Carbineer Archive
Thread: Heading off nerf calles before they start: Make crippling shot require a carbine.
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Opie76
Thu Oct 13, 2005 5:52 pm
#1
There is a lot of fear that people will dabble in carbineer for crippling shot and use cyber arms and a rifle to keep melee players perma-snared. With the changes to snare, this will be quite possible. One small step in the name of balance would be to require that this special be linked to carbine weapons only.
Also, i may even suggest that improved crippling shot and knee cap shot(rifleman) should be moved to master.
Ho'mer
Opie76
Thu Oct 13, 2005 6:45 pm
#3
xakia wrote:
Rifles has a snare.
The rifleman snare is not nearly as effective at landing as Crippling shot.
xakia
Thu Oct 13, 2005 6:52 pm
#4
Really, unless they made it a Master Carbineer skill, there's really no way you can stop people from using it. Some of us old school Bounty Hunters are pros at switching weapons on the fly...since thats the way we use to get down.
Bennyboy4308
Thu Oct 13, 2005 7:22 pm
#5
xakia wrote:Really, unless they made it a Master Carbineer skill, there's really no way you can stop people from using it. Some of us old school Bounty Hunters are pros at switching weapons on the fly...since thats the way we use to get down.
Oh that was always fun, sprayshot, underhand with laser carbine, switch to Geno, torsoshot, eyeshot x 34423.
But anyways, Crippleshot dabble won't be nearly as much of a problem as the CM snare.
Jarrel_Reafis
Fri Oct 14, 2005 2:42 am
#7
actualy that might mean Advanced Supressing Fire could be nasty,lol its been soo long since I've needed to use it that I cant remember if its a snare (but I think it is)
_scout_
Fri Oct 14, 2005 2:55 am
#8
Well, this is a little bit too early in my humble opinion.
To clarify this for all:
There are changes to how debufs and buffs are working, with some of those rules also affecting snares and movement buffs.
These new rules will probadly be introduced together and in conjunction with the new AI of the MOBs and NPCs, who also will be using specials with some of them being able to use snares as well.
There are two threads you have to read before you can start a reasonable discussion related to this:
As it looks to me right now, the melee classes fear to be +snared+ by a CM/Rifleman/ranged-arms template, with the 2 min. long CM applied first, then being kited and as soon as the CM snare runs off and being +snared+ from a distance by the a riflman snare, so the rifleman can run in and out again to reapply the long CM snare again.
A template with cripplingshot, might even try to alternate between the three different snares, BUT the carbineer is not even being mentioned in those threads.
Also the DEV said a snare would onlye negate a movement buff, thus leaving the character without a movement buff but also without a snare (though I'll try to test this statement to find out, how it will be in live). EDIT: see clarification in link in next post
A request to move this ability -> to avoid dabbling -> to avoid nerf calls from "possible" other melee *cough* jedi *cough* profession, is in my eyes a little over reacting to this, even despite the fact that *cough* jedi *cough* are so good in calling "Nerf!".
With snares being one of our two only stats/debuffs we can apply and with position and posture control being our main crowdcontrol subject I naturally moniture the development on these new rules, but so far the new rules only strengthen our position as crowd control, without unbalancing it in its current state of development.
A short but important reminder to these new changes:
These changes are still under development in TC-Prime as well as in the ToOW beta, thus still subject to change.
I my humble opinion it is better to help balancing these new changes, than calling for a change/move of abilities right now.
EDIT:
Advanced Supression fire is a very low damage cone snare that only last one second, thus to effectively snare something/body with this you need to continiously spam this, leaving you with no damage output.
In one vs. one/many this is a stalemat, he/it cant hurt you, you cant hurt it/him, thus in my eyes this is balanced.
To clarify this for all:
There are changes to how debufs and buffs are working, with some of those rules also affecting snares and movement buffs.
These new rules will probadly be introduced together and in conjunction with the new AI of the MOBs and NPCs, who also will be using specials with some of them being able to use snares as well.
There are two threads you have to read before you can start a reasonable discussion related to this:
- Focus Thread : New rules for Movement Buffs vs Snares in the Combat Medic forum - where also unofficial a new food to counter the CM snare is announced/mentioned by somebody
- Official word on debuffs vs buffs in the doctor forum - with a DEV quote clarifying some of these changes:
Shadowbrak wrote:Debuffs will not remove their counterpart buffs; stacking adrenal boost with thyroid rupture will net -15 speed. At the end of the TR, AB will remain. Only movement effects are absolute and even then the buff is not removed, just negated for the duration.
As it looks to me right now, the melee classes fear to be +snared+ by a CM/Rifleman/ranged-arms template, with the 2 min. long CM applied first, then being kited and as soon as the CM snare runs off and being +snared+ from a distance by the a riflman snare, so the rifleman can run in and out again to reapply the long CM snare again.
A template with cripplingshot, might even try to alternate between the three different snares, BUT the carbineer is not even being mentioned in those threads.
A request to move this ability -> to avoid dabbling -> to avoid nerf calls from "possible" other melee *cough* jedi *cough* profession, is in my eyes a little over reacting to this, even despite the fact that *cough* jedi *cough* are so good in calling "Nerf!".
With snares being one of our two only stats/debuffs we can apply and with position and posture control being our main crowdcontrol subject I naturally moniture the development on these new rules, but so far the new rules only strengthen our position as crowd control, without unbalancing it in its current state of development.
A short but important reminder to these new changes:
These changes are still under development in TC-Prime as well as in the ToOW beta, thus still subject to change.
I my humble opinion it is better to help balancing these new changes, than calling for a change/move of abilities right now.
EDIT:
Advanced Supression fire is a very low damage cone snare that only last one second, thus to effectively snare something/body with this you need to continiously spam this, leaving you with no damage output.
In one vs. one/many this is a stalemat, he/it cant hurt you, you cant hurt it/him, thus in my eyes this is balanced.
Message Edited by _scout_ on 10-14-200512:00 PM
Message Edited by _scout_ on 10-14-2005 06:33 PM
Sylow
Fri Oct 14, 2005 9:14 am
#9
TH just gave a more detailed explanation of the new system here.
There of course is some complaining, but all in all, from what i read, out of a carbineers point of view i am pleasantly surprised.
Bennyboy4308
Fri Oct 14, 2005 9:42 am
#11
I think it might make Supression fire more useful in PvP, at least in the opening round of a fight if a team is charging another, your supress will keep 'em all back for a bit at least, no FR or Burstrunning towards you. The only problem is with lag and the 50m range, you might shoot them at 50m away, but by the time the shot goes through the server, they might already be on you.
TAfirehawk
Fri Oct 14, 2005 10:54 am
#12
I see absolutely nothing in the Devs proposal for Pub 24 that indicates a nerf coming or need to change Crippling Shot.
All the Devs are doing is making snares work as intended when the CU launched....they are just how many months late? ![]()
I am 100% against making Crippling Shot for a Carbine only.....or any other change to any prof's snare.
weaponmaster88
Fri Oct 14, 2005 1:35 pm
#13
SpunkyKuma wrote:
The following list contains a snare effect:
Force Weaken (Force Wielder)
Improved Cripple Attack (Fencer) (20sec)
Improved Crippling Shot (Carbineer) (20sec)
Improved Electrolyte Drain (Combat Medic) (~2min)
Improved Force Wave (Force Enhancer) (20sec)
Improved Knee-Cap Shot (Rifleman) (20sec)
Improved Restraining Shot (Smuggler) (20sec)
Phecnacine Dart (Ranger) (20sec)
Hamstring Attack (Creature Handler)
Seems crippling and knee-cap are the same in effect and landing chance, I have both.
you missed suppression fire which seems like it is getting a bonus now with this. if i understand it right when you snare some1 they loose they're movement buffs so you can get rid of entire groups of people with movement buffs.
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