I would like to see a clone weapon that shoots ion laser. Very effective (as in bonus damage) against shields, not so much against hull/body. Or have it have nearly no damaging effect at all on mechanical targets, but instead cause some temporal secondary effect on that target (like decreased accuracy or movement speed, etc.)
If you want to change blobs, then there are a few things I see that could be changed:
- blob amount, so the clone isn't overly reliant on blobs
- decrease stun duration on ion blobs except for dekas and SBDs
- perhaps decrease conc blob damage (dunno how much damage ion blob does), so its function is either a damaging ability or a stun ability
- in case of blob amount reduction, slightly increase AoE for conc blobs.
Well, they're also great for soldier spam. Throw into a crowd, they all lose their ammo and are temporarily disabled.
The basic tactic should
not be "stay in crowd" but "split over the area", since you want to force the enemy out of every possible cover it can get. Also, tactics - if you see clone, you should assume how it can play and counter appropriately, as you should assume different playstyle and different counter when you see sith. If your tactic is to stay as closed group in every situation, you are just asking to be killed.
Minor side note: The ARC nade launcher's sticky nades are decent as a delayed-action knockdown on Sith. The delayed action gives the Sith a moment to try to retreat, but it also gives all gunners nearby a moment to notice what's going on and get ready to shoot.
(main point being that if you remove Concs you still have a ranged knockdown vs Sith. Also, of course, Frags and Conc Nades. Conc Nades are great if you have coordinated gunners but not that good on their own.)
Assuming you play sith and you get sticky nade on you, there are at least two options / strategies open for you:
1) Run away, jump so the pulse nade explodes when you are midair. Use fast getup - you will be back on your feet before you land on ground.
2) Charge at the enemy. I find this the most viable action. If you get sticky pulse nade on you, people generally assume you will run away. If you do the opposite and get to them, when it explodes, they loose all ammo, armor and get knocked down (as do you, but you have the quickest getup). And even if you die later, you still helped your own team a lot by taking all shield and part of ammo clip from enemy team.
Also, here I assume you get sticky naded at close distance. If you do get sticky at long distance, then you should just learn to play.
Damaging a Sith from a distance isn't a good thing. What Imp class can do that? BH Poison? Please. Blob is an incredibly dumb ability, which is very difficult to balance for a plethora of reasons. I'd rather a Clone be more accurate to Star Wars, and more interesting, than a walking fast-firing blob-monkey.
Why shoudn't that be a good thing? What I see as a "not a good thing" is siths who are static in their movement, their defenses up, and think they have no problem in the world. If you see clone on the enemy team, then don't stand in one place, don't run in a straight line, don't make it easy for the enemy to hit you. Simple as that.
Except for avoidable blob, what is there for rebel team that can bypass Sith's defense? And I think that Sith is the only problem here. After all, any decent gunner should be in cover and both SBD and droidekas are immune to blob knockdowns.
Also, you should've seen Hex pushing blobs at me. It was really frustrating, but as he shows, it can be done with a bit of practice.
- How about pistol bouncing? (Also, Achilles does have a point - the only 'damage Jedi from a distance' tool are poison darts, and those deal 10-20 HP apiece depending on whether the target can hide in a corner and meditate. Blobs will either A: cause some 60+ damage as the team picks up on the weakness in the Sith's defense or B: cause some 60+ damage while being used as a sort of 'Flinch Plus' tool fired at attacking Sith.)
- How about pistol bouncing? ARC sticky grenades? Frag secondaries or concussive grenades? Raging Wookiees? Wookiees in general? CR3, for crying out loud?! (Not to mention the age-old classic of letting them get flinched when they inevitably get tired of waiting for your shots.)
To your point #1 - just as I wrote above, if you get blob'd on long distance, then you just need to learn to play. Blob travels for some time at long distance after all. AFAIK poison dart deals 3 damage per second / 1 damage per second if meditating for 10 seconds. So it's actually 10-30 hp that bypasses shield completely and prevents FP regen (IIRC, dunno if the "no fp regen" part got changed in any recent patch). That's no small ammount of damage (except for wookie). The problem with them starts only if you misuse them at long range, which does not make any sense. Also why should blob cause 60+ damage? Again, it's only if you act in a way that you can get blob'd multiple times in a row that enemy gunners pick up on it and see you as an easy to kill prey. Or if you think you can take on a group of enemies alone. Again, it all goes back to bad tactics.
For point #2 - most of these can be easily countered. The only real problem I would see is for CR3 due to its high RoF, but then again this is not a "blob are OP" type of problem and can be avoided with appropriate force powers.
Or you just remove blobs. Blob isn't a 'fun' 'exciting' ability, it is a retarded ability that has 0 counterplay with how it functions. How about we make Clone a class that isn't just a walking 'exciting' ability. At this point it feels like we're not even talking about a Clone class, but a Blob class.
Actually blob is a fun and exciting and mainly it is
unique ability. I don't understand how you expect anyone to agree with you when most of your posts are just attempts to trample that ability by prefacing it with words like
stupid,
retarded or
shitty without actually providing any real argument except "it's too powerful" and "it kills siths easily".
a point and click instant kill when you have teammates that aren't completely inept isn't exactly fun new or exciting
Are we disccusing blobs or are we discussing lightning, grip or perhaps cyan/blue/gray style?
That poll is a good reason why you shouldn't take altroll or this post serious. This is a classic example of "I got owned by <insert class>, pls nerf". The fact that most people asking for a rework are saberists should be evidence enough that this is clearly a skill issue. There are plenty of classes that counter clone, which saberists fail to recognize (takuta). The intent of this post was not to nerf clone, but to buff sith. Altroll's inability to play his favorite Star Wars character because he's constantly getting his shit kicked in by the best clones in mb2 is the only reason this post exists
I somewhat agree with this post. The point of this game shouldn't be "I pick one class and that is enough for now and forever after". You should change your tactics and if tactics of a class you currently play do not work, change class to different one.
You should have (and atm you DO have) an equal or greater change of winning a fight as a sith against most classes. Then again if you expect that you should get unscathed from a fight with a group of enemies when you are alone or with bad support, and in reality you do not, then the resulting thought should not be that the enemy team is OP and devs need to nerf them.
Issue is that it would be rather pointless since everyone takes blobs on Clone, because that is all Clone is, a class with blobs. The blob class. Looking at any of the arguments in this thread, it is literally just talking about how 'integral' blobs are.
CR2 and CR3 provide all of the firepower a clone-clown could possibly need, and you can still buy blobs anyway, so your point is moot. Clone has more tank, better mobility, better utility, and better weapons than any class on Imps, 'cept BH. Why do you think everyone loses their shit when someone picks up a pulled CR2/3?
It's rather interesting to see that when someone else proposes a change to the class so it's not overly reliant on blobs that you shot that idea down with
CR2/CR3 is all firepower clones need, yet in your original post you propose different (or should I say exactly the same) weapon?
If anything, I like Hex's and Crusader's idea. It doesn't change the core of the class, but it gives you more ways to play it.
Also, most of the time anyone looses their shit when imps (or even rebs) pick pulled CR is because its level scales with the player who picked it up. So for example a BH with level 3 DLT will get level 3 CR which uses the same ammo as DLT, etc.
The spray power of CR in conjuction with the class, who picked it, abilities creates deadly combos. Again, it's not about blobs. I also happened to pick up a CR (but can't recall atm which class and class setup I had) and it turned out I could use blobs with CR that took charges of nade/dart of whatever it was unique to the class I was playing.