Carbineer Archive

Thread: Carbine knockdown

ThePhantomPoster
Mon Jun 06, 2005 3:58 am
#1

It seems to me that no matter how many times I spam between bounty hunter/carbineer knockdown (or just one or the other) I can only knock a mob down once every thirty seconds or so.


Why even bother? They get up so fast, they really only miss 2-3 actions and the special attack cost is uber.


I say, if I have two differnet knockdowns, I aught to be able to use both of them and actually get an effect.


Thoughts?
MoeJeb
Mon Jun 06, 2005 5:10 am
#2

Maybe a small point but I find Carb KD very usefull on Base Raids with my guildies. Sometimes it buys us breathing room and lets us chew away upto half the KD'ed targets HAM bar b4 Its back on its feet. KD does have its uses....
Mafaza
Mon Jun 06, 2005 2:07 pm
#3

the kd-dizzy nerf hurts, but getting kd'd can be a pain. there's always the chance for:


"you cannot use knockdown recovery while knocked down"







Mafaza------------------------------------Oomfama
Master Bounty Hunter, chilastra----------------Brawler, Pikeman, Fencer, chilastra
"KD+Dizzy = fun!"-----------------------------------"Wacking with sticks"

RobbPilot
Mon Jun 06, 2005 2:18 pm
#4






ThePhantomPoster wrote:

It seems to me that no matter how many times I spam between bounty hunter/carbineer knockdown (or just one or the other) I can only knock a mob down once every thirty seconds or so.


Why even bother? They get up so fast, they really only miss 2-3 actions and the special attack cost is uber.


I say, if I have two differnet knockdowns, I aught to be able to use both of them and actually get an effect.


Thoughts?





Don't spam KD, that is a waste of time. It can be great for breaking a charge on you or an ally, especially if followed up by a snare or root.


The greatest use I have for KD right now is to set up my high damage shots. I typically like to do a chargeshot/advanced critical shot combo when I know there is no KD timer running. If you happen to score a critical hit while your target is down it will do BIG damage.


TAfirehawk
Mon Jun 06, 2005 3:21 pm
#5






ThePhantomPoster wrote:

It seems to me that no matter how many times I spam between bounty hunter/carbineer knockdown (or just one or the other) I can only knock a mob down once every thirty seconds or so.


Why even bother? They get up so fast, they really only miss 2-3 actions and the special attack cost is uber.


I say, if I have two differnet knockdowns, I aught to be able to use both of them and actually get an effect.


Thoughts?






It is working 100% as intended and I don't see the Devs changing their minds after what Dizzy/KD did for almost 2 years.


The KD Immunity Timer is on the target so even if an entire group is spamming 5 different version of a KD Special the target is immune for 30 seconds.


The KD Timer could be increase IMO but as my first statement says, the Devs are not looking to have people stuck on their backs, it just isn't fun.....KD Timer feels short because specials no longer fire once every second so instead of getting 4 shots in while the target is KD you get 1-2 shots with the extra 20% damage increase.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Jayycee
Mon Jun 06, 2005 11:31 pm
#6

I usually open with knockdown and use that time to throw ina DoT, then do thesnare. :::knock on wood::: works pretty well most times.



**************************
Jayycee Samhain
Cancelled Account

samijx
Tue Jun 07, 2005 5:26 am
#7








TAfirehawk wrote:



It is working 100% as intended and I don't see the Devs changing their minds after what Dizzy/KD did for almost 2 years.


The KD Immunity Timer is on the target so even if an entire group is spamming 5 different version of a KD Special the target is immune for 30 seconds.


The KD Timer could be increase IMO but as my first statement says, the Devs are not looking to have people stuck on their backs, it just isn't fun.....KD Timer feels short because specials no longer fire once every second so instead of getting 4 shots in while the target is KD you get 1-2 shots with the extra 20% damage increase.






But how comemid level mobs (CL 45+ or so) can spam KD's and keep you on your back? No one has ever answered me this. If there's an outgoing 30 second KD timer, there ought to be an incoming one too.









Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
ThePhantomPoster
Tue Jun 07, 2005 5:21 pm
#8


What I really think is that if you have two different knockdowns they aught to have two different timers.


ALSO has anyone seen the bug where you snare a target and then right away hit it with knockdown, and it just slides across the ground on its ass and never stops moving towards you? VERY annoying. I have even had KD'd mobs follow me for the duration of the knockdown hitting me the whole time.


TAfirehawk
Tue Jun 07, 2005 8:39 pm
#9






samijx wrote:








TAfirehawk wrote:



It is working 100% as intended and I don't see the Devs changing their minds after what Dizzy/KD did for almost 2 years.


The KD Immunity Timer is on the target so even if an entire group is spamming 5 different version of a KD Special the target is immune for 30 seconds.


The KD Timer could be increase IMO but as my first statement says, the Devs are not looking to have people stuck on their backs, it just isn't fun.....KD Timer feels short because specials no longer fire once every second so instead of getting 4 shots in while the target is KD you get 1-2 shots with the extra 20% damage increase.






But how comemid level mobs (CL 45+ or so) can spam KD's and keep you on your back? No one has ever answered me this. If there's an outgoing 30 second KD timer, there ought to be an incoming one too.






Haven't seen this myself but I know PvE AI gets a boost because they fire faster than any player could ever dream......so this doesn't surprise me....and it needs fixed.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Tue Jun 07, 2005 8:40 pm
#10






ThePhantomPoster wrote:


What I really think is that if you have two different knockdowns they aught to have two different timers. NO, this is very exploitable and should NEVER happen.


ALSO has anyone seen the bug where you snare a target and then right away hit it with knockdown, and it just slides across the ground on its ass and never stops moving towards you? VERY annoying. I have even had KD'd mobs follow me for the duration of the knockdown hitting me the whole time. That is just lag and latency to the server and graphics issues.









Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

ThePhantomPoster
Wed Jun 08, 2005 4:26 pm
#11






TAfirehawk wrote:





ThePhantomPoster wrote:


NO, this is very exploitable and should NEVER happen.


Two knockdowns is exploitable? If both of them were on 30 second individual timers I couldnt possibly see it being that bad.


Whats the point in having both then?


If not that, then if you have two, the timer should be cut in half.



That is just lag and latency to the server and graphics issues.

Well its really, really annoying because its very hard to determine what is actually happening during combat.














TAfirehawk
Wed Jun 08, 2005 8:39 pm
#12

The 2 knockdowns you refer to are from DIFFERENT PROFESSIONS......its not like we get 2 knockdown specials in Carbineer. I guess I don't know how to be any more clear, changing the KD Immunity Timer just because you have a different attack was tried already and is horribly exploitable.....DROP IT.


And yes the complaints are in the 10,000's plus on the poor engine in SWG with its latency, lag, and framerate issues......we are all frustrated but I make the previous statements and in many other threads (yes I repeat myself almost daily around here it seems) because I have tested it and while it doesn't work like pre-CU, the KD is working as intended.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Talset11
Wed Jun 08, 2005 11:48 pm
#13

I tend to use the knock down when my target gets a bit to close (gives me a second to get some distance)i usually alternate between stopping shot, Cripple shot, and underhand shot to make sure my target never gets into range.


Tal'set


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