Bounty Hunter Archive
Thread: Stopping Shot
Xoreshear wrote:
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.
Read my post here and take a lesson in the different MMO crowd control methods.
Message Edited by RenKesson on 04-22-2005 06:46 AM
DavidHarper wrote:
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.
Improved Stopping Shot (the one with the longest root timer) is a tier-4 skill. Can't move it much higher than that, except to Master.
RenKesson wrote:
Xoreshear wrote:
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.
Read my post here and take a lesson in the different MMO crowd control methods.
Message Edited by RenKesson on 04-22-2005 06:46 AM
Good post,
And precisely why I use carbine with carbine and pistol specials on TC. I did not mean to suggest there was only one way to do it.
Message Edited by Xoreshear on 04-23-2005 02:24 AM
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.
Excellent idea!
As a ranged fighter, I don't really find Rooting to be an unbalancing factor--I've been playing Master Carbineer/Master Pistoleer and I use it a lot, of course. But it does get used on me and especially the melee members of my team. But I try to keep an eye on the melee fighers, and if they get Rooted, I turn my Fan Shot and Charge Shot on the people who are rooting them, to draw their attention.
O.
Stuskie1984 wrote:
Wait...... let me get this straight.....*ponders*.... You don't think that a special that inhibits movement and that can be used over and over is not unbalancing? Why do you think there is dizzy and KD recovery? It's because it was rocking the pre-CU world. I doubt they will set up another bomb like that. It ruins PvP.
Try using chained Stopping Shots on a target.
Notice the 'No Effect' text when you try and root the already rooted target.
Notice the long cooldown and warmup before you can use another Stopping Shot.
Notice that if you use Stopping Shot on a target after the -Rooted- floater above your targets head indicates the first has worn off that your next will not stick. There seems to be a short amount of time similar to the 30 second kd timer on Live before you can root same target again.
You can not Root the same target over and over like you say from the testing I have done with the special.
As far as damage breaking the root. Fights are not a guaranteed win against a rooted enemy now unless I have much greater numbers on my side in which case the larger force should win. If roots break with the next damage inflicted, melee dominance of pvp will return/continue as we will only be able to keep them away, not inflict damage to them from range before they close and destroy.
Does a melee profession's Snare break the next time they hit you? Will having an armor breaking melee juggernaut that you can notuse your ranged advantage onin your face all the time ruin your pvp survivabilty?
Ranged should dominate melee on the open field. Close quarters is where melee should shine. Master Pike-TKM-Master Fencers (or whatever the new cool 'not possible' triple mastery is on ep3) should kick my ass if I follow one using his head into a building or around the corner he is hiding behind into his range....but across flat open ground with no cover a ranged user should have their way with them.
Overpowering melee makes this game much more EQ than glowy particle effects ever will.
KillerBeez wrote:
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
Exactly. In group vs group pvp Stopping Shot is not the insane uber advantage the one on one duelists are screaming it is. Helpful for slowing down a few advancing members of an enemy crew, helpful when chasing down an enemy, and helpful when you need to duck behind cover for a heal or to regain some Action, but not the 100% 'I win' button.
admiraljz wrote:
DavidHarper wrote:
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.
Improved Stopping Shot (the one with the longest root timer) is a tier-4 skill. Can't move it much higher than that, except to Master.
20 second root of Advanced Stopping Shot is actually Master Pistoleer.
Message Edited by Xoreshear on 04-26-2005 12:25 AM