liy010
Member
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Essay time... Was meant to be a PM to Trans but he got banned somehow so, yeah... quote:
Even with medium Tech (enough to cover requirement of Plasma), at Lvl 1 it can take off in high 20s AND you always have it AND it's unblockable. Doesn't matter if you train it or not, but all classes have it at Tier 4, blockable and much harder to progress drain-wise. It's funny, EMP is NOT a problem for BHs but it is for CHs. Guess why? Plasma Armor perhaps? Don't tell me anything about Energy control, only CHs have it that easy. TLMs you may mention? Atom is blockable and Tier 4 + requires a Maul as well. Quote from Trans, Page 17, First post. Is response to quote:
Is this because Merc has no Energy drain skill? If so, then I request a move like Bunker Buster for CH and BH. You see, CH and BH get EMP, an unblockable Energy skill because, why? It's because they have no instant-damage skill. They have to play slowly and strategically. Just because all the CHs you've seen are Tank build Spammers with a high EMP doesn't mean all CHs are as mindless as that. Energy control is a strategy. Quote from myself, Page 16, Last post. Now, lets break this down a bit. quote:
Atom is blockable and Tier 4 + requires a Maul as well. Yes, Atom is blockable but it is stronger than EMP Grenade. With 13-16+34 DMG, A Merc can take off 27 EP with a Level 1 Atom. My EMP With just 43 (Enough for PA, so Medium tech)+Like 17 or so from Stat mods give me a total of 26 EP Drain. Atom's Energy requirement is also lowered to 6 which means it is more useful than EMP Grenade, which is made up for my being blockable. As for using a Maul, you might notice that SS doesn't require a Maul, when Massacre does. I think that about evens it out. In the end, In My Opinion, EMP Grenade and Atom are pretty much equal since Atom requires Less Energy and drains more but is blockable while EMP Grenade isn't. Now, for Tier 4. So, Atom is a Tier 4 skill you say? Well most Mercs have at least 1 Adrenaline which means they can just put 1 point into Atom. The thing with CH is that they have it by default My suggestion for the CH Skill Tree (Layout stays the same) Heal-Cheap-PA DM-Static-EMP Multi-Malf-Venom Plasma-Mass-SA Or better yet, Heal-Cheap-PA DM-Static-Plasma Multi-Malf-Venom EMP-Mass-SA Now all CHs have at least 1 point in Malf so Tier 2 or Tier 4 doesn't really make a difference. With the 2nd tree, Plasma Grenade may be used more and maybe Buff Plasma Grenade a bit...? I put PA in Tier 1 because Mercs/TLMs have HA/MA in Tier 1 and there are no complaints about that...DM was moved to Tier 2 because TLMs have BS in Tier 2 (Their Shield) so we should have DM also in Tier 2. EMP is moved to Tier 4 so it can rival Atom. Now, why is CH OP and TLM not? Heck, some people even say TLM is UP quote:
Tactical Mercenary Underpowered Personal Reasons- Since TLM had to have frenzy and stun scaled down since putting them with smoke screen was a too deadly combo, when smoke screen is removed why aren't they scaled back up again? Or why not add a skill called "Haze" which makes the enemy's block and hit chances go down? -Both have Passive Armor -Both have Energy Regain Skill (Actually, I think Reroute is better. You can do the same with a Level 7 Reroute compared to Max but SC has to be Maxed in order to actually do something since the multiple nerfs) -Both have Energy Drain skill -CH has debuff (Malf) and TLM has buff (FC) -Both have Shields (CH has DM and TLM has BS) -TLM has more powerful Poison So why is TLM not considered OP but CH is? @Combatoid nice skill but if I were a TLM, I wouldn't use that skill. First it will require energy and a turn to use and assuming it's a debuff, it would last 3 turns. The thing is, Block and connect chance is dependent on luck and there is a chance that the skill won't do much at all. Sorry but I'd rather not put the faith on a battle onto luck. Comments are welcome and these are just my opinions. If you have your own, feel free to post ;)
< Message edited by liy010 -- 5/27/2012 17:16:50 >
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