Changes on mercenary

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Changes on mercenary

Post by Kyle Katarn on Wed Nov 01, 2017 5:08 pm

Hello bois, I really like (most) of the changes you brought to mercenary class since it makes the game more "star warsish" (in particularity higher splash dmgs) but imo disruptor going through saber is weird asf and grip range 3 too, like it's not as underbalanced that in true sw idk, if you guys can find scenarios to convince me then i'll be ok
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Re: Changes on mercenary

Post by ThekiD on Wed Nov 01, 2017 5:13 pm


They ruined lugormod REEEEEEEEEE
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Re: Changes on mercenary

Post by Kalthani on Thu Nov 02, 2017 12:45 am

+1 to dimi
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Re: Changes on mercenary

Post by Dr. Donkey on Thu Nov 02, 2017 10:40 am

I don't think star wars realism was ever the reason why changes were made on lugor.

I haven't played merc since the changes but from what I read it isn't too OP. It just rewards more skilled people. Now instead of just spamming rockets you actually have to aim better and I like the fact that you cant be gripped from across the map anymore.

We'll see how balanced it is once the really good merc players know how to use the dmg multipliers to their advantage etc.
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Re: Changes on mercenary

Post by Kalthani on Thu Nov 02, 2017 11:12 am

Dr. Donkey wrote:I don't think star wars realism was ever the reason why changes were made on lugor.

I haven't played merc since the changes but from what I read it isn't too OP. It just rewards more skilled people. Now instead of just spamming rockets you actually have to aim better and I like the fact that you cant be gripped from across the map anymore.

We'll see how balanced it is once the really good merc players know how to use the dmg multipliers to their advantage etc.

bob wrote:
02.11.2017:

Mercenaries:
- disruptor alt does not go through the block anymore,
- disruptor prim's damage multiplier is now 1.5 instead of 2,
- pushed rockets do not explode with twice as big radius anymore (the damage multiplier is kept),
- the "cortosis" command is no longer available,
- flechette's alt fire does not have the projectile life perk anymore,
- merc grip distance has been increased to 320 units (from 256) for grip level 5,
- fixed a bug that allowed force users to have infinite fp upon being shot by a mercenary,

Note: I'd like to remind our loyal players that the new mercenary profession is still heavily in a testing phase and it will certainly be updated during the next few days.

To everyone capable of providing suggestions in a humane manner instead of just throwing shit at every update - thank you for your feedback.

Thx for ur opinion donkey but sub0 cried to much about lvl 3 grip
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Re: Changes on mercenary

Post by Dr. Donkey on Thu Nov 02, 2017 11:48 am

Didn't check changelog again before posting.


I don't understand though why instead of just changing back to old values it actually got increased...
But again as stated above, only testing will show how balanced/imbalanced it is right now.

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Re: Changes on mercenary

Post by Bob on Thu Nov 02, 2017 11:59 am

To clarify: the grip range for non mercs is 1024 on level 5. It wasn't increased past the old value.

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Re: Changes on mercenary

Post by Dr. Donkey on Thu Nov 02, 2017 12:09 pm

Oh never mind then
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Re: Changes on mercenary

Post by Kyle Katarn on Thu Nov 02, 2017 2:31 pm

just apply battlefront values xdd
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Re: Changes on mercenary

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