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Thread: Soldier staying power

  1. #1

    Soldier staying power

    There's been a fair bit of complaints about soldier survival lately.

    I have some observations which I feel are valid and a suggestion which I think fits the role.

    Firstly, I think it's fair to say that soldiers, for a long time (up to 18.7) have been in the middle of the pack for PVP strength, and above average for PVM utility.

    Soldiers offer a few very desirable team buffs as well as some significant 'other' buffs which boost some fairly important stats like inits, burst and other ranged specials.

    Soldiers, in my eyes have always been a "heavy tank", the ranged equivalent of enforcer, with some obvious variations:

    Enforcers were always highly mobile with rage (no longer)
    Soldiers had superior defence (albeit temporary)
    Enforcers were alpha dependent vs soldiers having much stronger intermittent burst
    Soldiers were stationary (easily rooted/snared with low NR, vs enforcers with high snare/root resist and tools to get out quickly)
    Soldiers are ranged vs enforcers melee

    All of these characteristics are to some degree balanced, and as a result I do not want to argue/discuss the various individual merits of soldiers over enforcers or vice versa.

    Instead, I want to draw your attention to a very different aspect of playwhich I feel is a significant detriment to the soldiers toolset, with a concession.

    The issue I wish to bring up is offensive casting in combat.

    Soldiers, to a large extent are dependent on landing one of three offensive nanos in combat.
    One Foot in the Grave
    Feelings of Mortality
    Remedy Inhibitor

    These nanos, broadly speaking, hamper the target from receiving CH heals, and in the case of remedy inhibitor, cancel long hots and stop the target from long hots landing.

    While the concept was OK for these nanos (and here's the concession) the Dev's have adjusted AMS/TMS so soldiers can cast while in defence (no NSD effect) which means that a soldier can work away at getting one of these nanos to land - broadly speaking, offensive nano casting in combat just doesn't fit the soldier role:

    Soldiers are the furthest from a nano casting prof of any prof in game, with the highest nanoskill cost of any prof in game, with the highest nano init cost of any prof in game, with the lowest nanoskill caps in game to boot. The obvious question is what was the impetus to add these nanos to game?

    Probably they were added because soldiers simply couldn't kill fixers or healers without them. Right? Right.

    So here is what I propose:

    Soldiers need a BIT of a boost I feel since 18.7, but it's hard to put your finger on what it is that is causing them to be in such worse shape after this patch. Traders are just as dangerous, engies are horrible, NT's are brutal, docs are impossible to kill, advy is very tough as always, MA is very tough, fixer is very tough, MP is very tough.. so, what are soldiers suppose to be good at killing? Well, the obvious answer is that soldiers have always been in a hard struggle to kill most profs, but I don't think having to land these only partially useful nanos in combat with such brutally stacked odds against us is helping.

    One foot in the grave checks 120 % NR
    Feelings of mortality checks 140% NR
    Remedy inhibitor is a more feasible 95% NR

    But with nanoskills trimmed as tight as possible in MM (many solds don't even use gazump fight unless OSB'd), clearly solds aren't in a good position to be casting these with any hope of landing them in a timely manner.

    I suggest these nanos are REPLACED with a low level nano that has a compounding effect. Consider the proposed self nano:

    Psychological Warfare

    MC = 120
    TS = 120
    NCU = 10

    On use: Upload Psychological Warfare on self.

    Effect is a 100% proc chance, which loads 10 stackable debuffs called "engaged in combat" on the target being attacked by the soldier (max 10 stacks).
    Each proc lasts 10s , which refreshes on each hit, so if a soldier stops hitting the target for 10s the stacks completely disapear

    Each proc reduces target heal reactivity by 2% and heal efficiency by 2%
    Each time the proc lands, it raises the soldiers heal reactivity by 2%


    The rationale is simple: The soldier gains staying power as the battle wears on, but his opponent suffers adrenaline drain since his opponent doesn't seem to be weakening.

    From a technical perspective, instead of stopping a target from being able to heal via CH, it lowers the targets ability to heal by a moderate amount, and lowers the ability of the target to receive heals by a moderate amount, BUT significantly reduces the targets ability to SELF HEAL.

    This will make soldiers a more formidable threat to MA's, agents, advy, doctor; to a lesser extent vs shade, MP, trader.

    But more importantly it will make soldiers a bit more able to stand and tank, to be the heavy, low mobility ranged tanks that they always were supposed to be. It will place a huge value on having monster AR (which is what soldiers have always had) - so it plays on natural strengths and reinforces all the soldier profession paradigms.

    It makes soldiers significantly stronger paired with at least one other person who can fire a heal on him, and brings soldier heal reactivity up a notch which is what the original intent was when heal efficiency was added to AMS shields (which didn't work). It doesn't make soldiers any stronger solo but it does make them more capable of making a kill vs healers and vs those in a team with healers without having to land a ridiculous checking nano on them.

    Notably, this suggestion is completely different from the way CH blockers worked in the past - CH wouldn't be affected by this, but all heals BETWEEN CH's would be, so, that means you'd have 30s to kill an agent between CH's, and 40s to kill advy between CH's, and MA's would likely be the most affected with all self heals reduced by 40% efficacy across the board with the stacks being maintained.

    Edit: Oh, and a final point, if this was implemented, I'd like to see the stacks on self be buffed as a function of the stacks on the target, so, if 5 soldiers attacked a target, immediately the target would be reduced by 10% HReact and 10% Heff, and the last soldier who fired would be buffed by 10% not 2%. the reason for this is that it reinforces the rationale, and soldier mentality: An army isn't made up of 1 individual, an army is made up by soldiers. And those soldiers draw strength from each other. 2 soldiers? stronger than 1 soldier and 1 soldier, 5 soldiers? stronger than 5 individuals, if you get my meaning - same as what you'd expect in actual infantry warfare, where soldiers use formations to create formidable defences, or protect the spearman at the front, for example.
    Last edited by Fieldsweep; May 19th, 2015 at 04:40:38.

  2. #2
    It makes a soldier a desirable target to heal, would help in both pvp and pvm, encourage teamwork, requires the player to play in a different way, not op, not limited to specific targets...

    Totally forwarding this to the dev team.
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  3. #3
    Well, sounds nice but requires much work badly. As you said, it's hard to put the finger on why we are so weak. I still can't understand how soldiers are wiped by fixers for example, or why people just have to wait/sit for TMS/AMS to get down then **** us. Giving us a heal was quite a bad step and band aid.

    With CH nerf RI is a more reliable attack and shall relate with our weapon attacks (special bullet style) so shall be a duration nano depending on our AR. Now we can cast under MS, we're left with nothing to cast, except "spamming" RI.

    We still lack a real stun/interrupt, and as far as I can accept one bullet might not stun/interrupt you, I feel burst and obviously FA shall have a chance. Same as RI, make it a nano, with %

    The lack of damage and huge defense we have to face is the real problem, healing being only a part of this defense. FA shall not be evaded/deflected, how the hell can you dance through 15+ bullets, and if the 1st missed the other are nerfed ?

    If I don't have coon/ACs/reflect I should just run from the soldier (and I mean RUN, not kite, or not effectively), being able to stand toe to toe with a guy holding a big gun is just as stupid as MA gunfights. We shall have FAR MORE attack rating, as weapons specialists, and a FAR MORE solid AR option.

    And for god's sake, give assault rifles reliable aimed shots and better crits. Railshots anybody ? In any movie big guns are ruining cars and houses, but in AO you can't even TOUCH people ! ARs are heavy dmg and precision weapons, while SMGs are just devastating when they eventually hit and can't chain unloads/FA, supple based Envy owners being able to go down to 15s/11s is just stupid, paired with crazy perks, AR shall be the true and only reliable source of huge ranged weapon damage.
    Last edited by appolonia; May 19th, 2015 at 11:26:24.
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  4. #4
    I think RI casting under AMS is absolutely insane, and it horrifies me that anyone would want more offense against a particular profession. It was so powerful before 18.7 that there was a tacit agreement solds wouldn't use it against agents in duels. Now it's nuts.

    However, I like this general idea. It seems to apply more generally, which is good.
    You probably want something that helps more against profs you struggle against. What about a rework of guardian, or a nano that lets you go significantly over 100% reflect for a short time, at a cost later?

    I also think you should get procs like on the dshark. Heavy weapons too, with like 4k pvp crits or something.

  5. #5
    Well like soldier needs help against agent, soldier needs nanos against NT.

    And weapons, soldier a master of weapons Should have weaponz of master.
    Quote Originally Posted by Michizure View Post
    This'll be fixed for the next patch

  6. #6
    Also one of our main weaknesses since forever has been that ppl cba tanking ams (and i completely understand why), so what about we get a more active ams that we can turn on and turn off at our own will, f. eks regular ams 1:20 duration 2min downtime as usual, but also a 2nd veriation of this with maybe 40s duration 2min downtime, but the 40s one we can turn off at will if the target roots us and runs away. When it's turned off cooldown is still running and it resumes at the second mark u stoped it at when u start the ams again. Ofc it locks out regular ams too as it's on the same cooldown.

    Would also be interesting in duels, where u can turn on ams for the alpha, turn it off again afterwards and try to tank his regular dmg's etc.

    Details like durations/cooldown etc needs to be worked on ofc, but u get the idea.
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  7. #7
    Quote Originally Posted by srompu View Post
    lets you go significantly over 100% reflect for a short time, at a cost later?
    This already exists, it's called being a Nanomage.

    Also to the people in this thread who seems to think Traders are a threat atm (lmfao), need I remind you that Borrow Reflect only removes 20% of your reflects for 10s? Scary right?


    As has already been said, Soldiers have been middle of the pack in PvP for years, that means you've been balanced for most of the time that AO has been around. You're desirable in PvM and you're reasonable in PvP. What more could you realistically ask for that wouldn't upset this equilibrium and make you over the top?
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  8. #8
    BR is a joke and should be changed, but that's outside of topic and a battle for Raggy to take with Michi
    RI was changed a while ago so it does not block CH, it only removes/blocks hots. OFITG and feelings do block CH.

    Creative suggestion above, would't mind it adding HD or whatnot for better soloplay
    Last edited by nanoforcer; May 31st, 2015 at 16:57:35.
    Don't you just hate this kind of ppl
    http://redwing.hutman.net/%7Emreed/w...rouscranus.htm

  9. #9
    stupid question.
    3(more) nemesis prof, low def,low nanores, fa miss all time,low pvm dd and pvp, bad perks and procs(only dual pvm), worst soloing in game,can't root or stop starget and more....

  10. #10
    Quote Originally Posted by quantum View Post
    stupid question.
    3(more) nemesis prof, low def,low nanores, fa miss all time,low pvm dd and pvp, bad perks and procs(only dual pvm), worst soloing in game,can't root or stop starget and more....
    You have 1 Nemesis Prof, Traders. Currently Soldiers steamroll Traders thanks to us being straight-up horrific in PvP.

    Low Def? Is this a universe where AMSV and one of the highest unbuffed HPs/HDs in the game isn't a thing?

    Low Nanores, I'll give you that one.

    FA Miss all the time, this is find exceptionally hard to believe coming from a Prof with one of the highest AR templates in the game.

    Low PvM DD? Nope. Soldiers have been High-Mid DPM forever and always.

    Low PvP DD? Nope. Burst/FA cycles for Soldiers are hilariously low, combined with exceptional staying power, they make for formidable opponents.

    Bad Perks? Nope. Being able to essentially negate Limber on pure Evade profs and make support profs even easier to hit despite having a laughably high base AR?

    Worst Soloing in the game? Eh, can't really see how.

    No Roots or Snares? Grafts. And besides, you already crap on a significant amount of squishy profs. Why deny them their only method of escape?
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    Feel free to contact me via PM or in-game.

    Raggy - 220 Bureaucrat || Raggeh - 220 Fixer | Back as 'Raggys' - Shade for the time being. | Nuclei - 217 Nanotechnician || Nanobiology - 214 Doctor

    Tip #743: As noted in Tip #244, tea bags have an infinite variety of uses. However, there's always one jerk who will want to give you crap over drinking tea. Particularly if in a new town, use this as an opportunity to assert yourself. Any drunken idiot can win a bar fight. It takes a real man to win a bar fight while enjoying a cup of Earl Grey.

  11. #11
    3 nemsis - Trader/eng/nt and other prof who can tank while ams up. Adv mp ma shade doc crat keeper...

    trader\eng\nt debuff our amsv for all dd from other. hm, mb give solja nano -2k add all deff ? it's what about ams.

    solja can't debuff evade prof. Fa miss all time, pure evade prof has heal or imba def(nano\perk).

    soldier has 2 perks that he never uses even in PVM.
    Asault perk line has 8 points not 10.

    Worst Soloing in the game. 2 Grafts with 22min cd ?

    Solja(220\30\70\pvm def\hp setup) has 200-215 hd with 2 ql300 expensive imp,leg and feet and so he loses adddef\addar\agi\hp\... from alfa symb. Enf has hd more than soldiers and other prof who use infantri\control symb or like solja can put 2 imp. All profs has same or close hd like solja, but have more dd\def\support\soloing...

    Solja has reflect 38+5(back)=43
    eng 30+13(proc)+3(cocon perkline)=46
    adv 30+3(cocon perkline)+4(Improved Vengeance of Nature)=37
    and other prof who has cocon\perk\nano has get the same reflect or a little less but has heal\def\control\dd...

  12. #12
    forgot, all profs has proc heal\evade\root\absorb\hd but solja has +70dd and +80dd, OH MY GOD it's ****ing IMBA especially for assault solja.

  13. #13
    Soldier is just second tier at everytihng...

    It would all be better if Assault rifles recieved a major damage upgrade to be equal to SMG's. Give it 25k FA cap, higher base damage, whatever is required. Then soldier would be kinda ok for pvm.

    For pvp. Soldier is fine, infact pretty resonablly balanced, its other professions that are at fault.

    Artillery symbiants are notoriously bad. Fix to them would go a long way.
    Quote Originally Posted by Michizure View Post
    This'll be fixed for the next patch

  14. #14
    Quote Originally Posted by Cratertina View Post
    Well like soldier needs help against agent, soldier needs nanos against NT.

    And weapons, soldier a master of weapons Should have weaponz of master.
    Weapons, we have - its attacks we use are not reliable since 130 level (DoF, anyone?)

    As a soldier from begining of AO, also in PvP - I always find some solution, called band Aid to make my soldiers at least fun to play, even if not viable. My 150 soldier, Miazga, is Max AR setuped and uses AI weapon for duck exp check. My 200 Soldier uses Bow for AS (fast swap, same dmg type as Kyr/Shark, and fast AS recharge). My 100 soldier uses pistols for big alpha. Now I can't tell you, how BAD i fell now, when all I got is DFtR nano, and only purpose of it is to make me angry for 2 seconds more, because if I not use it, I just die faster.

    From 150 to 200 (my vast field of experience) there are facts:

    1. We dont have any defence except TMS.
    2. Our special attacks, in most cases, are irrevelant.
    3. Disabling defences (CH blocker) for Doc/Agent is too hard to count on it at all.
    4. Powering alpha dmg (read 5) with AS requires Soldier to Hotswap, which is often ruined by stuns or drain/DoT W&R
    5. Perks are low dmg, not landable at all, and slow (5 perks, 15 seconds to cast...)

    As I know, and Any experienced soldiers at this level range, touching everything can hugly affect TL7 PvP and ruing balance totally. I never wanted any class, especially one I play, to be OP'ed or nemezis for some, but since things got even worse for my loved characters, I feel something goes wrong and need attention.

    Firstly, what bugs me from long time:
    Soldiers should have special attack (either as a Perk action similiar for Backstab, but with the recharge of SA). Such attack should open when yealding AssaultRifle,weapon from level 25 and called Ultra Burst: (1st propposition)Adding roughly damage based on Soldier Level (Level*24). Addidional, 100% damage is something we need, and changing FA mechanics is too complicated (for every profession), same goes adding any AS to any Assault Rifle from top choice.(2nd propposition) 3 hits (100% chance to land / 75% chance to land / 50% chance to land based on AR vs Dodge Ranged, with damage scale (level*12)

    This would not affect much (but still) TL7, would add more damage to AR soldiers to make them on paar/even or a bit better over Pistol setup, and would not reuire changing FA/AS mechanics, not mentioning adding AS to any Top Assault Rifle is, at curent state, bad idea.

    Secondly:
    Changing time of perks execution, to make them 2 seconds at top. Also, Laser Paint Target should be, considering it low modifier, 10% def check.

    Thirdly:
    OFTIG is tool we need vs Doctors/Agents. Now, as we know we have such thight IP, even at 200 (where my keep or doc had 1m spare after adding literally everyoing or a bit more!), we dont have free IP to max out nanoC. Initials - also, we use ONLY one nano in combat, which is mentioned above CH blocker. Casting it under UBT, being full def takes 10 seconds, and it may fail - while casting, we can not move (figures) or shot (except specials) and for sure we can not swap. Basicly, trying to kill target makes us even more vulrenable for taking damage. Either lower NR checks of this nano to make it worthwhile casting, or lower casting speed, so it caps on 2-3 seconds at max.

    Currently I find no fun or any interest playing my soldiers, because changes at level ranges I used to play (and no, I never was 100% win - I worked VERY HARD, building - as for soldier - unique setup to be vaiable) took away all powers from my toons, while I fell like everyone got great boost.
    I like PvP
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  15. #15
    Quote Originally Posted by Raggy View Post
    You have 1 Nemesis Prof, Traders. Currently Soldiers steamroll Traders thanks to us being straight-up horrific in PvP.
    For solds, any prof that reduce reflects are a nemesis, so make that 3. Add the fact for engies that they have special blockers and you get the most ridiculous unbalanced fight you can get, the only good side of that is that there is not a lot of engies at endgame.

    Soldiers are decent against several enemies until a NT target him and press double, or a trader strip reflects. Then it's over. I wish I was trolling when I say that but really, I can spend all my time in decon depending of the population from these 3 profs. I may play well or not, and they may play well or be the worst traders/nt/engies, it does not matter. They are there, therefore I am dead. Screw the days spent leveling and gearing up.

    This problem is beyond the question that soldiers are good or not. Soldiers are playing a game of faith, you have to believe that the other side does not have 'these guys'. And that's a great waste to see a game like AO boiling down to this.

    Traders really lack static defenses, I agree with you on that and I play one myself at lvl 200. I know it's worse at TL7.

    Quote Originally Posted by Raggy View Post
    Low Def? Is this a universe where AMSV and one of the highest unbuffed HPs/HDs in the game isn't a thing?
    Seeing how we can wipe the floor with enfs sometimes, HP and HD in AO means squat, absorbs too. Really. All that matter is AAD and evades.

    The problem with AMS is two fold really. AMS itself is (too) great, but easily stripped away. A soldier with reflect under 70% will fall like a fly and perhaps giving that much negation to other was not the answer for balance issues. After all these years I believe that we could have done with less reflects on AMS to start with.

    Quote Originally Posted by Raggy View Post
    Low Nanores, I'll give you that one.

    FA Miss all the time, this is find exceptionally hard to believe coming from a Prof with one of the highest AR templates in the game.
    You have to believe us on that one. And many of the profs that do not have the AAD template to evade full auto have more healing than what it deals. (Not traders, but again traders need to be looked at)

    Quote Originally Posted by Raggy View Post
    Low PvM DD? Nope. Soldiers have been High-Mid DPM forever and always.

    Low PvP DD? Nope. Burst/FA cycles for Soldiers are hilariously low, combined with exceptional staying power, they make for formidable opponents.
    Sold DD in pvm is great. In PVP is also great even if we only kill someone 1v1 when his defense template is not designed with pvp in mind.

    Quote Originally Posted by Raggy View Post
    Bad Perks? Nope. Being able to essentially negate Limber on pure Evade profs and make support profs even easier to hit despite having a laughably high base AR?
    Evade debuffs are completely useless! Why? Because they check evades. Therefore they miss when they are needed and hit when FA would do 15k already.

    And other perks are slow to fire, deals crappy damage, apply meaningless effect or stun once in an eclipse. I understand that DD perks wouldn't be our advantage but those those are only here for the show.

    The worst one has to be the 600 aoe damage, to make sure that you screw up calms in pvm for no returns, or perhaps the 100 ish melee damage that stun at 5% chance, over 2s to land, now that's a great action.

    Quote Originally Posted by Raggy View Post
    Worst Soloing in the game? Eh, can't really see how. Soloing is done by kiting enemies and stopping to throw burst+FA, but imo if soloing is meh, duoing with an support is awesome

    No Roots or Snares? Grafts. And besides, you already crap on a significant amount of squishy profs. Why deny them their only method of escape?
    CC is too powerful but afaik it will be made sane and still useful for CC profs. I wouldn't mind seeing grafts and composite go imo but that's just me.
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  16. #16
    Quote Originally Posted by Boltgun View Post
    For solds, any prof that reduce reflects are a nemesis, so make that 3. Add the fact for engies that they have special blockers and you get the most ridiculous unbalanced fight you can get, the only good side of that is that there is not a lot of engies at endgame.

    Soldiers are decent against several enemies until a NT target him and press double, or a trader strip reflects. Then it's over. I wish I was trolling when I say that but really, I can spend all my time in decon depending of the population from these 3 profs. I may play well or not, and they may play well or be the worst traders/nt/engies, it does not matter. They are there, therefore I am dead. Screw the days spent leveling and gearing up.

    This problem is beyond the question that soldiers are good or not. Soldiers are playing a game of faith, you have to believe that the other side does not have 'these guys'. And that's a great waste to see a game like AO boiling down to this.

    Traders really lack static defenses, I agree with you on that and I play one myself at lvl 200. I know it's worse at TL7.
    Just for the record, Borrow Reflects actually only removes 20% of your reflects for 10s now, you should be having no longstanding issues against Traders. Engineers should be manageable once you remove the now even nerfed blockers. Does anyone use Microphone swap anymore?

    And well, NTs, we all know what's going on there.

    Quote Originally Posted by Boltgun View Post
    Seeing how we can wipe the floor with enfs sometimes, HP and HD in AO means squat, absorbs too. Really. All that matter is AAD and evades.
    We're going to have to disagree here. Evades are essentially an on and off switch in regards to dealing/taking damage. HP/HD/ACs/Absorbs etc are constant, which may make them seem weaker than they actually are.

    Quote Originally Posted by Boltgun View Post
    The problem with AMS is two fold really. AMS itself is (too) great, but easily stripped away. A soldier with reflect under 70% will fall like a fly and perhaps giving that much negation to other was not the answer for balance issues. After all these years I believe that we could have done with less reflects on AMS to start with.
    It can only be removed (or nearly) by 1 of the 12 professions in the game (Engy). Ignored by another (NT) and slightly lowered by one more (Trader). That means for 1m 20s of a fight, you have unparalleled levels of survivability against the majority of other professions in the game.

    Quote Originally Posted by Boltgun View Post
    You have to believe us on that one. And many of the profs that do not have the AAD template to evade full auto have more healing than what it deals. (Not traders, but again traders need to be looked at)
    Fair enough, I'm still a bit sceptical, but you still have one of the fastest cyclic capping abilities in the game.

    Quote Originally Posted by Boltgun View Post
    Evade debuffs are completely useless! Why? Because they check evades. Therefore they miss when they are needed and hit when FA would do 15k already.

    And other perks are slow to fire, deals crappy damage, apply meaningless effect or stun once in an eclipse. I understand that DD perks wouldn't be our advantage but those those are only here for the show.

    The worst one has to be the 600 aoe damage, to make sure that you screw up calms in pvm for no returns, or perhaps the 100 ish melee damage that stun at 5% chance, over 2s to land, now that's a great action.
    I agree that Clip Fever and Weapon Bash are a complete waste of DB space and need a serious look at.

    As for the evade debuffs? Can't say I do agree.

    Tracer has a 70% check against Dodge-Range and lowers it by 200 (!), which then makes landing Laser Paint Target (95% check) easier, which will lower Dodge-Range by another 100 making it even easier to land Triangulate Target (100% check) which lowers Dodge-Range by an additional 400!.

    You can lower someones Dodge-Range with 3 perks in 6s by 700. Assuming they all land ofc, but done in the correct order, you have a pretty damn good chance of pulling it off.

    Quote Originally Posted by Boltgun View Post
    CC is too powerful but afaik it will be made sane and still useful for CC profs. I wouldn't mind seeing grafts and composite go imo but that's just me.
    Gotta agree on this one, but it's here to stay sadly.
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    Raggy - 220 Bureaucrat || Raggeh - 220 Fixer | Back as 'Raggys' - Shade for the time being. | Nuclei - 217 Nanotechnician || Nanobiology - 214 Doctor

    Tip #743: As noted in Tip #244, tea bags have an infinite variety of uses. However, there's always one jerk who will want to give you crap over drinking tea. Particularly if in a new town, use this as an opportunity to assert yourself. Any drunken idiot can win a bar fight. It takes a real man to win a bar fight while enjoying a cup of Earl Grey.

  17. #17
    Quote Originally Posted by Raggy View Post
    Just for the record, Borrow Reflects actually only removes 20% of your reflects for 10s now, you should be having no longstanding issues against Traders. Engineers should be manageable once you remove the now even nerfed blockers. Does anyone use Microphone swap anymore?
    pre-18.7, 18.7. I think you misspelled buffed.

    220s "Wakizaka", "Sneakygank", "Wakimango", "Wakisolja", "Tardersauce", "Bushwaki", "Midgetgank", "Bugfixxx", "Ramsbottom", "Paskadoc"
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  18. #18
    Quote Originally Posted by Wakizaka View Post
    pre-18.7, 18.7. I think you misspelled buffed.
    My mistake, I was thinking of the team blockers.
    Pricecuts - 220 Trader
    Feel free to contact me via PM or in-game.

    Raggy - 220 Bureaucrat || Raggeh - 220 Fixer | Back as 'Raggys' - Shade for the time being. | Nuclei - 217 Nanotechnician || Nanobiology - 214 Doctor

    Tip #743: As noted in Tip #244, tea bags have an infinite variety of uses. However, there's always one jerk who will want to give you crap over drinking tea. Particularly if in a new town, use this as an opportunity to assert yourself. Any drunken idiot can win a bar fight. It takes a real man to win a bar fight while enjoying a cup of Earl Grey.

  19. #19
    Quote Originally Posted by Raggy View Post
    And well, NTs, we all know what's going on there.
    No, I don't think we all do.

    I think some people are still not clear on how our offensive / defensive nanos differ. I mean, we can't Nullity Sphere and Double / Tactical Nuke you to death, but I've seen plenty of people under the impression that's possible. It isn't.

    That said, what we have is a very limited defense and very short time to bring someone down, offensively speaking. We're a low HP, low evade, low HD profession with limited defense, but extremely potent offense. Again, offensively speaking.

    I look at soldiers as high HP, decent HD, low evades, but very strong defense. Now, the suggestions I've gotten from Soldiers so far were remove Peirce Reflect from our nukes. I'm not a fan of any profession circumventing another's tools, but let's be honest... how is that suggestion going to fix anything? Soldiers would dominate any offensive NT no contest, creating yet another balance problem.

    Two things I can say I don't really like related to this discussion... I don't like doubles, and I'd like to see something more creative done with them. I haven't put a heck of a lot of thought into what, though. If they were something with less total damage, but more fluid to use, I think we could find something that we actually like better, but a little less deadly for Soldiers, too. Doubles have two things NT's hate, capped casting time and long recharge. I'll put some thought into that. The other I'm not a fan of is Pierce Reflect being a benefit to others. Sorry, but I'm greedy. If it's NT vs Soldier I believe we do need Pierce Reflect to some extent to have a good balanced fight, but if someone else comes up, I believe your AMS should not be circumvented by our attacks for the other's benefit.

    I'm willing to hear ideas (and have been for a while now, actually) related to NT vs Soldier, but so far I've gotten really nothing serious. I don't think NT's are as unbalanced as we are given credit by some. If AMS is staying as strong as it is, there's also no way I'd suggest we lose Pierce Reflect, at least for our own benefit, also. However, that doesn't mean there isn't room for balance improvement.
    Vinkera - Soli NT - 426k DPM - Setup
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    Trying out civilization - Storm

  20. #20
    Would it be possible to have pierce reflect only take the damage type nts use? Iirc, and it has been a while, nts only use radiation damage, right? Why not limit it to that?
    220/30 - Spartanx9. Back for a good while.

    Quote Originally Posted by Haquihana
    Haquihana: And Spartanx9, I dont usually spend much time in the soldier forums.. you all don't make enough rucus (NOTE: this is not a message of approval to go cause unjust trouble)
    Sounds like i need to cause some trouble I kid i kid

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