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The Rebel Squadron

""Practice Like You've Never Won , Compete Like You've Never Lost""

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    "A Rebel Is One Who Leads By Example While Others Follow" Welcome To TRSN ! Our agenda is simple total domination . We are a group of highly skilled players who formed a crew playing GTA Online . Our Goal is to become one of the best clans in the world. . We excel in PVE as well as PVP . This Clan is built around unity. You won't have to search for Fireteams for Iron Banner, Trials Of Osiris or Weekly Nightfall Strikes. We have many members with a wealth of experience in Raids as well as the crucible . Our goal is to always strive to play with skill and complete any task put before us . We never skip past enemies, we burn through them; we don't rage quit , and most importantly We Enjoy Playing The Game ! Many of our members Joined because they couldn't find an active clan. Some join us simply because they want to play with like minded players. So Guardian come pledge your allegiance to TRSN as we climb to the upper echelon !

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originally posted in:The Rebel Squadron
originally posted in: Save The Sunbreakers !
10/17/2015 6:23:47 AM
11
Damage resistance and health on kill? Hammer time needs minor work. To powerful considering it takes so much to kill. Either tone down the armour, or remove health on kills. Done and dusted

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  • You realize this affects pve too? The Titan is meant to be a tanky class. If you remove health on kill, that makes it much less feasible to charge with the Titan. Perhaps add a cool down for it in pvp only. As for armor, again, the Titan has the highest armor in the game, so it stands to reason that while in super they would have higher armor than hunters in their super. I just don't get it. I'm getting killed by shadow shot probably more than anything else. I see hammers coming I avoid them. When I use my hammer 2 to 3 end up wasted because you can't really aim them, and due to the aggressive nature of it I end up getting shot from all sides when I run out.

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  • Titans are beast using defender class pve. I never touch sun breakers in pve. Even solar burn stuff I would rather run weapons of light and solar guns rather than hammer time. Pvp is where it's causing problems. It's ridiculously strong. There are crazy vids on the tube and I'm abusing it trying to get 7th column right now.

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  • You might prefer defender. I play very aggressively in pve and use the health regen to allow me to be in the middle of everything. This is a primarily pve game, and every time they nerf something for pvp sake it gets hurt in pve too. Auto rifles were near useless for a long time. If they over compensate the sunbreaker it will be crap in pve too.

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  • Unfortunately it's not just pve. I'm all for keeping both elements of the game completely separate and hate to see one change effect the other. It's always been my position to keep them both independent. Same with shotguns and certainly it's the same as golden gun. Pretty useless pve wise (unless celestial nighthawk is involved) but pvp is just straight up nasty. The sun breakers had to much armour. They can sponge up rockets and then just kill the launcher to gain a full health bar. In competitive modes like trials, I say it's a problem.

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  • I'm not seeing myself survive rockets. If it's just armor, and not drastic, that's probably OK.

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  • No it's not the armour. That's fine. But combine that with health in kill? That's op.

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  • Health regen on kills better stay or it ruins this Class for pve. For pvp they could add a cool down maybe. Something like regen only every 10 seconds or something. Blade dancer has the same ability. Plus the option to have kills extend the length of arc blade. So honestly in my opinion it's fine. Hunters have been doing it since the beginning. Warlocks have been able to get an over shield without even getting a kill since the beginning. That allowed warlocks to be better tanks than titans, especially when paired with radiant skin. This is a delicate line. If they do to much it will ruin a whole subclass for both pvp and pve. I'd like to see numbers on what classes have been leading since ttk came out. If titans are not far and away the best, I'd say it doesn't need much if anything. If they are better but by only a little, that still just doesn't justify any changes since someone has to be 1st.

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  • Agreed - blade dancer is slightly different as it needs to be closer than sun hammer. I would say gently modify the damage resistance and it's all good. The hammers and amount of ammo and the length o super is fine.

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  • Yeah but blade dancer in a small room... Auto aim... Tap the button and it does the work for you. Situational. Hammers have range but can't be aimed precisely, have slow travel and arc, and fall over distance. That's why you get more ammo. It's an assault class, not precision based like gg. Slight damage resistance modification maybe. I won't fuss to much about that.

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  • The hammers cause people to explode. I have chained three people with one hammer before. Blade dancer has auto aim but very few times do you kill multiple targets with a slash! If they increased this super in pve I would say buff it 50 fold. But in pvp it's currently the strongest super right next to golden gun.

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  • Chaining explosions is a perk option. Golden gun has a similar option. For pvp I use the tracking option, and only occasionally use the the gauntlets to add the explosions. I really like Angel of Titan :)

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