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Community Transmission
December CC

ARC Trooper dual DC-17 Blasters Update required.

A simple update, as each blaster are activated by its own mouse button it would be logical each one as its own overheat counter so we can keep track of how much each blaster is individually heated up.

A Hold right-click / hold left click+ Refresh to individually refresh each blaster would be neat too.

Replies

  • I don't play on PC, but the DC-17's seem pretty underwhelming. I'd give the Arc Trooper dual DC-17's, CR-2's or EE-4's.
  • Lionbite
    306 posts Member
    edited November 11
    Andrien wrote: »
    I don't play on PC, but the DC-17's seem pretty underwhelming. I'd give the Arc Trooper dual DC-17's, CR-2's or EE-4's.

    Clearly, they need the Westar M-5 blaster rifle.
  • Cyro
    396 posts Member
    Lionbite wrote: »
    Andrien wrote: »
    I don't play on PC, but the DC-17's seem pretty underwhelming. I'd give the Arc Trooper dual DC-17's, CR-2's or EE-4's.

    Clearly, they need the Westar M-5 blaster rifle.

    Correct. ARCs dont use CR-2s or EE-4s. Either give them Dual DC-17s or Westar M5s. Perhaps DC-15 Carabines as well. With rapid fire? (SMG-Like?)
  • The hitscan for the ARC trooper's dual blasters is a bit off, in my experience. They appear to fire faster than at least half the guns in the game, but still aren't hitting an enemy in the center of the reticle. I'm interested in giving classes like the ARC more weapon options. I don't think they should be so close in balance to the basic classes. The basic classes simply need more options in every aspect, from guns to star cards to evasive moves. The Heavy class might be the worst of all, with a grenade launcher to fires rubber grenades that seem to contain a random timer, and most of the guns are pretty much identical except for a few mods that make one or two kinda different. Specialist isn't specialist enough, and I think that fourth gun's ion blast needs to be a charged shot for its explosive and more damaging effect. All the turrets need more health, and possibly a star card to enable resistance to ion weapons.
  • The hitscan for the ARC trooper's dual blasters is a bit off, in my experience. They appear to fire faster than at least half the guns in the game, but still aren't hitting an enemy in the center of the reticle. I'm interested in giving classes like the ARC more weapon options. I don't think they should be so close in balance to the basic classes. The basic classes simply need more options in every aspect, from guns to star cards to evasive moves. The Heavy class might be the worst of all, with a grenade launcher to fires rubber grenades that seem to contain a random timer, and most of the guns are pretty much identical except for a few mods that make one or two kinda different. Specialist isn't specialist enough, and I think that fourth gun's ion blast needs to be a charged shot for its explosive and more damaging effect. All the turrets need more health, and possibly a star card to enable resistance to ion weapons.

    Agree with every points you brought up ;P
  • Neonred_90
    19 posts Member
    edited November 30
    I'd trade slower fire rate for the ability to ADS on these things, the single pistol on Jet Troopers is more reliable even when hip firing compared to these.

    It's a shame because I love the abilities on the ARC trooper, but the weapon is hot flaming garbage that is frustratingly inaccurate making me not want to touch it anymore.

  • All they need to do is buff it like it used to be, maybe a little less or somewhere in the middle.
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