Bounty Hunter Archive
Thread: Speed Cap
You might try testing with a Doctor's Adrenaline boost buff. It should be a big enough jump in speed to notice a difference, instead of adding tapes, etc. with nearly insignificant bonuses.
Drev
Drevar wrote:
You might try testing with a Doctor's Adrenaline boost buff. It should be a big enough jump in speed to notice a difference, instead of adding tapes, etc. with nearly insignificant bonuses.
Drev
Yeah this is a good idea. I'll give it a shot.
Only problem with this is there arent many Docs left, LOL.
Cpl_Fisher wrote:front loaded damage is worthless in this game now. If you can't kill in one shot, you are going to ge mauled while your specials are recharging. because of the new hate system, you can't even have someone tank for you.
Ackehece trust me, having been the king of front loaded damage, a pre cu commando for a very long time, I can promise you that it is not desirable.
Solo that may be true, but in a group it isn't. The ability to drop a large hit/s on something, relatively quickly, can make short work of opponents with the rest of your group's help. Snipershot + Headshot is a large chunk, then you can put a kneecap shot on the target, which will add to the control other group members will bring to bear. Another headshot and snipershot should be recharged either for the finisher or for the next opponent?
You're spot on with the hate management comment though. "Tank" characters should be able to hold aggro off "Damage" classes, when the damage classes are using standard or low-power attacks.
I'm getting a little tired of saying that same thing over and over. It'd be nice if the developers actually paid any attention to us.
Mythor wrote:
Cpl_Fisher wrote:
front loaded damage is worthless in this game now. If you can't kill in one shot, you are going to ge mauled while your specials are recharging. because of the new hate system, you can't even have someone tank for you.
Ackehece trust me, having been the king of front loaded damage, a pre cu commando for a very long time, I can promise you that it is not desirable.
Solo that may be true, but in a group it isn't. The ability to drop a large hit/s on something, relatively quickly, can make short work of opponents with the rest of your group's help. Snipershot + Headshot is a large chunk, then you can put a kneecap shot on the target, which will add to the control other group members will bring to bear. Another headshot and snipershot should be recharged either for the finisher or for the next opponent?
You're spot on with the hate management comment though. "Tank" characters should be able to hold aggro off "Damage" classes, when the damage classes are using standard or low-power attacks.
I'm getting a little tired of saying that same thing over and over. It'd be nice if the developers actually paid any attention to us.
"Front-loading" of damage does kind of suit us, since we are "snipers"... But Commandoes, with grenades, rocket launchers and such-like, should be higher up the list of front-loading than we are. We should be pegged back a bit, but generate less hate, in other words.
Until /cover and /conceal work a bit better we're probably going to have to deal with it for now.
And I can definitely testify to 2! I picked up Novice CM with my latest respec (I have some medic clothes and was hoping they'd help - they don't) and firing off Bacta Spray will get you the attention of most things when you're fighting. And will even grab the attention of things not actively in combat!
I could see playing hate-pong with a CM alternating bacta spray and bacta toss.
If they know of the tank issue, what are they doing about it? I mean, what good is thedefinition of a tank (onethey gave us) if a tank cannot tank? Low offense, high defense does not draw aggro. They need to fix the current Hate sytem to allow tanks to tank!
Ackehece wrote:2) the devs know of the tank issue - if you don't want to be a tank ^_^ ask the combat medic your with to use bacta spray - draws aggro off riflebeings like you would not believe....
If it's 2s, then every profession hits the cap before Master, which seems kinda pointless (and as has been said in other posts, it skews the mod DPS listed). Even if it's 1.5s, most profs cap by Master, or at Master.
All I'm asking is if such a thing exists post-CU, without the aid of food or buffs. Skill tapes are an exception as I don't have to do anything with them apart from wear them.
I'm trying to find out to see how far I can push my template towards speed before anything on top of the speed becomes meaningless (at which point I'll focus on accuracy).