Best Of
Re: Scoundrel - Skill Feedback
Ah I put this in a different thread:
There are quite a few that need review, like the ones that are repeated in exploration or skirmishing. The go to skills for leveling are
Typical rotation is to lead with ambush if I can, rapidfire if I can't. I'll use fling whenever I can and eject on cooldown, but only if a mob is > 40% HP. Similarly I won't rapid fire if the mob has < 15% HP and instead use crackshot. Kneecap gets used when the mob will die from it instead of a ripper fling (some 5-10% HP).
It depends on how much damage you're doing with rippers, but the preferred ammo is either weakening or combusting.
I prefer having an empty magazine because ripper + shrapnel in one balance does more than rapidfire in many cases, and you get a reload out of it, as such I'd rather have the opposite of you, the ability to empty the magazine after a fight instead of reload it.
What I would like to see addressed are these:
Other than that just having the bugs fixed would be great. Like when you fling an IED with wiring but it hits you on the subsequent hits if they leave, things like that. I realize that will come with time.
Add your feedback specifically if you have some ideas, I think the more information we put out there as players the better the class will be with time!
There are quite a few that need review, like the ones that are repeated in exploration or skirmishing. The go to skills for leveling are
- Stim
- Eject
- Ambush
- Rapid Fire
- Crackshot
- Fling (Ripper + Shrapnel)
- Kneecap
- Airstrike
- And to a much lesser extent: Unload. (Easily interrupted).
Typical rotation is to lead with ambush if I can, rapidfire if I can't. I'll use fling whenever I can and eject on cooldown, but only if a mob is > 40% HP. Similarly I won't rapid fire if the mob has < 15% HP and instead use crackshot. Kneecap gets used when the mob will die from it instead of a ripper fling (some 5-10% HP).
It depends on how much damage you're doing with rippers, but the preferred ammo is either weakening or combusting.
I prefer having an empty magazine because ripper + shrapnel in one balance does more than rapidfire in many cases, and you get a reload out of it, as such I'd rather have the opposite of you, the ability to empty the magazine after a fight instead of reload it.
What I would like to see addressed are these:
- Cover being relevant in PVE or vs Melee - Give mobs ability to give encroachment so you have to pop back in, and give a defense bonus while you have cover.
- Haymaker - Raise the damage or have it do substantial subsystem damage and put it on a cooldown. Would encourage getting good knuckles, too
- Dash - Right now you can just... move, in less than the 3s balance. Make it so you can dash out of combat but it still has the balance cost, or remove the balance cost and keep it as is.
- Regular - Get rid of this and replace it with combusting
- Overwatch - This is a duplicate skill in skirmishing, make it so if you're a scoundrel automatically start a balanceless unload, or gives you a free rapid fire.
- Conceal - Be allowed to move while hidden. Everyone has access to Hide. Not like phase or blackwind mind you, just hidden movement. Make it so moving while in combat reveals you. (Hidden movement in combat would be bad) and have guards see through it.
- Spin - Increase the cooldown reduction (make next shot take no balance) this ability greatly pales in comparison to fling.
- Magtoss - Increase damage significantly or have it do something different (Have it reload but with less ammo? 4 bullets?)
- Quickload - Decrease balance to 0s, make it so you can reload at will. Having a full mag only benefits unload. (Arguably outgunned, but you can gritblast for group).
- Jogging - Make it so you get winded if you get hit, but you don't lose the jogging defense
Other than that just having the bugs fixed would be great. Like when you fling an IED with wiring but it hits you on the subsequent hits if they leave, things like that. I realize that will come with time.
Add your feedback specifically if you have some ideas, I think the more information we put out there as players the better the class will be with time!
5
Scoundrel - Skill Feedback
TLDR:
-Guile's attack skills are not feasible for PvE and a weaker overall option for PvP.
-Guile in PvE (i.e., haymaker does both less damage and does not allow for reload moved); trip, bind, and pummel do not work in PvE. None of the reload abilities work in PvE. Since hunting for marks and equipment will continue to take a lot of time, there is zero reason to use agility currently and zero reason to use guile in PvE or PvP as a result. These moves probably need a core functionality review and potentially turned into more defensive abilities or make them more compatible with the rest of the scoundrel skillset?
-Regular and combusting ammo in gunslinging still feel wrong from a playability and enjoyment perspective. I would rather see combusting get some afflictions and deal muscular damage and regular bullets be dropped all-together unless they are changed to deal scaling damage based on how heavily armored your opponent is (i.e., useful against BEASTs or others running very defensive setups or against heavily armored denizons). The damage I do in level 70+ zones with a level 71 piece and full aim is barely enough to grind current level as strong as me mobs -- I feel like scoundrel PvE bullet damage needs a slight increase back to what it was before.
-Scoundrels lack from any kind of passive skills for combat like other classes get -- i.e., kith blade powers, routing, plasma nozzles, emperyeals, blade changes, etc.; I would like to see some of these duplicative and less than useful skills be phased out and exchanged for skills that are passive and allow for changes to how the scoundrel works. One such option would be allowing scoundrels to change clip size from 2-16 bullets to allow for more reload or less reload abilities to be used. Another would be to put a scope on the pistol (more damage out-of-room for ironsights, but less in-room -- for lower level character supporting with ranged combat; or perhaps a melee adaption in guile that allows for shooting bullets based on agility instead of aim).
-Improvisation has a lot of kind of useless options -- hiding and stickybombs and just setting off IEDs is not very effective from my experience. I would prefer that these were changed for more shrapnel-like utility.
Guile
Kneecap Smash them in the knee and reload your pistol.
-Scoundrel does not have a good way to deal muscular damage, so this skill is largely useless. I could get more use from this if it scaled off of internal (wounding) instead, or if scoundrel's had a reliable gunslinging method of dealing muscular damage.
Suckerpunch Drive your fist into their gut.
-I used this consistently while bashing before the changes to IEDs, but it is really weak for bashing since the winded condition does not deal PvE damage. In PvP, it seemed to be doing about 30-40 damage anytime someone moved which is negligible. I would like to see the damage on winded scale to 3-4% of heal (maybe 120 damage)?
Gritblast Blast them with grit while reloading.
-I did not get a lot of use out of this because the damage was subpar and it the AB file does not show that it grants any afflictions or systems damage. It hits everyone in the room for about 1/3rd the damage of my other reload abilities.
Haymaker A powerful swing with your titanium knuckles.
-A really weak option compared to your gun -- not sure why a scoundrel would ever use it? It deals 10% less damage than gunslinging regular bullets even with maximum stats in each category and also does not allow for a reload option. In addition, since none of the other guile attacks work in pvE due to instant cure of prone, you would never go into agility because you need aim for PvE. Therefore, none of the guile-based attacks are worthwhile.
Stim Heal yourself with stims.
-A good heal -- seems fine to me.
Trip Send them reeling.
-Prone is really easy to cure, so it's not super useful outside of a channeling interrupt or as part of a strategy to use bind. Does not work at all in PvE
Bind Hog-tie your helpless target.
-Does not work in PvE due to instant cure of prone; have not tested the changes, but it never seems to last as long as advertised for PvP either.
Pummel Beat them into a pulp.
-Useless -- does not work in PvE because of the cure and does not even close to enough damage in PvP due to how far down into fight you need and how easy to cure the conditions needed to start this are.
Incite Incite a riot!
-I have not managed to get this to work yet.
Strangle Finish off your bound foe.
-Forcefeed seems a lot easier to pull-off than this one and the damage tick is so long that you will never get off more than one tick of this attack; it needs to be adjusted to be useful and tick far more quickly.
Illegalmods Safety is overrated.
-I've never seen flight run out -- is this a really useful skill?
Bar Prevent traversal.
-I like bar, it works well, but UNBAR needs to be added to the AB file.
Improvisedcover Take cover where you can.
-I never run out of cover in rooms that can have cover and this skill does not work in rooms that do not already have props; I'm still trying to find a use case in PvP for this skill since cover does not seem useful in PvE currently.
Jetwash Disturb the air around them.
-I have not yet been able to get this skill to work.
Shoulderroll Roll from one cover to another.
-I have not tested this yet.
Rouse Rally the troops.
-A really quick skill, it would be nice if the duration was slightly longer than 30 seconds.
Conceal Hide in plain sight.
-Slink and conceal are rarely useful for me since they both end on movement and it's completely duplicated from the skirmishing tree.
Dash Sprint in a chosen direction.
-There are rarely rooms in a straight line based on how the zones are built, so this skill doesn't really come in handy.
Airstrike Call in an airstrike.
-I use this skill a lot and it's pretty balanced given the long CD and that it can only be used outside.
Bugs Plant a bug.
-Works well, but I wish allies, crew mates, and their loyal followers did not stop this. Works as intended.
Scan Assess the situation.
-Not very useful given the very limited information provided
Track Who passed through here?
-I use this regularly and it works well, but tracks do not seem to last long enough.
Multibug Tune into multiple bugs at once.
-Works well, I like it. Works as intended.
Wipetracks Disturb your tracks so nobody can follow you.
-Tracks don't last very long, so I rarely get use out of this.
Visualbug Detect movement through your bugs.
-I like this skill a lot -- very fun. Works as intended.
Edit: I misread the timer AB and it's actually already a mod that will tick a bomb several times.
Edit: I misread the timer AB and it's actually already a mod that will tick a bomb several times.
Re: Scoundrel - Skill Feedback
Gunslinging
Crackshot Fire off your PIECE.
-Works as intended. Damage is challenging for 70+ mobs and I would die to them if this were my only option.
Detonate Fire at an IED, triggering it.
-I've never tried this because of the long setup required -- far easier to just to fling or lob the IEDs.
Pointblank A concussive, point-blank shot.
-I'm not a huge fan of this skill; guile trip seems to be a better cancel option than pointblank.
Rapidfire Why fire once, when you can fire twice?
-I really enjoy this skill. The cooldown is about the right duration and gives variety in attack patterns.
Switchout Switch to a backup gun.
-I have yet to see anyone try the EM damage route, so I've never had a reason to use this. Also, weapons are so rare I don't even have a feasible back-up piece.
Ironsights Aim down your iron sights.
-Was buggy last time I tried it and I could never get it to target properly. This might be fixed now though and it works well when you can get it to target.
Outgunned Take them all down.
-I never had a reason to use this because fighting two enemies at the same time always results in my death. I would rather see a different skill here because I will either shoot my allies if in group combat or just die if in PvE trying to use this.
Regular Armour-piercing ammunition.
-I'm not sure what role this ammo is supposed to fill. It does impact damage only and currently does the most damage, but it means that I hunt with this and it's a bit boring.
Ammoselect Rapidly switch ammunition effects.
-Works as intended.
Impairing Mentally-impairing bullets.
-Works as intended -- I like this one.
Combusting Incendiary ammunition.
-I can never tell a difference between combusting and regular bullets; thermal damage seems to have no impact from testing in PvE or PvP. I would like to see this one target muscular so that scoundrels could theoretically try and use kneecap.
Disrupting Bullets that damage the senses.
-I have not tried this one extensively yet in PvE or PvP because it has very few combo options for scoundrels. I would like to see some of the guile attacks maybe feed off of sense damage for this to be useful.
Arcing Bullets fitted with mini EMP tips.
-Most classes have pretty easy EM cures, so I have not tried this yet.
Weakening Ammunition that weakens the body.
-A good option, I like the abilities here. I wish it did more damage because currently I can't use it in PvE or I tend to die to anything 70+ with a current weapon and maximum aim unless I use regular bullets.
Infusing Ammo with slow-release effects.
-Hard to use infusing bullets currently because the increased WW damage is not that useful versus the time it takes to stick the infusing bullets. If the affliction stacked at 20% instead of 10% it might be more worthwhile given that you are losing a lot of WW damage from the 5 bullets you would otherwise be putting on.
Amplifying Damage-increasing ammo.
-Seems to work fine, but scan is not great so it's hard to know when to switch to this.
Quickload Reload your pistol in the heat of battle.
-Works fine, but no one ever uses it.
Magtoss Toss your spent magazine at your foe.
-Good early reload skill, works as intended.
Spin Reload quickly and prepare for your next shot.
-Spin would be useful if it has a 1s balance instead of a 2s balance. Currently, there is no reason mathematically to use it because your other options deal more damage per second than spin.
Shellspill Roll your spent shells on the floor.
-I have not been able to test this yet.
Eject Throw away an unspent magazine.
-I wish this did not have a CD -- given you are losing a reload ability from using it, I would prefer it just had a 1.5s balance and no CD.
Gauge Shoot while moving between cover.
-No reason to really use this so far given cover is less than useful in 90% of circumstances.
Cavein Bring down the roof.
-Works as intended, a pretty good skill.
Ambush Shoot first, always.
-Works as intended, I like having this as an option in my rotation.
Unload Fire off all of your ammo in rapid succession.
-Bug fix was helpful, this skill is a lot better than pummel (and pummel needs a review and tune-up in damage, time, or ability to use)
Vigilant Fire upon enemies who draw near.
-Not super useful -- I'm usually using ironsights at range and the damage from this shot isn't that helpful versus ambush on a trigger. If this did more damage than ambush then I could see it being useful.
Bulletguard Take out incoming projectiles.
-Not a bad skill, I've not gotten a lot of use out of it though.
Overwatch Return fire on your foes.
-The channel is hard to use, but not a bad skill.
Re: Did engineer really need a 70% damage nerf to bleed?
Grinding seems to be the most efficient way.
Does anyone else... See any other ways?
Does anyone else... See any other ways?
2
Re: xp hunting 60-75
Thanks! kick those level 70's out to their own areas :PTecton said:Agree on most of these points, our for-launch goal was having most of the sub-50 areas polished up, and we we're hoping to get the 50+ ones done as people were levelling up! With the sticking issues though, most of our time for the past 2 weeks has been firefighting and focussing on getting those resolved. One of the goals this week is to do a pass on the 50+ areas and tweak density/reset times/difficulty etc.
Many more areas will come in time, especially in these higher brackets.
1
Re: Engineer
@bairloch
Based on the style of fighting they do, I would agree with that. A riot shield with maybe a drone-control interface on their forearm or something (if it isn't all just managed via. mindsim)
Cause lets be honest. If this were like WoW or EQ2, the mobs would be prioritizing the bots because the bots are actually a threat. Since everything seems to be aware that the Engineer is doing the controlling, it stands to reason that they would create a shield, maybe even a holo-projected shield, and go around like mobile fortresses so that they can survive the fights.
So.. my suggestion, seconding Bairloch, is a holo-projected energy shield. (I'm not suggesting they get tankier or anything. I just think it'd be more cool than lugging around a toolkit like your life depended on it)
Based on the style of fighting they do, I would agree with that. A riot shield with maybe a drone-control interface on their forearm or something (if it isn't all just managed via. mindsim)
Cause lets be honest. If this were like WoW or EQ2, the mobs would be prioritizing the bots because the bots are actually a threat. Since everything seems to be aware that the Engineer is doing the controlling, it stands to reason that they would create a shield, maybe even a holo-projected shield, and go around like mobile fortresses so that they can survive the fights.
So.. my suggestion, seconding Bairloch, is a holo-projected energy shield. (I'm not suggesting they get tankier or anything. I just think it'd be more cool than lugging around a toolkit like your life depended on it)
2
Re: Thanks for the RP! Vol. 1.
bit of a long one but i liked it.
You say to Mairon, "What if they really make me mad.. or if they try to pick a fight with me?"
You say to Mairon, "What if they really make me mad.. or if they try to pick a fight with me?"
Mairon says to you, "You'll bring it to me, or to security if there's danger to you."
You tilt your head and utter a thoughtful, "Hrm."
Vega says to you, "Besides it's not like you can't challenge citizens to a duel to the death."
Vex impishly says to you, "Get them to agree to let you "practice"."
Mairon says, "We'll likely have a court in place, which I also neglected to mention, but I do not yet have a solid plan for it."
Hallen Dreya says to you, "You have windows trying to pick fights with you?"
Enn Dreya chuckles long and heartily.
Vega beams broadly at Mairon.
You say to Vega, "If you expect tekcor to come here you better get somekind of mind control chip ready for it or else it will be in trouble."
Vega says to you, "Hold out your hand."
Alvars holds out his hands while eyeing Vega suspiciously.
Vega says to you, "Seems to be working just fine."
"Ha!" you exclaim with gusto.
Aither says to you, "Terrifying, isn't she?"
You: Kith Fever -> Vega.
Vega clutches her head in pain.
Vega suddenly ducks to the ground, looking frightened.
Vega falls to the ground!
Vega: Skirmishing Kick -> you.
You say to Vega, "Sorry it must have overloaded."
Vega says to you, "Hmph. Guess I need to make some alterations next time I heart
start you."
Moral of the story never trust an engineer!
3
Re: Ship Confusion
There needs to be a way to delete a ship that you ‘made’ in the star forge but haven’t actually bought parts for or assembled. I have a couple from before I knew you could cancel out of it when I was checking out configurations

3