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Zevronian

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    Canada
  1. Congratulations Cashogy! I have no experience with the Assault tree, but I do have a lot of experience in Gunnery. I think the what Gunnery needs is some more mobility outside of overcharge cells. A few ideas I have to improve are on-the-move mobility is: 1) Would having instant casts throughout the duration of Hold the Line be something the Devs would consider? (maybe to OP?) 2) Would the Devs consider adding in a proc that gives us a free cast on our next Grav Round? (Not sure what it would proc from lol) As far as CC wise, maybe adding a talent that would let us cast Concussive Round as an instant? Those are just my questions and ideas that I have to improve Commandos.
  2. I am really hoping Theron has something to do with the story, I really liked him in the comic series. One of my favorite EU characters!
  3. I swapped some mods and my new stats are 273 surge, 328 crit, and 330 power. My grav rounds are still only hitting for around 1200. This is really starting to annoy me
  4. I juts swapped some mods around to lower some crit and to raise my power, I think it will be better! Thank you for the response, I appreciate it
  5. I will definetly start getting some augments into my gear, thank you for the reply
  6. I am having problems getting the dps that other commandos can put out. My grav rounds usually only hit for around 1400-2000, and I see other commandos getting at least 2400-2900. I am a gunnery commando with 312 accuracy, 328 crit rating, 216 surge rating, 315 power, and 1853 aim. I have full Rakata gear, with black hole implants, offhand, wrist, and belt. Is there any stats that I should have more or less of? Any help would be greatly appreciated.
  7. What I do is save up my ammo and wait for an opening to unload a few grav rounds and a demolition round. After the opening is gone, just go back to hammer shotting.
  8. For the vertical part, maybe they could have air vents on timers that shoot you up levels?
  9. So I think that Huttball is getting a little lame with juts one map to play on. If Huttball is a big sport with many different teams, there should not just be one map. Instead of passing the ball from one end to the other, they could add some new dimensions to the map (such as vertical or more than one end zone per team). If they had a square map with four end zones (two per team) this would add a whole new dimension of defending and attacking into the mix, with many new strategies to experiment and explore. Another thing that comes to mind when talking about the four end zone format, is multi team Huttball. This would be insanely fun in my opinion. Teams of four with four teams total, one Huttball in the middle and four end zones? I think it would be a lot of fast paced action Feel free to leave your thoughts and ideas of expanding the warzone of Huttball
  10. Zevron The Harbinger Commando Gunnery Demolition Round 11,569 It was on SOA SM with all buffs, stim and no adrenal
  11. I have done this in full columi with no problems. A few pieces of rakata will definetly help out. As long as you know the fights, it will be easy with that gear combo.
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