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Aaoogaa

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  1. Ok so I read: 1. Commando DPS needs to play pyro. 2. Alacrity is still bad. 3. Both these items may be addressed sometime in the far, far away future because who really gives a crap about commando.
  2. Lol minor changes are not megabuffs. All this will do is allow us to put a little more damage on the target at the start of a fight with 4 smaller possible crits instead of waiting for RNG for 3 possible larger ones. Tech override every minute instead of every 2 is nice but not mega in the least. Minor damage reliability increase...nothing mega about it.
  3. No, you're correct it is easier when played right. Go in with a group and wreck people. Nothing worse than a op/scoundrel popping on you when you're at half health and your defensive just dropped. Run solo and cry when other classes use their abilities to deny you your optimal range.
  4. It was the darkest day in this games history. Caused many large guilds and some of the best players to leave and never look back.
  5. No, there is still the CoF cooldown so it will not proc EVERY GR. If you want more RNG then only put two points in that way you can be happy and those of us that think it's a good change will put in 3 points. This change allows our damage to be a little more front loaded and reliable with smaller crit hits from FA...trading a little burst for more reliable front loaded damage. Which is exactly what the class needs in PVP. I still think GR and CB should be instants leaving FA to be our only main ability that requires standing still to fire, but at least we are starting to see positive changes that will actually help the class rather than more gimmicks. Less grav round spam required to get a proc...everyone should be for this. Now lets just hope they don't screw up the PTR build again and base our numbers on a broken mechanic and then nerf it when it goes live effectively double nerfing us again.
  6. Wanna fix commando? Make all of their damage abilities instant...hell make all of their abilities instant. Problem fixed. The ammo system will still be the regulator of damage and healing output.
  7. Devs have been feeding this line of garbage since 1.2 when entire servers quit because of the huge class rifts that were created. Feedback was asked for and given then ignored wholesale just before this game went F2P. Class balance has been ignored...what makes things different now? Why should we believe this round will be any different? The trooper player base has been lied to (a majority of whom have left the game because of the obvious imbalance) repeatedly because no actual balancing has ever come about. Tell you what, Get your best PVP player on a Marauder and have him play against any commando DPS...Marauder should win 100% of engagements. Now balance that until the win ratios are 50/50. If the marauder isn't having to burn every cooldown and playing perfectly just to achieve a 50% win ratio there isn't balance. Sadly there never will be because the average poor player wouldn't have a chance against a balanced commando in skilled hands. While skilled jedi players would cry foul because they aren't winning every engagement.
  8. PVP perspective. Commando - Lackluster performance will only improve with the reduction of the amount of keybinds we have to use vs. the other classes and an increase of damage/healing per GCD. Because we have so many differing skills they do far to little damage/healing per key press compared to other classes. All those little GCDs add up against you when you incorporate target changes, flowing combat, interrupts, CCs, etc. etc. The days of the commando just having to stand there and fire because his opponent was too stupid to hit his interrupt button are long gone...we were nerfed because of the lack of skill of other players...it's time to make the commando on par with the marauder...time to make every other class have to play just right and blow ALL of their cooldowns to have a win loss vs a commando of 50/50. You show me a maurader/sentinel that cannot kill a commando every time one vs one and I will show you a very bad player.
  9. Commando pvp 27 hotkeys and hitting every GCD just to be competitive. If you're going to pvp as a commando then do it as a healer because anything else is just moronic at this point. Vanguard 15 hotkeys to be more effective. Mobile, better target control, no cast times...but really just roll a smash monkey and be done with all the speculation. 10 hotkeys highly mobile, low skill level to be competitive, high skill level is amazing....3 marauders will obliterate 3 commandos every single time...no question.
  10. Try engineer sniper. Great story and everything fun in this game without alot of drawbacks. I liked darkside gunslinger as well but not everyone seems to.
  11. Have seen a few derp smash teams, 1 sage bubble stun healer 1 operative healer 1 combat 2 smash Maras and 3 warrior 0/12/29 very effective when coordinated. As a sweep guardian with a healer I can significantly presurre a normal warzone team with no problem since I can protect my healer and destroy people quickly while putting out significant splash damage, and smash survivability is much better than people claim.
  12. This is untrue since 4 of any other class AEing 1 area will not instantly kill what is there. So it is OP because no other combination of 4 classes can potentially kill 5 opponents in 1 GCD.
  13. +1..unsubbed due this. Not going to pay until they actually make the game fun again. Have 3.5 class storys to complete then will be done if pvp isn't returned to a TTK of around 15 or more seconds again.
  14. Sadly, I have come to the conclusion that if they make dps commando viable in rated then we would be considered overpowered for normal Qs...therefore you will see no improvement in performance against the other classes. This AC will always be fail because of this. I have switched to saboteur gunslinger and it is everything this AC should have been without the cool armor...if they nerf that then I will be done with playing anything but my OP Jedi guardian.
  15. Hmm my fullauto hits for 9-10k with proc so that is good. The issue is that verses certain classes there is nothing we can do period end of story. Damage output is fine when nobody is attacking you in melee range that is halfway competent. Interrupting the first grave round of the rotation puts us at a disadvantage right off the bat since all of our abilities are based off of it...we are pretty fubar for 4 plus seconds. Knowing a vanguard can literally interrupt/shut us down for 20+ seconds means we are dead meat in melee range..an unremiting warrior? Not even a chance with the combo they can put out. You claim you can do well but play in a rated match and you will be dead in seconds every time you show up and there is nothing your team can do to protect you. Anyone looks good against poor players.
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