Official 1.4.3 Feedback thread

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R2D2
Movie Battles II Team Retired
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We will be happy to hear some feedback from you. What have we done wrong/good and... WHY. We want you to share your feeling about new version, but remember Feedback doesn't mean to go rage mode. So keep conversation at least on decent level.

If you want to tell us how much you love us or hate us, then feel free to do it here:
https://community.moviebattles.org/forums/dev-req/



CHANGELOG
(23-10-16)

Gameplay
  • Pistol changes:
    • Basic pistol:
      • Change: Level 2 secondary fire is now a charged shot which ramps up from 26 damage to 48 damage in 5 seconds.
      • Change: Level 3 primary mode primary fire damage decreased from 48 to 40 (also affects FP drains).
      • Change: Level 3 primary mode secondary fire is now a charged shot which ramps up from 26 damage to 60 damage in 2.5 seconds, afterwards it no longer drains ammo nor increases damage until 5 seconds of charging where it auto-fires.
      • Change:Level 3 secondary mode secondary fire rapid shot burst now costs 4 ammo.
    • Westar pistol:
      • Change: Level 2 secondary fire charged shot ramps up from 28 damage to 53 damage in 5 seconds.
      • Change: Level 3 charged shots ramp up from 28 damage to 53 damage in 5 seconds for both pistols.
      • Change: FA-only: Akimbo pistols' base damage is now 40 instead of 48 and their charged shot ramps up from 28 damage to 80 damage.
  • Dodge mechanics overhaul:
    • Change: Dodge is now an active ability manually triggered by holding class special 1.
    • Change: Costs 4/6/10.
    • Change: No cooldowns on activation/deactivation/reactivation.
    • Change: Runs on a separate resource of its own, Dodge Points, which are displayed below the botton right hud.
    • Change: While active, 50 DP drain per second, thus full bar in 2 seconds (if the player is in a state where he can dodge, otherwise no drain).
    • Change: Passive regeneration while not active nor poisoned, full bar in 15 seconds when running or jumping, 10 seconds otherwise.
    • Change: Basic DP cost levels 5, 10, 15, 25, 50, 75 for dodging projectiles.
    • Change: Dodge Level 1: base standing/crouching still costs 15, 25, 50 (legs, torso, neck/head).
    • Change: Dodge Level 2: standing/crouching has 1 level less worth of costs, walking has the same cost as above.
    • Change: Dodge Level 3: standing/crouching now has 2 levels less worth of costs, walking 1 level less, running/jumping same cost as 2 lines above.
    • Change: Sniper shots increase the DP cost level by 1 compared to all other projectiles.
    • Change: Can't dodge while scoping or poisoned.
    • Change: Starting from 400 distance, the closer the enemy is the costlier dodge becomes (linearly), until reaching 160 distance (80 for dodge level 3) where dodging is impossible (costs above 100 DP).
    • Change: Ability to move freely while dodging, ability to dodge again while already in a dodge animation (does not replay an animation but still drains DP), ability to attack freely while dodging.
  • Dash changes:
    • Change: Dash Level 1 now costs 44 stamina (33 before).
    • Change: Dash Level 2 now costs 33 stamina (25 before).
  • Quick Throw:
    • Change: Now assigned to new command /ability1.
  • FA tweaks:
    • Change: Dexterity cooldown is now no longer activated when trying to roll/dive while attacking with a saber (in FA).
    • Change: Dash/Dodge can now be given to any class in FA.
    • Change: In FA, when a class has Saber Defense with a saber, or Stamina, the regeneration rate of BP and Stamina prevails over the regeneration rate of Dash; when a FA class has regenerating fuel, its regenerating rate prevails over all others (all of them share the same bar).
    • Change: In FA only, in order to prevent some ability conflicts, Dexterity and Dash are assigned to /ability1 (Dexterity is given priority over Dash at all times) whenever the class has access to flamethrower, wrist laser, saber-out melee moves or tracking darts.
    • Change: In FA only, saber-out melee moves (note: jumpkicks with saber-out are still always activated via class special 2), gunkicks and tracking darts are assigned to /ability2 whenever the class has access to flamethrower or wrist laser.
    • Change: In FA only, poison darts are assigned to /ability3 whenever the class has access to dodge, mandalorian rocket or stamina.

  • Droideka/SBD tweaks:
    • Change: Droideka power management now regenerates 20 armor for 1 ammo and 2 ammo for 10 armor instead of 10 armor for 1 ammo and 1 ammo for 10 armor.
    • Change: Ion blobs no longer disable Droideka shields, launched pulse grenades now stun SBDs/Droidekas and disable shields of Droidekas for slightly longer, manually thrown pulse grenades now stun and disable shields of Droidekas for slightly longer.
    • Change: Droideka FP drains reduced by a 0.8x factor.
  • General Jedi/Sith changes:
    • Change: Cyan/Purple/Staff/Dual styles are reworked into "specialist" styles, more powerful than the basic Blue/Yellow/Red. Fast Styles, Medium Styles and Strong Styles thus now all have the following cost: 8/8/6.
    • Change: Cyan style now has a synergy with Saber Deflect. Buying Saber Deflect with Cyan makes deflecting no longer require tapping attack but simply holding attack, with no FP cost. With Saber Deflect level 1, Cyan can deflect 1 shot every 750ms and cannot deflect at close range; level 2 can deflect 1 shot every 500ms and can deflect at close range; level 3 can deflect 1 shot every 250ms and can deflect at close range.
    • Change: Purple is now granted Q3. Q3 is the ability to automatically deflect projectiles while attacking without holding block. Q3 can be disabled for a swing by holding Class Special 1 during this swing. Q3 has good synergy with Saber Defense 3 because Saber Defense 3 reduces the extra FP drain on shots that are blocked while attacking (without Defense 3, the FP drain is doubled on these shots for both Q3 and swingblocks; with Defense 3, the FP drain is no longer doubled for swingblocks nor Q3 non-swingblocks).
    • Change: Duals now deal 360 damage per swing instead of 260. Duals no longer have an increased blocking arc.
    • Change: Staff now have a 270° blocking arc against projectiles (including thrown sabers) and 300° against saber swings.
    • Change: Cyan now has the same forward running animation as Staff, and Purple has the same forward running animation as Duals.
    • New: Nudge is now enabled by default on spawn and can be toggled on/off via /nudgetoggle.
    • New: Blocking animations are now triggered on saber/saber collisions.
    • Change: The duration of the flinch stagger is now dependent on the damage received.
    • Fix: MBlock deflecting will no longer drain FP when the deflect cooldown is still active.
    • FP drain and regeneration changes:
      • Change: 1.0x FP regen when unable to auto-block (saber off, knocked down, idle, etc.).
      • Change: 0.7x FP regen and 1.2x FP drains when able to auto-block but not holding altattack.
      • Change: 0.2x FP regen and 0.4x FP drains when able to auto-block and holding altattack.
      • Change: FP drains are capped at 40 when holding altattack and 80 when not holding altattack.
  • Saber vs Saber changes:
    • Change: Non-PBs now result all the time in clash sound effects on a saber/saber collision, instead of alternating between bodyhit/clash sfx depending on non-PB/PB.
    • Change: Perfect Block (PB) no longer combo-breaks.
    • Change: Parries now drain BP equal to half the amount of a bodyhit.
    • New: Perfect Parry (Blue crosshair and BP bar indicators): done by matching the incoming swing (quadrant-wise) with the matching outgoing swing. Will negate parry BP drains.
    • Change: Manual Block (Mblock) now allows for combo-breaking vs swingblock and also deals 6 BP damage to the attacker when successful. Failing a Mblock (vs any swing) drains BP (4 vs Fast styles, 6 vs Medium styles (and Purple), and 8 vs Red).
    • New style-specific perks/features (these replace all previous ones):
      • Change: Blue style: Loses 1 ACC when PB'd except against Blue/Cyan. Drains 6 BP from attackers on PB (including against chained consecutive swings).
      • Change: Yellow style: Doesn't suffer from Mblock BP drain on failing.
      • Change: Red style: No BP drain from being Mblocked on a swingblock. Causes a stagger on the third consecutive bodyhit.
      • Change: Cyan style: Combo-breaks other styles on a perfect parry.
      • Change: Purple style: +1 ACC on PB.
      • Change: Dual style: Consecutive swings deal 0.75x damage instead of 0.5x.
      • Change: Staff style: Successfully timing and matching movement directions with a Mblock counts as a Pblock, even with incorrect camera aim. Staggers the opponent on a successful Mblock vs a swingblock.
Servers
  • Change: SMOD mute now also blocks voice_cmd, gestures and name changes.

UI

  • New: Added new ability keys (moviebattles) and nudge toggle (weapons) to controls menu.

Models

  • New: Added Grand Admiral Thrawn to Commanders (thrawn/default) and Outcast's Tavion to Sith (tavion/default). Tweaked TFA Han's taunts.
  • Change: Re-enabled a few alternate skins for existing Sith models (alora/default, darthmaul/default_robed).
  • Fix: Swamptrooper model's footsteps are no longer silent.
  • Fix: Updated seasonal hat positioning for model changes after v1.3.2.
  • Fix: Some minor shader errors.

Official Maps

All (where applicable)
  • Change: Re-enabled charge shot on FA classes with akimbo pistols.
mb2_cloudcity
  • Fix: Blocked area allowing players to escape the map.
  • Fix: Minor VIS adjustments to tunnel between Eastern Commons and South Lounge.
mb2_duel_cc
  • New: Added carbonite freezing sequence. Activated by using one of the control panels.
mb2_deathstar
  • Change: The FA has been redesigned to make every class useful instead of a few dominating ones and many weak classes. For example, C3PO, R2D2, and the prisoner have been buffed. The Imperial team has also been changed to have as many unique classes as Rebels.
  • New: Two FA-specific features have been added for this FA. First, Force Power sound overwrites now exist (currently only available for Sense / Deadly Sight) and are used for C3PO. Second, a special classflag for making a class run faster while in melee was added for the Imperial Pilot.
  • Fix: A shallow pit of death trigger allowed survival in rare circumstances.
mb2_duel_office
  • Fix: Added clipping to portion of ceiling that may have made it possible to escape map.
mb2_jakku
  • New: Original map by Plasma based on the village attack at the start of The Force Awakens.
  • New: Capture Point Objective: The final objective on this map requires the attacking team to stand within the village square to capture it. The defending team may stop the capture by also standing within the capture point.
mb2_undeadstar
  • New: Reimagined map by Plasma. Will our heroes manage to survive the horrors that await?
Unofficial Maps
All (where applicable)
  • Change: Re-enabled charge shot on FA classes with akimbo pistols.
mb2_cmp_arena
  • Change: Split soundset for C3PO / Battledroid hybrid models.
  • Fix: Restored classic FA icons.
sm3_venom
  • Fix: Spiderman and Venom now use the correct model.
ultimate_showdown
  • Fix: Spiderman and Venom now use the correct model.
  • Fix: Resolved some shader errors.

Changed Files ( Server downloads ) ( Linux OpenJK server lib ) ( ARM OpenJK build )
Code:
--MBII
031_MovieGameMappack.pk3
FAMBModels.pk3
MB_Effects.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_cloudcity.pk3
mb2_deathstar.pk3
mb2_duel_office.pk3
mb2_jakku.pk3
mb2_undeadstar.pk3
mb2_um_assets3.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
zz_MBModels2.pk3
cgamei386.so
jampgamei386.so
uii386.so

Changelog Legend

New - New feature or addition to the game.
Change - Changes to the game.
Fix - Bug fix.
Remove - Removed feature.
Feature - New feature name
 
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... EE3/M5.

Just for the sake of clarity, the M5's sniper mode is goddamn horrendous compared to the EE-3, it's like comparing E-11 vs A280. M5 deals like 60 dmg on a HS while mando sniper can deal upwards of 130 - 140.

M5 Sniper mode also drains 10 ammo (5 shots) for the damage of 6 ammo (3 shots) which means that it just isn't worth it in terms of damage to ammo ratio (especially on a class that runs out of overall ammo so fast)
 
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Stassin

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The M5 sniper mode deals 47 base damage (24 non-sniper mode), the ee3 sniper mode 100 (28 non-sniper mode). Their sniper shot speeds are the same, 9000, while ee3 normal shot speed is 5500 and M5 normal shot speed 4000 (lower because it's a high ROF weapon, the same applies to e11 between primary - 5500 speed - and secondary fire - 4000 speed).
 

RG4

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The M5 sniper mode deals 47 base damage (24 non-sniper mode), the ee3 sniper mode 100 (28 non-sniper mode). Their sniper shot speeds are the same, 9000, while ee3 normal shot speed is 5500 and M5 normal shot speed 4000 (lower because it's a high ROF weapon, the same applies to e11 between primary - 5500 speed - and secondary fire - 4000 speed).
So? They're not comparable at all considering the lower base damage means that you need to have a successful follow through repeatedly over the EE3. EE3 can one shot anything BUT a wookiee with a headshot and anything but fully armored ARCS,Clones, and Heroes.

Where as the Westar requires more than than 2 headshots to kill baring Jedi and Soldiers(maybe). The higher ammo consumption and smaller pool leaves at a disadvantage again.
 

Defender

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Projshotgun was where for example a hero used dash and was face to face to sith and could instakill him? That was retarded, im happy its removed.

Meanwhile lighting is still as retarded and cancerous as it was, when shotgun needed to take risks and was easy to avoid from the most powerful class in the game with the most surviving skills.

What a shame...
 

Lessen

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Movie Battles II Team
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Given that the headshot multiplier is something like 3.5 last I checked, doesn't an EE-3 headshot do 350-ish damage, meaning it will kill anything that's not a very healthy Wook or a droid? Also, doesn't an M5 sniper headshot do upwards of 150 damage, if my numbers are right? I've never tested. Also, I'm a profoundly inexperienced, bad sniper, and I'm not expressing any opinions here, just kinda fact-checking.

Other random trivia that most people reading this thread probably already know: EE-3 sniper can be fired accurately while jetpacking if you're not inputting any movement. M5 sniper can be fired accurately at all times including mid-roll and mid-jump if you have Dex 3.

In the times when I've tried M5 sniping, I get really bothered by the fact that I can't seem to get rid of the scope viewbobbing, when the POINT of the gun seems to be that it can fire while moving. Is there a viewbob cvar that all the good snipers know about or what? And if so, it definitely needs to have a default value of "no."

and on that note, this is a tangent, but the default values of some cvars could be better. Namely, camera damp and target damp should both be set to 1 by default, and there should be sliders to adjust them. That's a matter of preference, but I do figure most people would probably prefer having a tight, consistent camera to a loose one.

Although admittedly, the undamped camera gives you something of a "clearer view" by not moving the camera super quickly even when your mouse is moving super quickly. But it makes it so you can't "aim with the camera," which is kind of bad, I think especially in extremely close-range gun fights, although I haven't tested that theory.

I feel like there's other important, obscure cvars but I can't remember them off the top of my head. Uhh... minimap Alpha should have a slider, cuz big translucent map overlays are the bees knees. I mean, they're unnecessary most of the time if you know the map, although on some maps they're useful for keeping track of your team in a large open area.
 
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{Δ} Achilles

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Arc does *not* need a buff. It is incredibly strong if you know what you're doing, and is one of the few gunner classes I'm actually quite good with. It eats other gunner classes alive. The reason why people think it is underpowered, is because it is heavily overshadowed by Proj Rifle, and Clone spam.
 

RG4

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Arc does *not* need a buff. It is incredibly strong if you know what you're doing, and is one of the few gunner classes I'm actually quite good with. It eats other gunner classes alive. The reason why people think it is underpowered, is because it is heavily overshadowed by Proj Rifle, and Clone spam.
I disagree.
Any class can be "incredibly" strong if you know what you're doing. But we're taking the bar none average player who can be decent at any class. We'll take a notice that said player will run out of ammo very early on because of the absurdly low ammo count for a weapon that eats ammo more than any other class. Whose main thing is that they're able to roll around and shoot but only at dex 3. The grenade launcher,sniper scope,rocket launcher are all huge costs for the arc to buy, including dexterity!

Both classes have 80 points each. Mando jetpack costs 27 to the arcs 45 to make the BEST use of their class ability.

So already the ARC used most their points off a core class ability which many argue should be free or stamina needs to be free.So we take into account ARC need their armor and ammo so armor 3 and ammo 3 and the arc now only has 15 total points left to spend if we want max survivability and use of his core skill. Meanwhile a mando with armor 3,ammo 3, and jetpack 3 they have a grand total of 33 points left to spend on either westars,EE3 as a mainhand, along with choice of rocket,flamethrower, or wristlaser.

ARC has a lot more diversity but each them are high cost, and usually low reward outside of a rocket armor because the ammo drain makes them ineffective at constant engagements. Low damage sniper mode that eats through ammo 480 ammo very quickly. Compare it to a EE3 that was 600 shots in reserve, that uses a lot of ammo but it's able to deal immense damage with ease.
 

StarWarsGeek

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Any class can be "incredibly" strong if you know what you're doing.
Exactly this. ARC can be very devastating in good hands, M5 sniper and pistol bounce shots are beastly, but it's still probably the weakest class on rebs. M5 (especially with sniper) has very low ammo, and pulses and dexterity are too expensive.
 

Lessen

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What if ARC is fine approximately where it is, since it rounds out the "capabilities" of a team, rather than particularly amplifying the raw "power"? As in, bounce shots let your team pressure Sith and people in cover for free, M5 sniper lets you have... a constant sniper threat, I guess. Rockets are rockets and add a huge threat without making the ARC itself a particular good fighter. EMPs let you get past a few droids without a real fight. High Dex lets you keep close-range firing pressure on Sith without risking much. A utility/specialist class, whereas Mando is more oriented towards being individual powerful and versatile rather than being extremely specializable.

They're both a class that can sort of "do it all," but the ARC is oriented towards doing one thing at a time really hard, while the Mando does everything at the same time, but to a less extreme degree.

not saying the above argument is particularly valid, I haven't evaluated it that deeply, I'm just making it for argument's sake.

the M5 sniper is kind of a weird thing to "do really hard" since it's ostensibly not as good of a sniping weapon as the proj, but at the same time, if someone got extremely good with the M5 sniper they'd be possibly kind of just an even better P3 Hero, being able to maintain an extremely high damage threat that's much more constant than the threat of other snipers (who have to reload, and hold still for at least a moment, and are generally more risky at close range.) I do think a lot of this potential is kind of shit on by the seemingly unremovable view bobbing though. I'm mystified by thattttt

also, diveroll cancel uppercut is under-exploited and a bunch of fun.
 
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Arc does *not* need a buff. It is incredibly strong if you know what you're doing, and is one of the few gunner classes I'm actually quite good with. It eats other gunner classes alive. The reason why people think it is underpowered, is because it is heavily overshadowed by Proj Rifle, and Clone spam.

Oh, don't misunderstand what people are saying. I can kick arse as ARC as well (as can a lot of people) and it is very strong when played right and with good reactions, the issue is that it is so heavily penalized in point cost that there's only one build that's strong. The rest make you useless in gunner v gunner fights as you have to either tone down your dex, stamina or armour (ammo is not an option, you run out of reserve so fast atm) all of which directly impact your ability to fight, ARC is one of the slowest classes on rebs when not sprinting and I'm almost certain that wooks can outrun a non-sprinting arc.

I don't think anyone here is talking about huge buffs like +20 damage to the primary weapon or something but some of the utility items need to either be cheaper or free, dexterity as it stands is a requirement to do well, otherwise you're a shittier ET with moving accuracy, which is a little pointless without dexterity. EMPs are also very lackluster, you get 1 nade for 10 points which requires a follow up (rush) and if you can't get that followup, gg, you've just wasted 10 points and dealt about 20 damage.

What if ARC is fine approximately where it is, since it rounds out the "capabilities" of a team, rather than particularly amplifying the raw "power"? As in, bounce shots let your team pressure Sith and people in cover for free, M5 sniper lets you have... a constant sniper threat, I guess. Rockets are rockets and add a huge threat without making the ARC itself a particular good fighter. EMPs let you get past a few droids without a real fight. High Dex lets you keep close-range firing pressure on Sith without risking much. A utility/specialist class, whereas Mando is more oriented towards being individual powerful and versatile rather than being extremely specializable.

M5 sniper is worthless for reasons stated in my last post (ammo drain for shit damage), you're better with a godcaster wook as that will deal far more damage and won't kill your ammo supply. Rockets are actually pretty good but the cost drives me away from them, some people do well with them, I'm not a fan. EMP is good but the cost is similar to rockets, the EMP is meant to be used up close and personal but an arc with lowered armour, dex or stamina in CQB is dead-meat in a lot of scenarios because of the class' speed. Not to mention the requirement to follow up because EMPs that are just thrown like frag nades might be are worthless, they do not deal lasting damage.

They're both a class that can sort of "do it all," but the ARC is oriented towards doing one thing at a time really hard, while the Mando does everything at the same time, but to a less extreme degree.

The issue is that ARC can only do one thing very well. Rockets, EMPs and sniping are mostly useless in the grand scheme of things, EMPs require follow up, rockets can be hard countered by sith and sniping is worthless as it deals bugger all damage. All ARC is left with is dexterity because the cost is so high and because it is such a necessity. Playing ARC without Dex 3 is pretty much suicide in most situations.

also, diveroll cancel uppercut is under-exploited and a bunch of fun.

Shhh, don't spoil all of the arc-fu moves! :p
 
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Lessen

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Mando-fu: You can use the wristblaster in the middle of any melee move, and I think it cancels the endlag of uppercut.

Good point that godcaster's basically better than m5, although there's a theoretical counterargument: a good M5 ARC sniper would be a lot harder to hit than a godcaster wook. Incidentally, I only really recently realized just how much I need to prioritize getting headshots when fighting wooks. It's made them considerably less scary.

theoretically an ARC without Dex 3 is fine if they have a good team that will protect them well. Theoretically EMPs are really good if you have a good team that will go in and attack immediately after the EMP blows up.
 

{Δ} Achilles

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I absolutely disagree. M5 Sniper is incredibly strong, because it allows for more mistakes, and deals very high damage. It will 2 shot kill a Bounty Hunter with headshots. The biggest benefit of the M5 sniper is that you can move while firing it, which makes it immediately a superior choice for me against a lot of Imp classes. No class can tear through SBDs, soldiers, and coms faster. Infact, I believe the clip size buff they gave it made it slightly on the overpowered side. Again, the only reason people feel Arc isn't strong enough, is because it is overshadowed by Proj rifle and Clone.

Keep in mind, that a good Arc is basically immune to all forms of CC as well.
 

RG4

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I absolutely disagree. M5 Sniper is incredibly strong, because it allows for more mistakes, and deals very high damage. It will 2 shot kill a Bounty Hunter with headshots. The biggest benefit of the M5 sniper is that you can move while firing it, which makes it immediately a superior choice for me against a lot of Imp classes. No class can tear through SBDs, soldiers, and coms faster. Infact, I believe the clip size buff they gave it made it slightly on the overpowered side. Again, the only reason people feel Arc isn't strong enough, is because it is overshadowed by Proj rifle and Clone.

Keep in mind, that a good Arc is basically immune to all forms of CC as well.
Again I disagree because just yesterday I popped two into a BH that didn't know my location and he was still alive and walking. I did 5 shots to the chest of a Mando as well and he was left 94 HP. Sure Soldiers and Commanders get burned easily because they have the lowest health of any other class, SBDs can get mag plating to compensate. I don't know much about the M5 being accurate on the move because the same be said for again, the EE3 and Proj which both can be fired on the move if said player is moderately skilled. The mag size doesn't make it OP, the slight buff that it got really didn't compensate for it's severe drain on the reserve. IE again we take a look at the mando whose two EE3 shots drain a lot of power but has massive damage for compensation, and again the Mando is more than likely to have at least 1 or 2 of their equipment modules. The only reason people feel the ARC isn't strong enough because if they want to work to the potential of ARC, IE dexterity they need to bank most their points on ammo and dexterity because they then aren't much of a threat or even high damage dealers.

Keep in mind a good wookiee,Jedi/Sith,SBD,and Deka are immune to all forms of CC as well.
 

{Δ} Achilles

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You're basically saying that Arc needs a buff, because it can't do everything on the same build? It's not supposed to. I actually have a lot of trouble against good Arcs because I prefer using Sold/Commander, and the idea of them being buffed is annoying. I don't want to have to deal with an Arc with scoped M5, Dex 3, and 2 pulse grenades, that would be cancerous. Pulse Grenades as is are ridiculously strong, do you have any idea how much damage they do to armor? No. Arcs do not need a buff. If anything, Clone and sniper rifles just need nerfs.

Also no, when I say that Arc is immune to CC, I mean that they have the ability to completely avoid *all* of it more so than any other class. If you throw a grenade at a good Arc, he can instantly avoid it, and all the damage that comes with it. Even if you manage to hit an Arc with a grenade, he can still instantly be getting back up AND still attacking with Dex 3. If you land a grenade on a Jedi/Sith, you can easily land a few more shots on him in relative safety. Arcs counter CC *really* hard, compared to any other class.
 

RG4

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You're basically saying that Arc needs a buff, because it can't do everything on the same build? It's not supposed to. I actually have a lot of trouble against good Arcs because I prefer using Sold/Commander, and the idea of them being buffed is annoying. I don't want to have to deal with an Arc with scoped M5, Dex 3, and 2 pulse grenades, that would be cancerous. Pulse Grenades as is are ridiculously strong, do you have any idea how much damage they do to armor? No. Arcs do not need a buff. If anything, Clone and sniper rifles just need nerfs.

Also no, when I say that Arc is immune to CC, I mean that they have the ability to completely avoid *all* of it more so than any other class. If you throw a grenade at a good Arc, he can instantly avoid it, and all the damage that comes with it. Even if you manage to hit an Arc with a grenade, he can still instantly be getting back up AND still attacking with Dex 3. If you land a grenade on a Jedi/Sith, you can easily land a few more shots on him in relative safety. Arcs counter CC *really* hard, compared to any other class.

So under threat of your most played class you don't want the them to receive a buff because it would make Solds and and Commanders easier ? That's a pretty biased opinion because I'm not exclusively an Arc player but I feel as if they're one the the weakest classes because they hamper much on their their expensive dexterity ability and have a extremely low damaging and supplied weapon compared to their exact counter part. Mandos can 1 shot solds,clones,commanders,heros but the arc using his very weak and low ammo M5 is suddenly overpowered and cancerous?

I didn't bring up Pulse grenades but yes they eat armor and ammo, but if you're directly next to a pulse grenade and a frag grenade which one is actually going to harm you in the long run unless you're an SBD or Deka? Again with the CC, every class has extreme potential to avoid all forms of CC,if you throw a grenade at a good sold,mando,sith,etc they'll instantly avoid it and all the damage that comes with it. You're using the premise that this is a very good arc player because in my experience I've been burned down when trying to get up after getting hit by a grenade, even if it's a very good arc player the ability to burn their armor/hp is still within the realms of any skill leveled player. Member SBDs(unless they got low battery),Dekas, and wookiees(strength 3) are all hard counters to CC because they don't get knocked down or pushed at all.

Arcs are an underwhelming class when compared to the usefulness of a Clone or Mando, they rightfully need either these changes.
Increased ammo count and lower consumption on the M5
Stamina 3 be free.
Dexterity 3 being a 15 point ability while Dex 1 and 2 are already purchased.
Increased damage for successive shots on the M5.
Rocket launcher and pulse nades having more of a role outside of surprise attacks and SBD/Deka counter.
 

{Δ} Achilles

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But you ignored my earlier comment, which states that Arc is my *best* class. They are not weak. From the perspective of someone who uses Arc, Commander/ET, and Sold more than any other gunner class, Arc is *fine*. The changes you're suggesting would make Arc overpowered.

Just nerf Clone and sniper rifles.
 

RG4

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But you ignored my earlier comment, which states that Arc is my *best* class. They are not weak. From the perspective of someone who uses Arc, Commander/ET, and Sold more than any other gunner class, Arc is *fine*. The changes you're suggesting would make Arc overpowered.

Just nerf Clone and sniper rifles.
They wouldn't be overpowered in any regards lol, they would actually be a more of grounded mando than some overpowered war machine you seem to believe they are. Again you're under this weird assumption that every high skilled player plays Arc to it's potential and not just a means of either just rocketing the doors in DOTF or countering a deka. The changes I suggest are pretty fair all things considered, because the arc in of it's own right is a weak class, how would buffing the ammo make them OP? How making stamina 3 free or the first two ranks of Dexterity free make it op, how would giving the M5 sniper higher damage per hit make it op when the mando already has the best form of what the arc could want?
 
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Arc is fine. Anyone who tells you that it needs a buff isn't utilizing the specialties that it's given.
 
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But you ignored my earlier comment, which states that Arc is my *best* class. They are not weak. From the perspective of someone who uses Arc, Commander/ET, and Sold more than any other gunner class, Arc is *fine*. The changes you're suggesting would make Arc overpowered.

You're focusing way too much on the fact that yes, an ARC player like you or me can kick arse with the class but not on the fact that this is only with 1 build. Dex 2 stam 2 minimum (25 points) and dex 3 stam 3 max (45 points)

If you're playing with EMPs, sniper or rockets you directly impact your overall points by another 10, you then also have to contend with armour and ammo, the former is what protects you when your stamina runs low or you take an unlucky hit, needs to be at 2 if you want to tank chest snipes and SBD/Deka ambushes but preferably 3, ammo is also a requirement because you get so little reserve ammo overall, the magazine isn't an issue, it's the overall reserve. Ammo 2 runs out so fast in a 6v6 so Ammo 3 is almost necessary (I run ammo 2 but as a result am complaining that the RESERVE ammo pool is far too low for a 1 life class).

EMPs also have the downside of requiring a follow up, no other grenade needs this and it deals bugger all damage. Armour can be damaged but no where near as excessive as you make it sound, I've tanked an EMP nade and drained only 30 armour. The biggest threat an EMP nade poses is the ammo drain but it's barely a threat, especially in team games.

Sniper is pointless, nerfing other sniper rifles to make the M5 good might work but you'll likely piss off a lot more people than just beefing up the m5 sniper. Rockets are rockets, they're not bad but I don't play ARC like that and nor should most people, rockets can be reflected and are a great way to get your entire team rekt by sith.

Arc is fine. Anyone who tells you that it needs a buff isn't utilizing the specialties that it's given.

*cough*

Feel free to demonstrate the uses of EMP nades & the M5 sniper vs other tools whenever, I've used them and I've evaluated them as 'bad' and 'meh' respectively.

I'd agree with you if it was in regards to damage buff for the M5 or pistols or something but an ammo buff and dexterity/stamina price reductions so people can buy EMP nades/or buff EMP nades is more than fair.
 
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ARC player like you or me can kick arse with the class
AmxNebi.gif


Anyway arc is fine for the time being its way more important that the devs focus on nerfing mandalorian and soldier. Both are op since about 5 patches.
 
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