Mave wrote:GoDGiVeR wrote:Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.Doesn't Crippling already break on damage?I'd prefer to see Paralyzing Throw be a root that doesn't break with damage since it's a level 47 ability. I think....I need to double check...Honestly, I don't use Crippling or Paralyzing Throw so I don't honestly know. But I'm pretty sure neither break with damage. Would someone check? I'm old so my memory ain't so great.
GoDGiVeR wrote:Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.Doesn't Crippling already break on damage?I'd prefer to see Paralyzing Throw be a root that doesn't break with damage since it's a level 47 ability. I think....I need to double check...
Crippling throw has a larger root timer than reuse timer. The only "equivalent" to that in the Ops tree would be Surpressing Fire, but that ability has double the execution timer, double the IS cost and half the range. Though, I'd already be pleased with the "breaks on damage" on Crippling.
Honestly, I don't use Crippling or Paralyzing Throw so I don't honestly know. But I'm pretty sure neither break with damage. Would someone check? I'm old so my memory ain't so great.
Mave wrote:Arcanoloth wrote:A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".I know gunman have at least 2 of these. Both in the SMG tree and both pretty low tier abilities.The Ballistic roots can't be compared to the Thrown roots, sorry.And the Rifleman tree has a powerless chance on one, a stun chance on another, and finally one root that can break with damage.
Arcanoloth wrote:A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".I know gunman have at least 2 of these. Both in the SMG tree and both pretty low tier abilities.
A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".
And you get better range, accuracy, lower IS costs and shorter reuse timers, and one of them can be used in IL.
Zerotolerance wrote:Mave wrote:Arcanoloth wrote:A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".I know gunman have at least 2 of these. Both in the SMG tree and both pretty low tier abilities.The Ballistic roots can't be compared to the Thrown roots, sorry.And the Rifleman tree has a powerless chance on one, a stun chance on another, and finally one root that can break with damage.You're right. Ballistic Roots can't be compared. Why? Because two LOW TIER abilities in SMG don't break with damage. One with 12 seconds, one with 8.MKT has two roots, Crippling Throw and Paralyzing Throw, with a 12sec and 8 sec timer respectively. Both break with damage.
Mave wrote:Zerotolerance wrote:Mave wrote:Arcanoloth wrote:A stackable root that doesn't break on damage seems a bit powerful to me, maybe change it to "Chance to break".I know gunman have at least 2 of these. Both in the SMG tree and both pretty low tier abilities.The Ballistic roots can't be compared to the Thrown roots, sorry.And the Rifleman tree has a powerless chance on one, a stun chance on another, and finally one root that can break with damage.You're right. Ballistic Roots can't be compared. Why? Because two LOW TIER abilities in SMG don't break with damage. One with 12 seconds, one with 8.MKT has two roots, Crippling Throw and Paralyzing Throw, with a 12sec and 8 sec timer respectively. Both break with damage. I know plenty of effective MKT's that don't ever worry about root-breaking. They get their CQ's just fine.And I've used those SMG abilities, but they are hardly ever effective for PVP. The only truly effective SMG abilities, imo, are Direct Fire, Sliding Volley, and Full Auto Redux. Timers, percentage-for-success, and range on the root abilities make them horrible to rely on. I only really consider them effective if you've got a zerg on your side.I'm actually quite alright with the way MKT is set up. Yes, it can be a very easy load to use. But then so is Sniper and Ballista, if used correctly. Different abilities are loaded for different styles of play. Just as different abilities are loaded as ways to beat those styles. There's always going to be a counter.