Bounty Hunter Archive

Thread: Stopping Shot

LordMaxx
Wed Apr 20, 2005 10:34 am
#66

You know the shot actually has to stick first...which is not a very often amount. So for you to say we are overpowered by this means we are overpowered during only one tenth of the battle....



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
DJODoc
Wed Apr 20, 2005 11:12 am
#67


From my testing that 1 out of 10 number is not accurate.


I was testing the following template...


MBH/MP/Carbineer 0044


In the duel testing I did I found that when alternated with underhand shot or charge shot, stopping shot stuck frequently. In my first duel against a MBH/MC/Pistoleer 0044 it stuck 4 out of 6 times used. In my second duel against a TKM/MSword/Fencer which lasted longer, it stuck 8 out of 11 times attempted.


Also once I realized how powerful stopping shot was, I tried to reverse the advantage. I created a template with TKM/Swordsman/and some Pistoleer. The idea was to start melee then during the battle switch to pistol when they tried to get distance and lay down a stopping shot, then switch back to sword and close distance. I tried this in about 4 duels against ranged players. In all four duels stopping shot stuck the first time I tried it. During the first two duels I did not get to use it again. There seems to be an issue in combat where going from melee weapon to ranged works fine but then going back to melee does not work properly. The first two duels I got killed pretty quick because I couldn't switch back in time. Once I figured out what was happening I did better in the 2nd two duels. In duel 3 it stuck 2 of the 3 times I used it. In duel 4 it stuck 3 of 5.


Those are my test results with it so far.





Message Edited by DJODoc on 04-20-2005 02:12 PM



Javax
Central Imperial Order
New Cardia, Dantooine
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RenKesson
Wed Apr 20, 2005 11:27 am
#68

Another balancing tool that works great in other games is diminishing returns.


You put the special on a return timer of fifteen to 30 seconds. Say your timer is fifteen seconds. If you use the special more than once within 15 seconds, the chance for it to be resisted, or recovered from instantly increases. So basically, if you want to gain the maximum effect for it, you can only use it once every 15 seconds (or whatever the return timer is). The more you use it within those 15 seconds, the less effective the ability becomes, until it becomes completely ineffectual.


I haven't played TC enough to know if the KD/Dizzy thing still works to keep people on their backs for an insane amount of time. If it still does work that way, I'd also recommend changing the way Dizzy works so that it doesn't have the effect of knocking you down when you try to stand up, but rather has an altogether different debuffing effect. Intimidate reduces damage output, Blind reduces accuracy, Stun reduces attack speed doesn't it?


What if Dizzy just reduced movement speed? Instead of being used in conjunction with a KD move to keep a target flopping around on the ground, what if Dizzy reduced movement speed, and also reduced defenses? That'd be a powerful asset to any profession, especially those who have lower damage outputs overall.


KD/Stopping Shot should be used to gain a few seconds to heal up, get to kiting distance, slow down enemy advancements, etc. It should be a crowd control device, not the ultimate I Win button, not the flawless offensive tool.


Just my two bits.



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
KillerBeez
Wed Apr 20, 2005 11:51 am
#69

If you are dueing one person it might seem unfair, but get real...these moves and classes are not based on 1 vs 1. In pvp this move is balanced and adds much fun...btw i have been playing melee on tc and been dealing with this move and do just fine.


Beez
DavidHarper
Wed Apr 20, 2005 3:28 pm
#70

I definatly think this move should only be useable with Pistols and probally does need moved to a higher level to stop people exploiting it. Otherwise it is a great move, it may stop melle characters but it has no real advantage against other ranged professions, so in a sence it is creating more of a rock-paper-scissors game, which in my opinion is good as it should lead to an even distrabution of classes in the game as people will need to switch to tactics rather than building uber templates in both PvP and PvE.



Colonel David Harper of the Rebel Alliance

Elder Smuggler - Elder Jedi - Elder Pistoleer - Elder Marksman - Rebel Alliance Master Pilot - Elder Droid Engineer - Elder Artisan

Respec: Jedi>Smuggler>Jedi>Medic>Jedi>What Next?
Nifty
Wed Apr 20, 2005 9:26 pm
#71

It could be that stopping shot finally does the unthinkable. It might actually get people to consider having both ranged skills and melee skills. Everyone always says melee or ranged. Why not have both?



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
MrBomb
Thu Apr 21, 2005 9:02 am
#72



I agree with those people who say that StoppingShot should be moved to a higher level in the pistoleer skill tree. If it will still be the most damage dealing special attack of the pistoleers after the CU, it should be moved to the Master Pistoleer skill box, I think.


To the people who say that this special attack should get nerf;

Don't say that this special is overpowered. It is not actually. The problem is that most of the pistoleers are grinding the Pistols branch in the Bounty Hunter tree to gain more pistol accuracy and speed bonuses. And when they do this,-as expected- the damage of Stopping Shot seems to beso high that it makes the combat unbalanced. But what about the pistoleers without the bonuses from the BH Pistols branch? What will we do ifStopping Shotgets nerf just because of the people whoare making the combat unbalanced by grinding the BH Pistols branch? Isn't this unfair?

Message Edited by MrBomb on 04-21-2005 07:04 PM



Otkoo Jeliyeer - Master Pistoleer / Master Scout / Master Creature Handler
Dyrty
Thu Apr 21, 2005 9:35 am
#73

I for one have been a pistoleer since I began playing SWG. I've been taunted by uber L337 melee stackers in PvP for a very very long time. I've been the weak link in PvE and PvP simply because I want to use a blaster versus a bat.
I 100% agree with moving it higher in the tree. as far as I'm concerned put it in the Master Box.
I despise the CU for the most part but, if they are finally giving pistoleers some much needed love I'm all for that if nothing else.

Message Edited by Dyrty on 04-21-2005 09:35 AM



April 25, 2005 The Real War Begain....
- I support keeping & balancing the current combat system You can too

"The dumber people think you are. The more surprised they are going to be when you kill them." ~William Clayton
Envoy3113
Thu Apr 21, 2005 10:09 am
#74

Give Squadleaders some love and lets see their FormUp command clear status effects such as root and snare. This way the people crying about it will have an option availible to counter it, and you can always just make a point to drop the opposing SL and throw the enemy squad into disarray. Even if you can't kill the SL, keep them dizzy and formup will not be executable unless they have a clear dizzy state ability.



There comes a time in every mans life when 86 years is just too damn long...
TheOneCH0908
Thu Apr 21, 2005 1:13 pm
#75

I think it's power is perfectly blended with other professions and is going to help improve pistoleer as a whole in the new combat system.



Dude, Your Getting The Force!
Zeritul
Thu Apr 21, 2005 3:13 pm
#76

/sarcasm


Wait a minute, are you telling me that Stopping Shot actually STOPS your opponent? Who is the idiot that thought of that?


/endsarcasm


It's about time we get some specials that work and are useful.

Novock
Fri Apr 22, 2005 12:52 am
#77






Envoy3113 wrote:

Give Squadleaders some love and lets see their FormUp command clear status effects such as root and snare. This way the people crying about it will have an option availible to counter it, and you can always just make a point to drop the opposing SL and throw the enemy squad into disarray. Even if you can't kill the SL, keep them dizzy and formup will not be executable unless they have a clear dizzy state ability.







That's a solution I would favor.


Alright melee vs stopshot.... dabble for warcy people!! They stopshot ya just warcry em heal and wait for the root to wear off. Worse case scenario you go back and forth. You have to learn to use strategy there is no more I win in the CU. You have to out-think your opponent. I'm a Pistoleer/SL and I cannot take down a good melee as the ones I fight alway warcry me after I root em. Look everyone who is suppose to have a weakness and a strength. This is a rock paper scissors balance not a everyone is equal to everyone. You have to match up and use yuor abilities ... all of em.


BTW - 1 v 1 duels are not the end alland be all of the game. if you are melee person you want that smuggler or pistoleer to have stopshot so they can stop the guy that's kiting you son you can crak their head open. As your grp becomes more diversified stopshot becomes less and less pwoerful and more and more strategic. Think out of the box of simple duels. A duel is a duel but its not the main part of the game.

Message Edited by Novock on 04-21-2005 03:02 PM



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

Xoreshear
Fri Apr 22, 2005 4:12 am
#78

Pistoleer is supposed to be attack control/crowd control. If any melee mob or player can move towards them and KD, dizzy whatever I fail to see how they will achieve this.



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
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