Carbineer Archive

Thread: Crowd Control Discussion

novamarine
Tue Feb 03, 2004 9:27 am
#1

I have not yet posted to the In Concept Carbineer thread. The reason is, I didn't want to bias the discission and I am having a mental debate about an issue. It stems from a bit of inside info. I have hesitated to reveal this info because it is not official and just possibility. Thus, I didn't want to get people worked up. However, since I just can't resolve my debate in my head, and I want to make a post to the In Concept thread, I need help resolving this issue. So, let's have a nice constructive discussion.


Many people have said that carbineers should be a crowd control class.I want to open a new discussion on "crowd control."


What does"crowd control"mean in terms of game play? When answering describe what you envision the crowd control special doing. What does it do to a creature in PvE, what does it do to a NPC in PvE and what does it do to a player in PvP?


Here comes the "what if" inside info. It is clear to me that the Devs don't like posture downs, knockdowns and especially dizzy/KD. Even though there have been changes to these skills, they seem to look at them the as if they were what they were when the game was released. Now, they have not said they will nerf or change them, but their tone worries me. I would love to offer them "alternatives."


What Iwould likeis "crowd control" alternatives that do not make use of KD or posture changes or at the very least, make limited use of them while at the same time are not going to require extensive new code. When answering describe what you envision the crowd control special doing. What does it do to a creature in PvE, what does it do to a NPC in PvE and what does it do to a player in PvP?


Constructive suggestions please. Negative posts have no purpose.

TAfirehawk
Tue Feb 03, 2004 9:40 am
#2

I have been one of the vocal people about ChargeShot1 on these forums lately and don't care for the trolls crying nerf. BUT if it is used to take on uber PvE creatures that only groups of 5-10 should even consider, well then something must (and will) be done about it.


To be effective at Crowd Control the Carbineer needs to be quite powerful so balance will be tough.



I suggest ChargeShot1 be the same KD as the other ranged professions. That would allow ChargeShot2 to be like ChargeShot1 with a 15 sec timer for the posture to prone. Then add the AoE KD/posture to prone REAL Crowd Control attack at Master Carbineer. This "CrowdSuppression" could be just like ChargeShot1 is now but with more HAM, more delay, and a 5 or 10 second timer.


This should balance the posture to prone we get at 0-0-0-2 and move it to 0-0-0-4 so there will be less dabblers. And if the AoE KD/posture to prone is at Master, the most powerful special will be in the right place.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Tue Feb 03, 2004 9:44 am
#3


As a side note, it is very difficult to be specific since so many specials right now don't work properly. We all know that, but that must preface all discussions about our future, since we haven't actually had any playing time as REAL Carbineers.


The best specials can not be left at 0-0-1-2.


For Crowd Control most specials need some AoE and moved higher in the branches. Leave the first two tiers for "regular" specials and AoE for the upper tiers and Master.



I don't need to EDIT this message, but wanted to try out this uber tool


Message Edited by TAfirehawk on 02-03-2004 03:44 PM



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Ashla
Tue Feb 03, 2004 9:47 am
#4

Ill start with my definition of crowd control. Form this i can then build specials to achieve my goal.

Definition: The ability to manipulate large groups(3-7(10)) creatures/players in a way that puts them at an disadvantage, and gives you an advantage.

To achieve this, I foresee specials that delay attacks, push enemies back, stop movement, lower damage, increase attack time, knock down, posture change, etc.

I am not going to go through with specific named moves to do this, as they can just as easily change them and make up their own. I may put some thought into it, and come up with a skill set later.

One interjection here, Right now, Carbineers have excellent area damage attacks....that do very little but attract aggro to the user, exactly what we dont want. If we are to keep the are damage capability(I hope we do, and build on it), then there should be a more defined rule for aggro, and some way to judge the area of effect for the shots. Nothing sucks more than using Fullautoarea in a cave.

When we would be most useful, is when there are more targets than we have tanks. One carbineer could lay down the crowd control while the other lays down the area damage. The 2 strengths of our proffesion.

Hope this helps.



Ashla-Lowca server -Teras Kasi Master/no more holos
Ekta Eu'kre -Test Center-Master Carbineer/Not so Novice CH
-------------------------------------------------------
"You cannot Force of Will while dead!" Well Crap....why not?
Now that I have one everyone else does too, comeon!
Burnham
Tue Feb 03, 2004 9:59 am
#5

chargeshot 2 : If this skill worked as described, this would make the carbineer a valuable profession for PvP and PvE. It needs to act correctly and not like the current chargeshot 1 which is "spammable". It could be balanced by having a reduction to accuracy when used. I.E. it is X% less likely to hit each target than chargeshot 1 at all levels of carbine accuracy modifiers. For instance, if I used chargeshot 1 on 5 targets, 4 get hit and fall down. For chargeshot 2, I hit 2-3 of them on average. This skill could also be given a long delay for balancing. This makes it harder for the carbineer to recover from using this shot. In pvp, this ability gives the carbineer the ability toaid his/her group in attackingclustered groups of enemy players. In PvE this ability is useful when a CH pet is killed or other creatures aggro onto the group.


Personally, I believe this ability alone would turn thecarbineer profession into a crowd control profession. This is due to the fact that we could use all of our othercone specials in combination with this skill.




Zaphad Beeblebrox, Imperial Ace Pilot
Kaffis
Tue Feb 03, 2004 9:59 am
#6

The key to a crowd control in this game has to be either precluding movement (or perhaps merely their control over their movement?) or delaying their actions.

In other words, I'd consider anything that delays their action, knocks them down, forces to kneeling, makes them run away, knocks them back, or perhaps even a confusion that would randomly reassign their movement keys (and mouselook axes, probably) each time they become confused -- any of those would be great crowd control skills.

The other key to crowd control is, the crowd controller needs to be able to perform them continuously, or nearly continuously, at the expense of doing appreciable damage (shots in the 5-50 range), and at the expense of using any other moves. If I devote my entire contribution to the group to controlling one or more targets (single target should be very reasonable with the HAM cost so a carbineer can trade his contribution to the group for his target's on his own -- take both players out of the equation; while AoE multitarget control should be such that a carbineer needs medical support to keep it up for prolonged periods of time), I need to be able to have a good chance of keeping them controlled.

Finally, state defenses should work such that, particularly on AoE versions, a target has a chance of breaking the effect or not being effected, in direct proportion to their defensive skills. This goes for PvE as well -- MOBs intended to pose difficult group encounters should resist crowd control effects frequently enough to require several (2-3) players dedicated to the low damage control moves.
tacwraith
Tue Feb 03, 2004 10:05 am
#7

Nova, im going up carbineer now (ive been master tka, master rifleman, almost master CH and almost master SL and almost master swordman (pre holocraze, i was 1 box from master and dropped them).


The carbineer has the unique ability to be the 'debuff' and 'crowd control' proffession all in one.


kd from range, stun and blind, stun attacks, posture changing attacks.. of all ranged and melee classes, the carbineer seems to be the only class geared towards using these posture and status attacks to win. The BH has higher damage specials, the rifleman and pistoleer do more damage, the melee's cant really do crowd control because they have no range to do it with.


Ive been hunting in dathomir, the popular rancor valley groups (for those not familiar with it, its a zone that spawns endless hordes of rancors.. groups usually have 6 rancors attacking them at all times). As carbineer im the only one that can see the rancors coming and control them by using the charge shot1 , im the one that makes all of them stunned and blinded (if im in group, all rancors keep those debuffs on till they die. I reapply as needed). While I dont know just how effective I am at crowd control and debuffing (SWG is very different from the traditional MMPOG's.. so the effect of the debuff is not obviously noticable), the proffession itself is practically geared to that role.


"What does"crowd control"mean in terms of game play?"


CC in PVE means to use specials that will hinder a target's ability to attack you or your group. It also includes the ability to control the numbers of target actively engaging you or your group (the famous 'root' or 'snare' ability from other mmpog's). In PVP, crowd control is mainly relegated to area effect debuffs and single target, on timer (aka 30 second before you can KD the player again) movement stopping/hindering attacks.


"What Iwould likeis "crowd control" alternatives that do not make use of KD or posture changes or at the very least, make limited use of them while at the same time are not going to require extensive new code. When answering describe what you envision the crowd control special doing. What does it do to a creature in PvE, what does it do to a NPC in PvE and what does it do to a player in PvP?"


Easy:


PVE: Stun and Blind attacks should affect creatures 5X better than it does now.. to noticable affect their accuracy. ChargeShot1 should be changed from being a KD attack to being a 10 second duration, 30 second timer to re-apply movement speed reduction special.. aka, a rancor hit with this will walk for 10 seconds instead of rushing. ChargeShot2 should be a 5 second immobility+posture down attack, with 30 second re-apply timer. Other carbineer specials, like those that just put stun on a target (wild shot i think its called) should be changed to apply a ranged intimidate effect (wild shot1= intimidate1, wild shot2 =intimidate2) on a single target, supression fire2 should make targets drop to prone position directly with 30 second re-apply timer. Carbineer damage specials should concentrate on not high damage, but rather on wound dealing (aka some carbines should have low damage min/max but like 80% wound chance) or to be medium damage but low ham specials (that way they wont be as damaging as a pistoleer or rifleman BUT the carbineer can sustain a higher special refire rate, which would be needed if its to be a crowd control/debuff class)


In PVP I expect the carbineer to behave just as mentioned above. The KD is removed, which is overpowering as it completely denies the other player, but i bet that making other players immobile or go prone , stunned and blinded, etc, at different intervals does significantly hamper their chances of winning but doesnt give you victory with just 1 attack.


crowd control specials (new): intimidate from range, 5 second warcry from range, supression fire2 making people go prone from standing, carbineer blind and stun being more effective than the normal blinds and stuns.






'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Kaffis
Tue Feb 03, 2004 10:06 am
#8

One thing I forgot to mention is that in controlling groups, it *is* acceptable (presuming the combat rebalance will encourage group play more) to require more than one carbineer to coordinate, perhaps alternating attacks, to effectively control the target group. Particularly if it's a large group, say of 10 targets. However, a single carbineer must be able to perform the control role against a single target, and should be pretty good at controlling a small group (2-5?) alone, remembering that his friends are the one doing damage in that instance.
FatherOblivion
Tue Feb 03, 2004 10:56 am
#9




I agree with the crowd control class label, its kind of funny, but I was actually thinking that a week or so ago and now I see others have had the same ideas. In a group combat setting, I fufill a role that compliments the short range, massive damage melee and ranged templates; namely TKA and Comando. My KD does not do insane amounts of damage like they do, but what I do, makes them an even more powerful class. With my KD, I am able to keep the target on his back long enough for a tka or comando to land a very powerful full dmg shot on them. This combo is what wins our fights for us, I KD them and the comando puts a monster flame on them while they are KD'd, the damage tick that it does on the victim is so much more powerful than normal. Together we have a simbient relationship, we make each other exponentially more powerful. This is how the game was meant to be played, as a group with each unit playing to the groups strengths, and the carbineer fits perfectly into this crowd control mold. Also in a scenario where an at-st is involved, being able to keep that thing off its feet is a much welcomed addition to any rebel group. Finally the KD is also a protector special that I use to help our support classes when they are being chased by the other groups combat classes. I can not count the times I have saved the doctor or CM's ass by KD'ing his aggressor and giving them a little time to slip away. KD is needed in this class if it is to be a true crowd control class.

Message Edited by FatherOblivion on 02-03-2004 09:59 AM


Message Edited by FatherOblivion on 02-03-2004 10:00 AM

Message Edited by FatherOblivion on 02-03-2004 10:03 AM



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novamarine
Tue Feb 03, 2004 10:58 am
#10

I like many of the ideas I am seeing...keep them coming. Be specific.



Nerj
Tue Feb 03, 2004 11:26 am
#11

Just a note, some of the new chef changes that are coming remove state effects. In addition, Squad leaders and doctors can remove state effects for their squad.


Personally, I like being able to deal large damage to one target or some damge to a group of targets.


Notes found on a Good Rebel:



The charges fly by our heads, we hit the ground. Some of my teammates won't be getting up again and some are frozen in fear. The first shots tooks us by surprise, where did they come from. Slowly we move forward, another burst fires around us. We return fire from where we think the shots came from. I need to see the enemy, I wipe the blood from my eyes and prepare to stand and rush.





Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

AzSteve
Tue Feb 03, 2004 11:41 am
#12


What does"crowd control"mean in terms of game play?

Crowd Control to me means acting to prevent one or more opponents (generally more than one) from taking offensive action against you and your allies. How that happens could be one of many different effects - KD andPosture Down are not the only approaches. The attack could simply slow the target, could halt the target completely, could inflict a penalty to the target's Ranged Defenses, or inflict a penalty to the target's Attack Modifier. Or a combination of these things.


Now, I do NOT think that all Carbineer specials should be devoted to this concept of Crowd Control - we need to be able to inflict serious damage with other specials. But specials that prevent attacks or actions would definitely be an important element in making a Carbineer a unique Crowd Control profession


So as a possible example, let's say Carbineer hasa set of offensive specials like we have now - BurstShot, LegShot, those sorts of things. They inflict a bleed perhaps, but generally don't do a KD or anything other than damage.


Then we also have a set of specials focused on stopping the enemy - the first slows a single target, the second slows a number of targets in an AoE manner, the third stops a single target (a KD), and the fourth stops a number of targets in an AoE manner.


Finally, we have a set of Debuff specials - the first reduces the target's Ranged Defense, the second reduces Ranged Defense in an AoE manner, the third reduces the target's attack modifiers, and the fourth does that in an AoE manner.



Alyc Voleslayer of Kauri

Ranger, Carbineer, BH, Medic and whatever else comes up...


WTS
Tue Feb 03, 2004 12:09 pm
#13

what about an area of effect warning shot? name it warningshot2 or something. that would be great for pve against group aggro but not overbalanced as AoE knockdown can be....



Arandis
Master Smuggler (Imperial FP for 125 credits each)
Agathon
12 point MDE, 12 point MAS, 14 point Master Artisan

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