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BW, do you ever plan on addressing DPS Mercs/Commandos PvP-wise?

STAR WARS: The Old Republic > English > PvP
BW, do you ever plan on addressing DPS Mercs/Commandos PvP-wise?
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Kerensk's Avatar


Kerensk
02.28.2013 , 10:40 PM | #1431
Quote: Originally Posted by ArchangelLBC View Post
Hold the Line/Hydraulic Overrides should be pretty helpful in getting away.
Now that we're can finally test it's obvious that Hold the Line is the buff they gave us.
With it's long cooldown electro - net isn't nearly as useful as I thought it'd be. It's more of a gimmick that you can play with a few times a match. It's so rare people don't even know it's there and it doesn't do nearly enough damage to make it a game changer for the class.
The Harbinger, Piett Legacy
“It's an older quote but it checks out. I was about to clear it. ”

Jherad's Avatar


Jherad
02.28.2013 , 10:44 PM | #1432
Quote: Originally Posted by Kerensk View Post
Now that we're can finally test it's obvious that Hold the Line is the buff they gave us.
With it's long cooldown electro - net isn't nearly as useful as I thought it'd be. It's more of a gimmick that you can play with a few times a match. It's so rare people don't even know it's there and it doesn't do nearly enough damage to make it a game changer for the class.
Finding pretty much the same thing in pugged warzones myself, though electro net is really aimed at organised groups. Without a called target it's way less useful.

The problem with Hold the Line is all the Pyro PTs/Assault Vanguards running around with it. Yegads.

2.0 is starting to look like a bit of a bust as far as rebalancing for pvp goes. I have more tools, but so does everyone else, and my time-till-death is way down. Conversely, it seems much much harder to kill healers now.
WFW - Waiting For Wildstar
Zacharïah - Commando / Chasso - Merc
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2.4 is the PvP Patch! ... J/K, Removing RWZs trolololol

MrSIlverSurfing's Avatar


MrSIlverSurfing
02.28.2013 , 11:25 PM | #1433
Quote: Originally Posted by Jherad View Post
Finding pretty much the same thing in pugged warzones myself, though electro net is really aimed at organised groups. Without a called target it's way less useful.

The problem with Hold the Line is all the Pyro PTs/Assault Vanguards running around with it. Yegads.

2.0 is starting to look like a bit of a bust as far as rebalancing for pvp goes. I have more tools, but so does everyone else, and my time-till-death is way down. Conversely, it seems much much harder to kill healers now.
Yeah its a bust for Mercs. I had such high hopes as well. If anything it looks like the DPS is even worst now on the Mercs. We do get some very high hits, but so does all the other classes. I actually think they could be funner to play in 2.0, they just need DPS. DPS is lower than it was on live IMO.

cashogy_reborn's Avatar


cashogy_reborn
02.28.2013 , 11:31 PM | #1434
idk, ive been having a jolly old time on PTS with my commando.

i did some transfer magic and ive got a full set of reflex 22 augmented Partisan PvP gear, minus only the +exp crystal and offhand/mainhand armoring/barrel.

electronet 90s cooldown is okay, definitely cant really tell how useful it is in PUGs tho.

i FRAKING LOVE hold the line. so much was able to 1v1 one of the best powertechs (i think anyways) from pot5 just a bit ago as gunnery, that was cool. ive been breaking 9k with demo round, 5k+ ticks on full auto, and the occasional 5k grav round (think that could be cuz everyone is running around in PvE gear tho). kolto bomb is sweet.

but i can tell you pretty much for sure that i am working way harder to kill folks than they have to work to kill me.

oh, and gunnery commando is a clutch ball carrier now. hold the line + reactive shield + tech override for Med Probes on the move, and you can run halfway across the map without being stopped

more fun facts: i just hit a marauder for 10k
Dany - Attomm - Dan'y - Fogel
The Original Stormborn Commando Representative
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klham's Avatar


klham
03.01.2013 , 12:38 AM | #1435
Quote: Originally Posted by Macroeconomics View Post
This is the trade-off for having super easy target acquisition and target maintenance (keeping target in range and in your firing arc). Let's face it, even a noob playing a Merc can keep an enemy target in range and in his firing arc 90% of the time. But a noob on a melee struggles to do that 50% of the time. So the devs counter that by making Mercs have the lowest utility in the game, the lowest damage output amongst dps subclasses, and the lowest survivability in the game. The problem is that amongst skilled melee players, their uptime increases dramatically while for skilled Merc, you are still stuck with the same STRUCTURAL handicaps. The devs have not fixed this, nor are ever likely to fix this because from their perspective, the meta average productivity of the classes is balanced. But from the player perspective the situation is fubar. Mercs are OP amongst low skill players and are worthless amongst high skill players.
While I don't disagree, Merc/mando doesn't benefit from any advantages re targeting that the other ranged ACs don't also possess. Quite the opposite, GS/Sniper and some builds of Sorc/Sage have greater range, as well as far more ample toolkits (immunities, dmg mitation, escapes/movement, etc.). But I get what you're saying re meta averages, and I think you're right that if the fix didn't come with 2.0, then it probably never will. Merc/mandos will just have to learn to love Suicide Mode PvP gameplay, learn to heal (and be 3rd best), or re-roll.

Etwehi's Avatar


Etwehi
03.01.2013 , 05:46 AM | #1436
Like I wrote in the Feedback-thread on the PTS-forum and several other players have tried to bring forth:

Commandos doesn't have any clear purpose team-wise in competitive forms of PvP.

Sure, we can hide in a corner or hump pillars trying to get our interruptible, proc-depending casts off. The fact still remains that Gunslingers can do pretty much everything Commandos can do, and do i way better.

Commandos need a unique skill that supports the team and makes us wanted for Ranked PvP.

The survivability is there as 2.0 stands. With Hold the Line and Electro Net (too long cooldown) we've been given our so long desired escapes, no more taking a smash to the face every time a melee-class leaps us.

assandir's Avatar


assandir
03.01.2013 , 06:11 AM | #1437
Quote: Originally Posted by Etwehi View Post
Like I wrote in the Feedback-thread on the PTS-forum and several other players have tried to bring forth:

Commandos doesn't have any clear purpose team-wise in competitive forms of PvP.

Sure, we can hide in a corner or hump pillars trying to get our interruptible, proc-depending casts off. The fact still remains that Gunslingers can do pretty much everything Commandos can do, and do i way better.

Commandos need a unique skill that supports the team and makes us wanted for Ranked PvP.

The survivability is there as 2.0 stands. With Hold the Line and Electro Net (too long cooldown) we've been given our so long desired escapes, no more taking a smash to the face every time a melee-class leaps us.
I'm not sure where you are coming from but Commando definitely has a clear purpose in PvP and thats doing damage. That Commandos right now suck at dealing damage in pvp compared to every other class doesen't get fixed by some unique skill that magically makes everyone want you unless that skill is so unbalanced that the team just has to ignore the lost dmg. What Commandos need is a fix to their skills so they aren't completely shut down if someone pretty much just looks their way with an interrupt.
Harmegiddo - Alles Hutten außer Mutti - Jar'Kai Sword

Macroeconomics's Avatar


Macroeconomics
03.01.2013 , 02:01 PM | #1438
Quote: Originally Posted by Etwehi View Post
The survivability is there as 2.0 stands. With Hold the Line and Electro Net (too long cooldown) we've been given our so long desired escapes, no more taking a smash to the face every time a melee-class leaps us.
I think you will be surprised at how rapidly the melee player base adapts to the new Merc abilities and becomes able to negate them. As I said in another thread, on my melee toon, if I get a Force Leap off first on a Merc, he is dead. Doesn't matter if he has TWO Electro Nets. He is dead.

PerinnAybara's Avatar


PerinnAybara
03.02.2013 , 05:36 AM | #1439
Sounds wonderful. Truely.
Character: Mathrim Cauthon, 50 Mercenary on Prophecy of the Five

Commade's Avatar


Commade
03.02.2013 , 04:20 PM | #1440
Hello everybody,

a friend of mine and I are playing o nthe german server T3-M4 and its the same problem with the Commandos and the Mers there aswell. My friend was testing his Mercs on the test-server this week - but today he told me it will still be the same problem. He likes his Mercs verry well, but he is allways saying that his Mercs is missing some ability like the sniper has for beeing not interuptable and not beeing first jumpign-target.

He tested his Mercs 1vs1 in pvp at the test-server. No chance against a marauder! ... Getting interupted, stuned, can't get away - down. The electro-net (new ability - don't know if it's called in english this way) only deals up to 200-300 damage...that's nothing that will stop a melee.


My idea for solveing this Mercenary/Commando-problem would be:
They should get an ability when using it the player rams his feet into the ground becoming a "rooted missile platform" (somthing like 1 sec. cast time) and after this the Mercenary/Commando is not interuptable/can't be jumped to for about 45 sec. This ability could be only used every 105 sec.


This would be my idea about Mercenary/Commando getting back into the PvP and you could give it a pretty cool ability effect.
Perhaps my english is not the best, but I think everyone understands my proposal.
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