Bounty Hunter Archive

Thread: Is the Dizzy + KD ever coming back?

Sispo
Thu Jun 23, 2005 3:20 pm
#14






ShaikeRamjet wrote:

Stun is supposed to stop your action regeneration for a short time, but it is broken. Blind decreases your accuracy, obviously. But to be honest, I have no idea what dizzy even does anymore.






Stun: Stops regen, minor decrease to offense and defense


Blind: Major Decrease to Offense


Dizzy: Major Decrease to Defense



This is the basic of what was said from fanfest. I tried to find the post to make sure, but couldn't.





Sispo MBH Bria

KnightHawk420
Thu Jun 23, 2005 5:07 pm
#15






AtonuTragona wrote:

Dizzy + KD is already in the Combat Nerf.


It is just called "root" now and can be chained and used from 64 meters with a rifle. No counter, it is perfect.







Almost perfect, kd+dizzy of old was more like a "mez" that didn't break on damage. Lastnight I did see the new version of kd+dizzy though..... KD + No action bar left.....



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
ShaikeRamjet
Thu Jun 23, 2005 5:38 pm
#16






KnightHawk420 wrote:





AtonuTragona wrote:

Dizzy + KD is already in the Combat Nerf.


It is just called "root" now and can be chained and used from 64 meters with a rifle. No counter, it is perfect.







Almost perfect, kd+dizzy of old was more like a "mez" that didn't break on damage. Lastnight I did see the new version of kd+dizzy though..... KD + No action bar left.....





LOL, ouch!!!



///Shaike Ramjet\\\
s Master Bounty Hunter | Master Carbineer s
s Imperial Inquisition s
s Bounty Hunter of NeXuS s
Leatherneck_of_Alderaan
Thu Jun 23, 2005 7:04 pm
#17






KnightHawk420 wrote:





AtonuTragona wrote:

Dizzy + KD is already in the Combat Nerf.


It is just called "root" now and can be chained and used from 64 meters with a rifle. No counter, it is perfect.







Almost perfect, kd+dizzy of old was more like a "mez" that didn't break on damage. Lastnight I did see the new version of kd+dizzy though..... KD + No action bar left.....





Dazed is the new version of that, but it does break on damage. Blix today revealed how concussive shot is going to be changed as well as panic shot. It moves pistoleer more into the crowd control arena than it was before.



Igitur qui desiderat pacem, praeparet bellum
ImageAccess
Thu Jun 23, 2005 7:17 pm
#18

To answer the original question.



Yes...but in another form...



STUN + KD (at the right time) = Dead. (1/4 action usage with no stun recovery = dead)



ShaikeRamjet
Thu Jun 23, 2005 7:24 pm
#19






Leatherneck_of_Alderaan wrote:





KnightHawk420 wrote:





AtonuTragona wrote:

Dizzy + KD is already in the Combat Nerf.


It is just called "root" now and can be chained and used from 64 meters with a rifle. No counter, it is perfect.







Almost perfect, kd+dizzy of old was more like a "mez" that didn't break on damage. Lastnight I did see the new version of kd+dizzy though..... KD + No action bar left.....





Dazed is the new version of that, but it does break on damage. Blix today revealed how concussive shot is going to be changed as well as panic shot. It moves pistoleer more into the crowd control arena than it was before.






Honestly, this pisses me off. The CU documents stated Carbs as the "crowd control" ranged profession. Pistoleer is supposed to be a tank profession. I love my carbs and I will never give them up. According to the Carb coor, Carbineers are not going to get any new state effecting abilities... /sigh





///Shaike Ramjet\\\
s Master Bounty Hunter | Master Carbineer s
s Imperial Inquisition s
s Bounty Hunter of NeXuS s
Leatherneck_of_Alderaan
Thu Jun 23, 2005 7:28 pm
#20






ShaikeRamjet wrote:





Leatherneck_of_Alderaan wrote:





KnightHawk420 wrote:





AtonuTragona wrote:

Dizzy + KD is already in the Combat Nerf.


It is just called "root" now and can be chained and used from 64 meters with a rifle. No counter, it is perfect.







Almost perfect, kd+dizzy of old was more like a "mez" that didn't break on damage. Lastnight I did see the new version of kd+dizzy though..... KD + No action bar left.....





Dazed is the new version of that, but it does break on damage. Blix today revealed how concussive shot is going to be changed as well as panic shot. It moves pistoleer more into the crowd control arena than it was before.






Honestly, this pisses me off. The CU documents stated Carbs as the "crowd control" ranged profession. Pistoleer is supposed to be a tank profession. I love my carbs and I will never give them up. According to the Carb coor, Carbineers are not going to get any new state effecting abilities... /sigh








Naw, check the chart again. Pistoleers were crowd control in the form of "Attack Control". Carbineers were crowd control in the form of Position control. Pikemen, TKAs and BH's were listed as tanks.


http://starwarsgalaxies.station.sony.com/content.jsp?page=Combat%20Upgrade:%20Combat%20Schematic



Igitur qui desiderat pacem, praeparet bellum
ShaikeRamjet
Thu Jun 23, 2005 7:37 pm
#21

Damn... you're right. Well, there was some talks about Carbineers getting some posture change attacks. Hopefully that will come before the next CU in 2008.



///Shaike Ramjet\\\
s Master Bounty Hunter | Master Carbineer s
s Imperial Inquisition s
s Bounty Hunter of NeXuS s
Epichistonian
Thu Jun 23, 2005 7:42 pm
#22

I think dizzy just lowers accuracy now



Sarshalus Groundwalker
Give a man a match, he'll be warm for a minute
Light a man on fire, he'll be warm
the rest of his life
MonkeyFreaky
Thu Jun 23, 2005 8:44 pm
#23

for those of you who havent found out yet


the new KD+dizzy isssss........ dad adadaadada *drum beats*



KD+diarmingshot or advanced startle shot


when you kd them and diarming shot or startle shot is on them they arent able to use kd recovery and therefor cannot get up i do this to people all the time.... its little more difficult to do than kd dizzy because it can drain your action bar cause they dont last for long and you gotta keep repeating them


FeartheLettuce
Thu Jun 23, 2005 8:49 pm
#24


MonkeyFreaky wrote:

KD+diarmingshot or advanced startle shot

when you kd them and diarming shot or startle shot is on them they arent able to use kd recovery and therefor cannot get up i do this to people all the time.... its little more difficult to do than kd dizzy because it can drain your action bar cause they dont last for long and you gotta keep repeating them






QFE

actually, I'm not sure about disarming shot, havnt used it, but startle shot does 2 things: 1. forces opponent up one posture position(pretty much useless... makes it so you cant be sniper shotted but who cares) and 2. prevents posture change for 4 seconds... use startle and then kd and they are down for a good 2-3 seconds, works best with pistols(for fastest time between startle and kd)



Twigs
Ahazi

MBH/MC

"I'm sure this is "working as intended," at least until they get around to fixing it." -Spinmove5150
Penguinzx
Thu Jun 23, 2005 11:10 pm
#25

Just a quick note, it has to be KD then startle. Startle breaks on damage, so you can't use your KD after applying the startle state. That has been my experience anyway. But so long as your combat speed is fast enough, KD+Startle can be a vicious combination. Unfortunately, Jedi can heal while KD'd at the moment. So even if you pin them down, plan on being there a while.



penguinzx
{Master Rifleman/Former MCH/Compulsive Interior Decorator}
Corbantis

SamousNemo
Thu Jun 23, 2005 11:19 pm
#26






Treblesum81 wrote:

Just had to wonder...I'm reletively new (dec. 04) so I'm 100% how long the Devs take to fix something that got broke... I think I can get an idea, but I want to know, are my hopes in vain? Will they just say they'll fix it until almost everyone has forgotten? or will they actually get to it?


Also, Pub 19 sounds like fun, anyone know when its coming out?






What's the point? Just use dizzy rec then KD rec and you're back in action. Would take a little more action and an extra second, but would still be escapable.


If you're looking for a situation in which you can hit someone and they can't hit back, try stopping shot beyond 35m. Sure, you'll lose the KD damage modifier, but it does about the same thing. It's also not permanent, but how is keeping someone perma-KD'd via a sprayshot macro balanced?





-Samous Nemo; Dirty, Lowlife, Bounty Hunter Scum
Former Bounty Hunter Correspondent
Call me "Sam"
Page 2 of 3