RE: Tactical Mercenaries (Full Version)

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Ranloth -> RE: Tactical Mercenaries (4/29/2012 13:53:25)

Well, Tactical Merc is still a Merc so link is there. It's a Str debuff so serves strategical purpose and people would find it more useful than buffing your own Str. In fact, it's usually better in long run than FC because they might focus on damage more than defence so once you cripple them, you're free to go. :D
Reroute is good if you use it wisely, high HP builds get more out of it so might not be as useful for everyone. Just like BL is more useful to those who focus on offence rather than defence. So that's how TLM is more Tank-oriented class I suppose, but Str can definitely work still, it was Smoke that made them as brainless as Str BMs.. [8D]
Once again I apologise for being rude, my bad.. >.<

And don't worry about comparison, we all know CHs are still doing too well and issue is their EMP really. It's stronger than Atom and unblockable, and you can always have it (Tier 1) in your build as opposed to Atom being Tier 4 for Mercs and TLMs.. That's what sucks.




King FrostLich -> RE: Tactical Mercenaries (4/29/2012 13:57:53)

quote:

50 000 credits or 1200 varium


900 varium actually. They changed it when Delta came out.




Promaster -> RE: Tactical Mercenaries (4/29/2012 14:17:20)

Yeah, however, whether or not intimidate would replace fc or not would still depend on the dev's decisions, so i'll have to leave it to them. Tlm are able to tank very well, and in combination with intimidate, they are able to tank even more after that, however, that will not be completely OPed as smart players can use unblockables like aux or bot that does not require str. So this will somehow not lead to an outrage to the ED community.
Yes, reroute is one of the best passive in the game, that i totally agree. However, i can hardly find any tlm with high hp now. So being stuck at 95hp, a crit usually means game over, unless if you blocked twice to compensate the damage taken. Reroute is good, i agree, however the cons about reroute is that it is only good as the battle drags on. The removal of smoke was what led to the downfall of the str tlms, and with stun grenade replacing maul, we can almost say goodbye to the age of str tlms. Now to play tlm, actual strategy is needed to play, though str builds totally thrash us. The only effective tlms now i feel are the +5 focu s builds. (Do mention somemore builds if you know any cuz i didnt meet a lot of good tactical mercs now, kinda bored of facing BMs and CHs.)

Chill, i understand how you felt when you first saw this post and thought of it as another complaint. I feel the same way as well.

To me, what really sucks is their high dex. Emp is no problem to me as i hardly use my energy, except to heal or atom smash. High dex for high defence, and their plasma armor practically makes them a tank. The great synergy CHs have is due to the fact that multi shot damage increases with dex, and it also gives them a lower chance to get blocked too, so they will be hitting with sc more than you can imagine. The blocks are what really makes them OP to me, and that is something we cannot change as it's all part of the game mechanics. >.< Atom smasher being tier 4 isn't great at all. Although it costs a mere 6 ep, one block and you've practically wasted a turn. What perfect balance the game has..




Ranloth -> RE: Tactical Mercenaries (4/29/2012 14:23:05)

Either make Atom on much higher Tier or give it more power to match OR be better than EMP which is mere Tier 2 skill and unblockable. >.>
I seen drop of TLMs since CHs got their Plasma, it's one of the top classes for them to use now and BMs are good for quick wins, both yield same result.. It's getting tiring to see same classes after a while, hence why I hope buff to Mercs will bring some of them back and next would be looking at BHs so we can see more of them too.

You could try high HP TLM with SS and see how it goes. Yes it's a Tank but with Mineral, quite high Tech, and Reroute it would allow you to Tank with about 70-80 Energy maybe? I'd count it as quick-kill build as it's same as Caster TM, except with no Plasma but you have Mineral which goes in place of it, so actually you don't have to worry about Def but get more Tech instead.

Also Maul was taken away due to ignoring 20% resistance which went with Smoke too good, and Frenzy. I wonder if Maul could come back or if it could be a problem. All we know is that Smoke + Maul was too strong, now both are gone so.. yeah..




Promaster -> RE: Tactical Mercenaries (4/29/2012 14:39:15)

Frostlich:
Oops, my bad. Wait, that meant i got ripped off. I want my 300 varium back. =.=

Trans:
Seeing as to how long atom has stayed in tier 4 for mercs since the start of beta kinda makes it impossible to imagine for the devs to actually move it's tier. Even i am tempted to change to CH now, however, BMs are still paper if it isn't for their str spam. Mercs unfornately are at the bottom of the food chain now, with TM being next. If you were to buff them, i think you're gonna have to change their entire skill tree to make them effective again, but that is just my opinion.

I could try it, however, the cons of having to rely on a single skill could prove to be the downfall for the build instead. high hp, 70-80ep and high tech would mean that the build will not be relatively offensive if you count ss out, and with the rise of CH tanks, all the damage you do wil be from 3-5 each turnwith strike and gun, maybe 5-10 with your aux. Bots will be useless as +5 focus will be impossible with this build. Currently, i am waiting for Depressed Void's video to see how ss tlm can be successful, if not, lemme save up on my credits first before experimenting. Right now, my current build has 67 str and support, 24-29+11 def and 28-34+9-1 with 95 hp. It's not that good, but it is still coping well.

Actually, i like the idea of an unblockable stun. At least it's reliable enough to depend on it when you're really desperate, though the damage is really pathetic. With maul back, i can already think of a high str build, with poison and maul, so i wont really support having maul back. Actually, having intimidate for tlm could really help improve the class.




Ranloth -> RE: Tactical Mercenaries (4/29/2012 14:52:25)

Intimidate + Multi could be definitely good build, although same can be said about FC + Multi because you focus on Support for both and FC can boost your Gun and Primary which gives you more power to slowly match Aux of yours.
Tech SS is same as Caster TM (Tech too) - you rely on skills and your damage usually sucks unless you balance them both and rely on Bot to use special ability only. Or you can test something new - Mineral + Reroute + Poison + SS:
1-1-10
0-1-0
7-1-0
6-1-8

A Tank build which requires quite a bit of Energy but with high HP and Reroute, you can Poison first and just wait until you can use SS. You can always cooperate it with your weapons to get some damage out of them which isn't too hard and you could always get some out of them. I myself never tried that build so don't ask me about opinions.. xD




Promaster -> RE: Tactical Mercenaries (4/29/2012 15:03:19)

Yeah, going support might be a good choice, but it isnt exactly as useful as it previously was. Nonetheless, i will still try it out though. Just gotta find a day for me to try it out.
Only problem is that TM has malf which can increase their primary and also sidearm. I see what you did there, and it is worth trying, however, this build does spell food to CHs due to their emp. I will still give it a try though, however i have my doubts, no offence.

It sounds good in theory.. I'll let you know how well i fare against everyone. But I cant quite use it to the max potential yet as i'm only level 33..half way to 34. I'm too lazy to rush through the level. It gets boring. xD
If it does go well, i'll create a guide in the Battle Strategy Section. :P




King FrostLich -> RE: Tactical Mercenaries (4/29/2012 15:04:41)

What happened to your old Pyroblazer account anyway? You still using Neotrinity?




liy010 -> RE: Tactical Mercenaries (4/29/2012 15:06:58)

@ProMaster

My post in the Balance Discussion

quote:

Now for another situation. In 2vs2 today, my partner basically slapped me in the face. He was a Merc with a crap load of Tech (Resistance was 35 at lowest) and still Average Defences (Defence was 29+9 at lowest). He had a crap load of Energy too.
His skill Tree was Max bunker, level 8 SS and the rest I forgot. He Bunkered and hit a 53 Crit on a Cyber with over 40 defence. 2 turns later he Surgical Strikes for about 50 Damage and Bunkers again right after that.
Through all this time, he was still surviving at a good pace.

See, Mercs are not that UP it's just that they are a complex Class to use.


Think this is how you use SS quite Nicely. Adding a Passive Armor couldn't hurt.




Ranloth -> RE: Tactical Mercenaries (4/29/2012 15:35:08)

Haha, well I didn't say it was good nor that I tried it so don't expect too much! :P

And liy, Mercs do fine until Lvl 30 mark, as 'Shari said. After that, this is where Mercs fall down and she asked us to post ideas in Balance Thread on possible ways to buff without affecting lower Lvls too much. ^^




ScarletReaper -> RE: Tactical Mercenaries (4/29/2012 21:26:51)

Dunno why everone hates fc so much. I have it maxed on my level 29 tank tacmerc. I beat level 32 and 33s with it. How is that bad? lol With it maxed I get my primary and sidearm up to 20-24, which is quite a lot of damage. I realize that a high dex build can block you, but I feel like it is very usefull.




Promaster -> RE: Tactical Mercenaries (4/30/2012 9:02:31)

Frostlich:
Yes, i still use both accounts, but i'll play on neo more often.

ScarletReaper:
We do not hate FC. We just feel that there could have been a better choice other than fc. Could you tell us the equipments, class and builds of the 32s and 33s you defeated? Because if you claim to beat them but they are only average non varium players, there would be no point boasting that "FC is not weak as i beat higher level players with it." From you being a lvl 29 tlm means you are varium, correct? So being able to beat 32-33 average players would not be that hard because of encumberance. Plus, 20-24 damage is considered low as you will only deal 10+ damage to CH or tlm tanks. If you can give us more details, i'll be more then willing to take into account that fc isn't that bad of a choice after all. However, for now, i will still have my doubts about fc as it is not ideal to use it due to the spammage of dex in the recent build trends. Sorry if i meant it offensively in anyway, in which i do not.




King Helios -> RE: Tactical Mercenaries (4/30/2012 10:33:23)

With FC, 20-24 is not much. I can get 18-22 without it and still high defenses.




Stabilis -> RE: Tactical Mercenaries (4/30/2012 11:27:37)

High being 35 Defense and Resistance and about 110 health? [8D]




Promaster -> RE: Tactical Mercenaries (4/30/2012 12:56:06)

Duel Domination:
Exactly my point. :)




King Helios -> RE: Tactical Mercenaries (4/30/2012 15:17:25)

Depressed Void,

21-26 +11 +1 Defense
26-32 +6 +1 Resistance

Health: 95
Defense: 32-38 Total
Resistance: 33-39 Total

Lacking in health, but spot-on in DEF/RES.




ScarletReaper -> RE: Tactical Mercenaries (4/30/2012 16:26:05)

Ok, I know 20-24 isn't that high for some, but you have to remember, I am only level 29 on that one, so can't equip my good gear yet. ;p Also, yeah about 2/3 of the 32's and 33's I beat were f2p, but I also beat some varium ones too. I'm guessing once I hit 30 and equip my good gear it'll be even better. :p




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