Pistoleer Archive
Thread: Suppression Fire Nerf?
Gray03 wrote:
Correct! They are nerfing it to uselessness again..gotta love it...
Suggestion for those hunting critters- pick up scout..use traps...at least until they nerf them too...you can kill nearly any animal with the snare/root traps...
Yup, isn't it great!
This is what happens when there is no balance phase in beta and the entire thing is balanced during Live.
I told the Devs in beta that this would be the fast road to alienating customers.....I was hoping I was wrong, but I guess not.
I don't know about everyone else, but I'm getting a bit tired of changing my tactics and the way I play the game every 3 days due to the nerfs.
dizzy+ suppression is way better than kd no timer. i really dont know how they are going to fix this game at this point. its just to far gone.
i think its fatally flawed in that an open skill system leads to way to many variables to balance. every day that passes i start to think more and more that this game will need a complete rework to really become viable. how the game is now seems to be unfixable.
What is interesting to note is that bounty hunters and riflemen hit very strongly on the mind, which you all know, is not healed by stims. I can get into a fight with a rifleman, get his healthway down, then he heals himself for 600 pts (That can be done with stim B's which novice medic can use with medical capability of 5). there is no comperable heal for pistoleers or carbineers to use on mind. Now i dont expect pistoleers to be better than BH, as BH is the most difficult class to master, and IMO be the best at PvP. But if rifle guys can heal all the damage we inflict, there should be some combat advantage for pistoleers... A friend of mine who i work with has used his T21 for over 4000 points many-a-time with headshot2 (not even mindshot). That is a one shot kill even with the 75% damage decrease in PvP. Unless I can somehow sneak up on an overt rifle guy, i am horked. At the very least i would like to keep my supression fire for PvE, so i am not a complete hoser in all aspects of SWG.
Starfury-Gorath wrote:
It's not useless post nerf. It's still really really powerfull. You just got to monitor it more.
Before you could pretty much hit suppression fire once and not even bother checking if the mob was still coming for you as you already knew it was stopped in its tracks. Now you have to check. If you ever played everquest, its like hitting a low level root without the success/failure message.
Don't do without this one..
Star.
Great news star! Phew! thanks
Stargoo wrote:
dizzy+ suppression is way better than kd no timer. i really dont know how they are going to fix this game at this point. its just to far gone.
i think its fatally flawed in that an open skill system leads to way to many variables to balance. every day that passes i start to think more and more that this game will need a complete rework to really become viable. how the game is now seems to be unfixable.
That is my major concern too Stargoo. Too many variables and SOE screwing with so many things without screwing with others ending up at a point where only serious damage and a major overhaul will set it all strait.
I posted about it yesterday: (at least some people read it before it got buried 5+ pages in a matter of minutes...)
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=420030&highlight=#M420030
Anybody want to know why the dice are in the game?
That's SOE's in-game combat fail safe... When they get to the point where they havenerfed everything and still no balance except for the dice, we're going to have to role those diceto see who wins a battle a la D&D... ![]()
Ovid Delsis - a guy you see running around - Chilastra