Carbineer Archive

Thread: Knockdown effectiveness???

Burnham
Fri Nov 21, 2003 11:33 am
#14

On the fake KD animation.... I have seen knockdowned targets chase me. Yes, their body is on the ground, but it is magically moving toward me and hitting me for melee damage. Sort of like the whole, sitting down on a chair, and floating across the room thing.



Zaphad Beeblebrox, Imperial Ace Pilot
NoOnesEnemy
Fri Nov 21, 2003 5:48 pm
#15

It's been a long while since I've actually used Legshot 2, and I haven't ever bothered testing 2 and 3 for differences. So there MAY be a damage change, even though it's near non-existant.


And I haven't checked yet, but does Legshot 2 inflict the Stun status effect on what it hits? And often? Legshot 3 does, often. That fact was not noted in the sticky at the top of the forum. If anyone can give me a confirmation on this before I try it out for myself, it'd be a great help. I'd like to get to the bottom of the Legshot issue, as it's a big part of the way we Carbineers do combat.




____________________
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Aram1
Fri Nov 21, 2003 8:15 pm
#16

Legshot2 stuns, I just tested it. So lets look at the facts.


Legshot 2 - Stuns, does medium damage, single target, called "kneecap shot".


Legshot 3 - Stuns, does medium damage, single target, called "kneecap shot".


Take notice that they use the EXACT same combat spam - no other special attack does this to my knowledge. They all have unique(albiet usually unoriginal) names. Such as legshot 1 is "legshot". and legshot2 is "kneecap shot". Or burst shot 1 is "burst shot" and burst shot 2 is "burst blast".


As far as I've ever been concerned, Legshot 3 is the *exact* same thing as Legshot 2, it even has the same HAM costs (100 for each). I think some developer got lazy and just copy pasted the code for Legshot2 into legshot3, that or its a gross oversight, both are equally pretty bad.

Aram1
Sat Nov 22, 2003 1:13 am
#17

Legshot3 is broken. It's pretty easy to test. Just shoot it. Same HAM costs, same damage, even the same combat spam as legshot2(which ive never seen on another special)

HolidayStyle
Sat Nov 22, 2003 10:40 pm
#18

Ok coming from a Master carbineer,Dont look forward to the Chargeshot(knockdown shot).First Charge shot 1 doesnt work to good,it knocks down the target even when it say "you failed to knockdown your target".But it does knock down the target, but it dont stay down long, it gets Right back up in about 1sec,and the target can still shoot at you.Second Chargeshot 2 just Dont work period!Dont even pull tht skill out and take up space in your quickbar.Action shot is probably the most usefull skill of a carbineer,Legshot,and Burstshot 2 and Cripple shot is good also but All of them cost MAjor ham to use so you wont spam them like crazy UNLESS you are buffed.Everyother skill is Not Worth Crap!


They Just need to Pay Attention and be REsponsible and fix these issues.For some reason they fix every dam thing else.Our REp Really need to get on his Job and pressure SOE to fix this stuff,Seems like every other proffession Rep is.


These skills been broke sence Release,and everytime i wake up and see a patch they fixing some bounty hunter crap!


ITs Really SAd, Really Sad.




- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Uulonze
Mon Nov 24, 2003 8:50 pm
#19

You do know that LegShot3 is bugged and does no more damage than LegShot2, except costs more HAM right?


=============================================================================


I just got legshot 3 and test it on force NPC since I wanted some holo. It does around 50% more damage than legshot 2 using laser carbine.


Usually I did around 100-200 with legshot 2, legshot 3 did 150-200+. HAM cost are the same at 91 for me without buff.

AT-AT013
Mon Nov 24, 2003 10:56 pm
#20

Not entirely true. While spamming chargeshot at ranged npcs, they are indeed unable to fire while they stand up. It takes up a combat move. Sure they will get a shot or two in, but not nearly as many as without. I had a master spam it on me in pvp once. Looked something like this:

You cannot attack while knocked down.
You stand up.
You cannot attack while knocked down.
You stand up.

Repeat.

It does prevent attacking while standing. I guess the roll shot or whatever to stand would allow you to attack but no other moves would work. So yes this is an unbalancing bug. Not just an immobilizer, it also prevents attack back.
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