst lasers for melee combat. Their tracking penalty is huge, there is no point firing unless the enemy is right at the center of your screen. Since you have heavies, you probably fly a strike. The best laser for dogfighting for strikes is Quads. They aren't the best, but they are better than heavies or rapids. If you do continue to use heavies, you need to keep the enemy a large distance from you. With this type of cannon, it is actually better to have a smaller reticle farther from you, then a close one, because you don't have to turn as much to center something far away.
  4. Plenty of people agree with you. It is not just bombers, although, they do get the short end of the stick on this problem. The system checks to see if you were within a friendly Satellite or have dealt direct damage within a minute. If not, you get the non contributing message, and lose ~ 25% of your reqs without a warning. Even if you are in respawn, the timer still ticks. The only ship that do not have issue with this is GS. The only consolation is that the tier 1 GS is the most popular ship there is, and maybe these people don't have to suffer from the Dev's poor designs. Basically, the system forces you to play offensively. Rush to a Sat or contested areas with baddies right from the start (or get the non contributing msg), avoid evasive tactics, fly into a wall to escape enemies instead (or get the non contributing msg), and don't stall enemies under a Sat that is not yours (or again, get the message). Honestly, I think whoever thought of such a system should ether be fired, or at least get their pay checks reduced by 30% until they fix it, then fire them. It SOLVES nothing for the AFK issue, since AFKers still get a match count for their quest. And the only people who get penalized are players trying to play the class and the game as it is meant to be played. Think about it, a percentage reduction in Req only works if you have already earned some. What kind of logic is that?
  5. Okay serious input here, Obviously don't waste your CCs in the first 4 seconds. Sorcs don't have much methods to deal with them really, other than CC breaking or casting your invincibility bubble. Bubble stun or any thing like that won't work due to the CC absorption. Cast your regular bubble, pop your adrenal, and hope the hit don't crit. There isn't even a point to running away, since, as you mentioned, they will just force push and leap again. Operatives can always cast Evasion, pop shield probe, and roll away. The in-combat stealth works too, if you are willing to use it to avoid one ravage. Remember though, there is always the option of fighting back, and one ravage isn't going to kill you. An interesting method is to start casting whirlwind .5 seconds into ravage. The jugg will ether have to cancel his cast, or get mezzed after. If he breaks out, hard CC him and hit him with everything. Save your roots and Kb, he will just leap you again. Ops can do the same thing with FB, except no channel time. While he is CCed, you may also use that time to LOS and run away. Choose whatever seem better at that time. There really isn't a sure fire way to avoid that first ravage. Evasion works fine, and you can get rid of the dots with cleanse, but you are technically still getting hit, and it is a 1 minute CD. Juggernauts have much more potent DCDs than Ops Or Sorcs. The best method is to stun, LOS, and H2F.
  6. Actually, all the ships except scouts and tier 1 strikes are that sized at that range. I like this idea though, at least it gives us something to do with our class ships.
  7. Exact same ship as this guy, and almost the same load out as well. Only difference is heavy laser cannons - the range and shield pen. Keeps enemy shields from regenerating at a longer range. Rail gun drone, again, range and shield pen. I find it more effective in disorienting enemies, because they now have to focus on your drone that may be 10km away. Also, keep in mind that no drone by themselves can kill any ship without running out of energy first, or taking more than half a minute. And regeneration extender, but this one doesn't really matter.
  8. Agreed with the trying part. But BLC isn't the "best" laser on paper, Quads are. Neither is shield penetration. It is practically procrastination, the shield got to go if you want to bring them down most of the time anyways. However, I too run with hydralic spanners for my co-pilot. It is actually quite useful since the only other way to repair hull without dying right now is with a repair drone. Still, perhaps you should try your own advice if you haven't already. Try BLC. It takes a match or two to get used to, but it works splendidly on a ship that can boost almost on always on demand.
  9. I second this. If you get lucky with burst, you may get a couple huge crits off. However, in a game mode where the objective to kill players, shield piercing or armor ignore doesn't mean much since you got to finish them off anyways, and most players don't use charge plating or deflective plating. Quads will give you an advantage against all other cannons except heavy any day in TDM. However, keep in mind that you MAY still end up in domination, and I think the extra use of quads in TDM doesn't out weight the benefits from BLC in node fighting. One solution is to equip one CM scout with burst, and the other with Quad. However, that is taking up one entire ship slot that could have been dedicated to a bomber or GS.
  10. Wow, love the Sorc and Sentinel changes. Although, I would like to see noble sacrifice/consumption be able to be used off GCD. Also, Watchman and Marauders"s weakening wounds and agonizing sabers needs to ether also make targets receive 10% more dot damage, or just straight out buff 10% dot damage in a talent. Another thing to note is that the heals from burns won't trigger as often anymore since crit has became a lot less valuable, the heal percentage should probably be higher than 2. The alternative of buffing DOT crit chance to previous levels may be too OP. Activating Zen/berserk should instantly give 2 stacks of MS/annihilate as well. Or perhaps tie it with BS/FS and reduce the cost, so it gives incentive to actually use that skill. (eg. activating the ability instantly build one stack, cost reduced to 2.) For AP and tactics, hydralic overide should also make them immune from knock downs. To prevent people getting out of their cleave with a seismic grenade. (Must use hard stun or mezz to escape)
  11. Thanks for clearing up my points. I think my post was too short and Armondd misunderstood it.
  12. Your first point makes your second invalid, since the minelayer would drop two more mines in close range anyways, and two is all it takes to kill a scout. I think you meant that the fire rate of BLC makes it a poor choice against mines. The range is still 4km, mines explode in one shot. The only difference is that a cannon such as rapids would be more effective due to a faster fire rate.
  13. Who cares? Even if you do blow up the mines one at a time with BLC, the sucker is just going to sudden drop 2 more when you get close. This argument can be applied to a lot of other cannons.
  14. I have a rather interesting Idea, let players man the turrets. So they aren't active unless some one turns them on, they should still be auto aiming however. Of course, there should be a limit to how many players can play as turrets at any time.
  15. Of course, 15% speed increase is much better than 10% yes? But that is only the base of it. Statistically, such a small increase does not actually make you kill your enemies faster by a significant margin. I currently can't find the calculations I wrote, but to give you the gist of it. Damage cap have no downsides. Frequency cap drains power more quickly. A 10% consistent increase is not as valuable in regular shots. Do to the fact that in the end you will over damage the targets health pool. Same with frequency capacitor. (Critical) Comparing to the hull and shields of other ships, what put damage on top was that 10% damage applies to the first shot and beyond. 15% faster shooting may increase the dps, however it only starts to count after the first. In order for Frequency Cap to out dps Damage Cap, it needs to essentially fire 3 shots+ mathmatically, and only if it continues to shoot at a target none stop for the following x number of shots. (I forgot, sorry) Most ships cannot survive 3+ direct shots from ether Cap with BLC anyways. Two other thing to note is that the offtime between shots is around .6 to .8 seconds, so 15% less isn't as much as you would think. Also, Damage Cap makes the occasional crit do a lot more damage as well. Overall, Damage Cap is better suited for the style of BLC anyways, since it is focused on hitting as much per shot as possible. Sorry I don't have what I wrote with me right now. If I find it or redo them later, I will post it here. I am currently in a bit of a hurry.
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