Carbineer Archive

Thread: We need a stun weapon

Mik-Kael
Wed Mar 03, 2004 7:20 pm
#14

we need a stun weapon


and we need the eliete carbine to have AP2





Mi-Kael Luminus
Alliance Starfighter Pilot

Confusion12345
Thu Mar 04, 2004 1:34 am
#15

Well, the good thing about carbines is that if you PvP as a team, you can make the enemies a little easier to handle by knocking them down or changing their posture and such.....though I think these still need to be fixed, right?


But if you're gonna do a one on one fight with an enemy in composite, I would suggest a laser carbine with decent minimum damage (since damage mitigation will reduce the max damage you can do), and because it has medium armor piercing. I managed to get my mits on a 3.0 speed laser carbine that does 80 - 309 damage





-Confusion12345

"The shroud of Confusion has fallen. Begun, the Dumb War has."
-Jedi Master Stupid
Confusion12345
Thu Mar 04, 2004 1:35 am
#16

Oh...that's also why I'm doing as much of pistoleer as my skill points can afford, because it can be good back up and a stun pistol will come in handy



-Confusion12345

"The shroud of Confusion has fallen. Begun, the Dumb War has."
-Jedi Master Stupid
AlaManQ5
Thu Mar 04, 2004 12:18 pm
#17

I'm surprised no one has ever questioned why ALL ranged weapons do not have STUN damage...In the Star Wars Universe, EVERY blaster and rifle had a STUN setting. Remember A New Hope, the stormtroopers on the Tantive IV used the stun setting to knock out Princess Leia after she sent the droids down to Tatooine with the Death Star plans. The stun beam was a cool looking rippling wave of blue circles from the Stormtrooper's gun.

This should be added to all ranged weapons as a separate setting on the guns. If this was added, we could knock out NPC mobs temporarily and it would have continuity with Star Wars.




\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

sadggdsdsa
Thu Mar 04, 2004 2:06 pm
#18

i say we put new skills in marksman to go with overcharge shot, some kind of stun shot that deals stun damage with a negative damage modifier, and they put it at novice marksman, and then stunshot2 at master with maybe a 1.0 damage modifier
InfluenzaSWTA
Thu Mar 04, 2004 3:07 pm
#19






Dethcon wrote:


Ask your freindly Master armor smith. Composite armor is AP1 but when your talking about the Special Pros then for the sake of calculating dmg it goes under the AP2 scale. This is why the Jawa rifle is effective(ap1) and the T-21 is very effective(ap2)




Incorrect. The behavior of armorSpecial Protections do not differ from base Effectiveness. The only difference between the two is the percentages: any damage type that does a resistance different than the base effectiveness is considered a "Special Protection", regardless if the percentage is higher or lower.


Also, when armor is hit by a damage type it is Vulnerable to, all AP calculations are thrown out the window. An AP2 stun weapon receives no damage bonus against AR1 armor with Stun vulnerability, nor does an AP0 stun weapon receive a damage decrease. This is widely considered either a bug or an extremely poor design decision.


I suggest you read this: http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=20122




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