Bounty Hunter Archive
Thread: What snare attack/special does everyone keep talking about?
how is it unbalanced. if some dude was running at you with a sword would you not shoot him in the leg to make him stop running? Words to live by, never bring a knife to a gun fight. the best way for melee to take out a gunman is grouping.
Valondra wrote:
.....its unbalanced
lbfoofoo wrote:
how is it unbalanced. if some dude was running at you with a sword would you not shoot him in the leg to make him stop running? Words to live by, never bring a knife to a gun fight. the best way for melee to take out a gunman is grouping.
Valondra wrote:
.....its unbalanced
imp crippling shot can not be immediately reapplied. rancor aid will strip offED and provide immunity to it for over a minute. if you melee guys want to give us ranged users access to a plus 500 ranged defense buff like you get for melee defense in tka x1xx i would be all for not being able to control promixity. as is you can get a defense buff like imp duelist stance in bh 4xxx at brawler 1xxx. we have crappy defense comparitively which is why we need snare.
yeah if i have carbine or rifle i should stand in front of some melee dink and try to tank them.
Message Edited by Xoreshear on 10-21-2005 07:55 PM
Xysec wrote:
lbfoofoo wrote:
how is it unbalanced. if some dude was running at you with a sword would you not shoot him in the leg to make him stop running? Words to live by, never bring a knife to a gun fight. the best way for melee to take out a gunman is grouping.
Valondra wrote:
.....its unbalanced
Ah, I see. But doesn't that mean that the range fighter will win everytime? If that is all a ranged fighter has to do, is put a snare on and kite, then combat gets pretty boring for both sides.
Everyone likes and wants to win, but constant easy kills get borning/frustrating for both parties.
I think that they need to either shorten the duration of snares and have an immuntiy timer, or have some chance at a counteragainst all snares, for all players.
Valondra wrote:
lbfoofoo wrote:
how is it unbalanced. if some dude was running at you with a sword would you not shoot him in the leg to make him stop running? Words to live by, never bring a knife to a gun fight. the best way for melee to take out a gunman is grouping.
Valondra wrote:
.....its unbalanced
the unbalance is it can be chained.....im sure they will fix it...you obviously dont have any melee characters.
oh i didn't know that they could be chained. thats just silly. There should be a cool down like kd or something. being able to snare constanly is BS. and know i don't have a melee.
Starcloud wrote:
Carbineer Crippling Shot. Rifleman Kneecap Shot. Combat Medic Electrolyte Drain.
I'm pretty sure Carbineer is also supposed to have an AOE -snare- too, but it's been a while since I've played one.
Basically, it is possible for a singlecharacter to havea combination of abilities that will, if applied intelligently, keep any melee-based character from approaching close enough to use their melee attacks.
Even if the character does not have all of the named abilities above, in combination with the various Knockdown and Root attacks, a ranged character can keep a melee character from closing for long enough that the melee character has no chance of engaging the ranged character or running away, much less winning.
However, the NPC mobs of the same CL as PCs get a -resist- or an -immune- to these same abilities...
Once again, in the name of "balance", the development team is unbalancing the combat system.
First, some clarifications from my testing today:
There is an immune period after root and snare...just not one for root AND snare. Meaning you can be can be rooted then snared during the root's immune period. The period seems to be about the same length as the knockdown timer. It is possible to land the root in snare in near succession if it is ideally timed.
IE you hit the snare just as root lets go. They will not stack but will activate the immune timers if fired in succession.
Second, to the Melee that are bothered by this:
Part of the problem right now is that ranged defense is borked. When fixed this will make combat more difficult for melee but in my opinion it is not unbalancing. Melee hasinsane defenses compared to ranged. A melee with COB on and any kind of doctor ability will still be a handful for a ranged person to take down before their action runs out...when it does....ouch time. Melee profs with armorbreak (and even with armorbreak slices, etc it still seems to stick most of the time) allow them to do a great deal of damage once they get close.
So, we have a bug, namely ranged defense and a balance to the heavy defenses and armor break ability. This is far from an "I win" button everyone seems to think it is. When range defense is fixed you will see that having defenses much higher than most ranged templates accuracy mods tends to me they will miss you more often, including when they fire their roots and snares...and when they do, you can get in and lay the smack down on them.
I am a MBH/MR and I can tell you right now that snares don't chain...you can't successively snare, root, or kd anyone anymore. I have at least a 15 second timer between the time that a snare wears off and the time I can reapply that snare. The reason they are mad, is because they can't FR through the snare anymore...snares are actually effective like they should have been at the beginning of the CU. Before pub 24 when, and if my kneecap shot hits, I say if because with 344 accy, I sometimes still can't apply states to a MDef temp or even hit them...a Jedi could kick on FR 1,2,3 and blow right past it, they can still do it, snares/buffs override each other, all they need do is drop FR and then reapply it...sure it costs an extra 250 fp, but you aren't snared anymore. Also, kneecap lasts for 15 seconds, never had it bother a Jedi yet...they just heal up and then root/kd, and power attack me when I'm downed because I have a perma snare for carrying a rifle and can't move as fast as they can. The problem comes is when a person snares, waits for the snare to wear off, lands a root, waits for the root to wear off, kds, and then snares them again as they get off the ground....good tactics that can keep a person at bay, but to have all three of those abilities you have to dabble in at least3 different elite ranged professions, carbineers exempt because they have a kd and snare in the same class. I have to have pistols to have a root, but I forgo the ability to heal like a 4000 CM, I mean its give and take here...
Message Edited by Korom on 10-21-2005 09:09 PM
Message Edited by Korom on 10-21-2005 09:11 PM
The Jedi think this is Order 66 come to life. Their forums are hysterical.
Unfortunately, I won't have the chance to test the changes out for a while.![]()
I see posts from people in the Jedi forum and here about BH "snaring" or "perma-snaring"Jedi and being able to kite them to death w/o even getting hit.
I see all the info about changes to FR and speed with various stopping shots or crippling shot changing the percentages for the FR and speed.
Are they talking about the CM's Paralyze? One post said CM's can now stop a Jedi for 100 seconds...
Lol..I have fought three Jedi since Pub 24 and FR seems to work fine for them even if I apply Electrolyte Drain. MyParalyze holds them for about 15 secs it seems..I have enough time to apply 3-4 CM debuffs (no DOTS) at best before they move and attack and a regular battle ensues...
Message Edited by Bladius on 10-21-2005 02:58 PM