Carbineer Archive

Thread: Suppression Fire is CHANGED/FIXED

TAfirehawk
Mon May 02, 2005 9:20 am
#1


Suppression Fire is a short acting Cone Snare that is meant to be fired repeatedly to reduce the movement speed of any target coming directly at the person firing the special.


The timer is very short and the cooldown even shorter, thus allowing a Carbineer to hold an entire group of attackers away from them similar to Crippling Shot.


I am hoping to still affect some changes to the way it works, but from my brief testing on LIVE it is working as intended now (Keldarin found a number of issues and did an entire re-write for this ability /cheer).

Message Edited by TAfirehawk on 05-30-2005 10:55 PM



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Crash752
Mon May 02, 2005 9:49 am
#2

The icon for suppression fire now shows up on targets affected and it is an cone attack. Its a start atleast. The state for suppression fire only seems to stick for 5 seconds and I couldn't tell what it did other than show an icon on the target. Remember when testing it you have to be standing still and any attacks taken during the warm up phase will cancel the attack from going off.





Overseer
TAfirehawk
Mon May 02, 2005 10:09 am
#3






Crash752 wrote:

The icon for suppression fire now shows up on targets affected and it is an cone attack. Its a start atleast. The state for suppression fire only seems to stick for 5 seconds and I couldn't tell what it did other than show an icon on the target. Remember when testing it you have to be standing still and any attacks taken during the warm up phase will cancel the attack from going off.








Icon showed on TC for weeks.....so not any real progress....unfortunately....


And all 'warmup' abilities have the do not move restriction, from all profs.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

CrazyMCWolf
Mon May 02, 2005 11:23 pm
#4

I think the supression fire is borken, too.
Last night I was trying to use it on quenkers and it didn't work at all.

Regards
Etet
MBH/MCarbineers/Novice Pistoleer



Etet Ridryw
Master Bounty Hunter / Master Carbineer
TAfirehawk
Tue May 03, 2005 7:24 am
#5






CrazyMCWolf wrote:
I think the supression fire is borken, too.
Last night I was trying to use it on quenkers and it didn't work at all.

Regards
Etet
MBH/MCarbineers/Novice Pistoleer





You don't have to think about it.....IT IS BROKEN.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

mh307
Tue May 03, 2005 8:10 am
#6






TAfirehawk wrote:





CrazyMCWolf wrote:
I think the supression fire is borken, too.
Last night I was trying to use it on quenkers and it didn't work at all.

Regards
Etet
MBH/MCarbineers/Novice Pistoleer





You don't have to think about it.....IT IS BROKEN.





I love the fact that i drain my action in 5 shots.
To bad they didn't lower the special attack cost for most carbines.



Onikojuno__N__[ONE SEXY ZABRAK]
ABK Correspondent
Spammer Trash Talker Man Wh0re

www.TKC-Community.net
rYsyn
Fri May 06, 2005 11:14 am
#7






TAfirehawk wrote:





CrazyMCWolf wrote:
I think the supression fire is borken, too.
Last night I was trying to use it on quenkers and it didn't work at all.

Regards
Etet
MBH/MCarbineers/Novice Pistoleer





You don't have to think about it.....IT IS BROKEN.






LOL


Anyway, back on topic.


Is suppression fire suppose to be a "area root" or "area Snare" or "Area KD"?


I'm thinking it should be an Area Root that also does a Knockdown. That would be crowd control!


Anyway, any clarification you could provide would be helpful.





Rysin Lexicon - Bounty Hunter


* Cancealed due to the NGE *


Concept for an SWG II


memnoch37
Fri May 06, 2005 11:28 am
#8


When the icon does show up, if you hover the mouse over it it states something like 'Modify Movement Speed', which leads me to believe it is a Snare and not a Root. On the other hand, the description of the state is different than the text on the icon Crippling Shot applies (which is a Snare), so who knows.






Memnoch

TalonKarrdeTN
Fri May 06, 2005 1:04 pm
#9



memnoch37 wrote:
When the icon does show up, if you hover the mouse over it it states something like 'Modify Movement Speed', which leads me to believe it is a Snare and not a Root. On the other hand, the description of the state is different than the text on the icon Crippling Shot applies (which is a Snare), so who knows.





It might be somewhat cool if they made it actually a (barring resist) 10-second AoE posture down, similar to what actionshot2 used to do. Just a thought anyway, although I'd be surprised if they changed it from whatever it is they have in mind.





Characters:
Tynd (formerly Tyndaleon) Starstrider (human)
Tharilac Crey'lya (bothan)
Tibattican (wookiee)
Tiomeg Bysik (ithorian)

Beta & Day 1 Tarq Vet, Longtime Officer & Member of the Order of Infinity (IFN), Current member of Wraith Squadron (WSQ)
rYsyn
Fri May 06, 2005 1:26 pm
#10

Well, the problem with Carbineer is that only 3 of7 specials are any good. All the other specials are redundant.



Here is what I am taking about:



  1. Improved Leg Shot - The most power Carbineer Damage Shot

  2. Improved Crippling Shot - Nice Snare, but does not last very long

  3. Improved Charge Shot - Great Knockdown Shot

  4. Improved Full Auto Area - Average Cone shot, nothing that special

  5. Advanced Surpression Fire - Weak "snare" that is a cone and only last about 5 seconds and is redundent with Crippling shot

  6. Advanced Rapid Fire - Weaker then snot, useless

  7. Improved Scatter Shot - Hits multiple areas on a target? What is that? This is weaker then Rapid Fire.

How should it be?



  1. Improved Leg Shot - Moderate Damage Special, short cool down time

  2. Improved Crippling Shot - Single Point Root - Last about 50% of Stopping Shot

  3. Improved Charge Shot - Area Knockdown!

  4. Improved Full Auto Area - Average Cone shot, hits for about 900 - 1,000 damage in a cone

  5. Advanced Surpression Fire - Cone Snare, very effective! Snare last for as long as Stopping shot

  6. Advanced Rapid Fire - Carbineer's most powerful damage shot, single point

  7. Improved Scatter Shot - Area Posture Down, not damaging, but causes opponents within the cone to posture down.


Now, that would be crowd control!





Rysin Lexicon - Bounty Hunter


* Cancealed due to the NGE *


Concept for an SWG II


memnoch37
Fri May 06, 2005 1:27 pm
#11

Very nice list


I'll throw my two cents in:



  1. Improved Leg Shot - Moderate damage, targets legs, applies Snare

  2. Improved Crippling Shot - Low damage, targets legs, applies Root

  3. Improved Charge Shot - Moderate/low damage, 90º Cone, chance to Knockdown/Stun.

  4. Improved Full Auto Area - Moderate damage, 90º Cone, chance to Stun/Blind

  5. Advanced Surpression Fire - Low damage, 90º Cone, applies Root

  6. Advanced Rapid Fire - Very high damage, single target, high action, slow cooldown

  7. Improved Scatter Shot - High damage, 45º Cone, targets body/head, chance to Blind, negative accuracy modifier (chance to miss)

I'm really stuck on liking the leg targeting specials. I can't wait until RotWsinks into the playerbase, so we can mow down those silly people with cybernetic legs. Ideally, I'd like to see certainMOBs have low leg armor as well, such as the AT-ST, maybe the Gorax, Rancors, etc.

Message Edited by memnoch37 on 05-06-2005 03:56 PM






Memnoch

Sulsakan
Fri May 06, 2005 3:09 pm
#12






Crash752 wrote:

The icon for suppression fire now shows up on targets affected and it is an cone attack. Its a start atleast. The state for suppression fire only seems to stick for 5 seconds and I couldn't tell what it did other than show an icon on the target. Remember when testing it you have to be standing still and any attacks taken during the warm up phase will cancel the attack from going off.






I wonder if "attack" is defined by being hit, or just by being aggroed. I've noticed that when I get ready to attack a mob, standing at max distance, and I initiate my attack with suppresion fire, the mob aggroes me at the start of the warmup, not when I actually take the shot at the end of the warmup. So if "being attacked" is defined by an aggro against you, then this could be the reason why it never works for me. And if this is true, then this shot will only work to initiate encounters (if they fix it), not in the middle of combat while getting aggroed.

TAfirehawk
Fri May 06, 2005 9:38 pm
#13






rYsyn wrote:

Well, the problem with Carbineer is that only 3 of7 specials are any good. All the other specials are redundant.



Here is what I am taking about:



  1. Improved Leg Shot - The most power Carbineer Damage Shot

  2. Improved Crippling Shot - Nice Snare, but does not last very long

  3. Improved Charge Shot - Great Knockdown Shot

  4. Improved Full Auto Area - Average Cone shot, nothing that special

  5. Advanced Surpression Fire - Weak "snare" that is a cone and only last about 5 seconds and is redundent with Crippling shot

  6. Advanced Rapid Fire - Weaker then snot, useless

  7. Improved Scatter Shot - Hits multiple areas on a target? What is that? This is weaker then Rapid Fire.





Actually let me correct #4, it is a cone of 90 degrees, that is something VERY special in the Carbineer/BH bag of tricks. Of course drawing in that much aggro is not very often recommended, but it is powerful and useful in the right situation. I haven't tested FanShot or any other non-Carbineer/BH cone attacks, but the others are 30 deg or less from what I have seen.


#5, well you should hold your observations until the damn thing actually gets fixed.....very PO'd with the Devs on this one.....


#2, the snare lasts long enough for me to kill level 81 creatures before the reach me....and that is with me standing still, NOT kiting.


#6, this should have a shorter cooldown timer and thus fire rapidly....which means the actual DPS might be quite high even if the damage on each shot is lower than Imp Leg Shot....more testing is needed and possibly the Devs need to fix this one too.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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