Carbineer Archive

Thread: Crowd Control Discussion

Gamzek
Wed Feb 04, 2004 5:42 am
#27

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



I like these ideas.






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Colonel Gamzek De'Unnero[Ascendance]

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Gamzek
Wed Feb 04, 2004 5:43 am
#28

err that was from Ashla not Ashala




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Colonel Gamzek De'Unnero[Ascendance]

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Cardco2
Thu Feb 05, 2004 5:43 pm
#29

lets get a dizzy/blinding/stuning and intimidateing full aouto croud control blast with a semi-high speed cost LOW ham cost and the damage of 4/5 of a criipple shot.



Chriss Lightstrider
Valcyn
A Rebel

"For God so Loved the world that he sent his only begotten Son, that whosoever believes in him shall NOT perish, but have everlasting life"-John 3:16

"We came to rescue you."-Anakin
"Good job."-Obi-Wan

NEW Official Carbineer Motto:
"Carbineer...stunning crowds since Publish 7!"
Old Official Carbineer Motto:
"I bet I can kill me before you can kill me"
Avr
Fri Feb 06, 2004 12:23 pm
#30


my 2 credits.


suppressionfire1 and 2should instead of posture change cause a loss in accuracy to the target area that lasts around 10 seconds. like -20% accuracy seems about right. if the target kneels or prone then accuracy is increased but not fully. kneel while effected would be -10% / prone -5%. This would give the target the option to posture change on there own accord.


letshot3perhaps could be used as an area speed decrease, -20% movement speed, burst run will negate the effect.


chargedshot2 could be used to decrease weaponspeed by -20% if the target kneels

-10% if prone -5%. again giving the target the option to posture change or take the penelty.


more like this.


basically as an alternative to kd or posture change they could add more negetive stat effects.


just ideas.






Message Edited by Avr on 02-06-2004 11:24 AM



Avr Wookiee of Flurry
emo-kor
Fri Feb 06, 2004 9:55 pm
#31

Crowd Control


*Dizy - makes players and npcs fall over if their posture changes, so if they get knocked down they cant get back up untill its gone.(make dizy have a duration of 10 seconds, in its current state its unfair)


*Stun - time delay to attacks and target takes more damage.


*Intimidated - decresed defences, target deals less damage.


*Blind - Increses targets chance to miss attacks.


*Delays -stops target from proforming an action for a set amount of time (warcry / panic shot they should add a visual indicater on this one)


*Disabled (New) - Like wire mesh traps, makes target unable to move for a set duration


*Knockdowns - Knocks the target down.


*Posture Changes - Changes targets posture slowing their attack.


*Bleads - DOT on target pool.


Crowd Control is the ability to set debufs on an enemygroup to keep them delayed, knocked down, lowered in posture and bleading to swing the battle in the favior of the carbineer and his group. This would mean that the carbineer when using debuff specials should do low-med damage a little more then pistols best specials. They should have access to specials doing med-high damage but not ones that add debuffs.


In a group at war I picture the melee guys running to the crowd, the comandos running in behind for their aoe burnage, with pistoleers backing them up sniping the health of the targets. Behind the Pistoleers is the Carbineers and BHs. The carbineers would mainlly be using AOE attacks and debuffsto help their group win. Rifle man would be behind the Carbineers snipeing out the doctors, medics, cms, and other fools low on mind.




Minaros
Mon Feb 09, 2004 11:08 am
#32



SOE has EQ to look to for Crowd Control ideas; at least for a base line anyhow.


In EQ there are Enchanters; they are the masters of Crowd Control. Key abilities an enchanter has:



  • Root - This keeps a target(s) in place until a timer wears off or the spell was resisted

  • Debuff - Lowered various stats of the target

  • Charm - Take command over a target for a brief time

  • Mesmerize - effectively takes the target(s) out of combat until a timer expired or they were entered into combat by a player

  • Illusion - Make the caster or party members look like another race/species

  • Clarity - Increased the mana regeneration of party members

  • Slow - Decreased the targets attack speed

  • Haste - Increased party members attack speed

  • Lull - Agro reducer on target(s)

  • Damage - Medium direct damage spells and some Damage over Time spells

Now obviously SWG is not Fantasy based but there are some of the above list which could work in SWG. Our damage in my opinion is already on the medium scale and with Bleeds we have DoTs. Some of our specials already have debuffs attached to them. Charm , Illusion, Buffs(Clarity and Haste) are definitely not going to work as that would be encroaching into other professions and doesn't seem to fit well with the carbine class anyhow. Lull would be similar to /maskscent or /camoflage so there is not much need there since it is covered by getting scout/ranger.


So we are left with Slow, Root, Mez type abilities that could introduced top the class. If Root type effect is implemented any player getting within combat range of the target can be engaged. If Mez type effect is implemented if the Mob is entered into combat with a player it is free to defend itself(Bleeds would apply. the moment it does damage the Mez would be broken.) Currently, I personally see no need to add a Slow type effect. Perhaps in the future or someone else can think of a better reason than I have come up with to add such an effect. With these things in mind I propose the following:



  • Fix ChargeShot1 so not to be Spammable. I am guilty of spamming it sometime in my hunt parties to save someone or to keep 1 mob busy while they group tends to the others. In this manner it is used as crowd control even though spammed.

  • Fix ChargeShot2 to be what is it supposed to be Area Effect Knockdown. Impose the normal KD timers on it.

  • Remove the ScatterShot1 and replace it witha Single target, medium/low damage special that Roots or Mezs a target for a given time.*

  • Remove the ScatterShot2 and replace it withaAE target, medium/low damage special that Roots or Mezs a multiple targets for a given time.*

  • Add WarningShot2 like another poster suggested. This would be an AE WarningShot1 available in the master box.

  • Make CripplingShot target action pool only and or fix LegShot3 We have too many random pool shots as it is.

  • Make the FullAuto line of specials induce only one type of State; I propose Blind since WildShot does Stun

  • Add a state effect to the BurstShot line of specials(Intimidate maybe)

  • Remove Posture change on ActionShot2

  • Remove AE effect on ActionShot2

  • Reorganize Carbineer specials so the most effective and/or most damaging shots are inthe Master boxes for each branch and in the Carbineer Master box.

So with these changes a battle could flow like this.



  1. Multiple Creatures are pulled back to the party

  2. Carbineer opens up with ChargeShot1/2 to KD the mob.

  3. Follows up with Root/Mez shot.

  4. If Step 3 was successful the party can engage the non-Rootes/Mezzed mob. Else carbineer repeats step 3.

  5. Carbineer can begin using debuff specials on the parties engaged target

  6. Periodically, carbineer must refresh root/mez on mobs until party is finished with current target. Each refresh has a chance to break said Root/Mez. Obviously some mobs would be harder to keep in this state than others.

  7. Party selects next mob to engage after dispatching the first one and repeat from step 4 until all mobs or the party is dead.

So in effect Carbineer is still powerful and having a carbineer in a group could make things too easy to kill; the difference is there is some work involved besides just spamming KD over and over. And it would be like it was/is in EQ if you got a GOOD carbineer in your group you can do wonders. It all depends on the playing skill of the person behind the character. Just because someone is a Master doesn't mean they can play their profession. I am sure most will agree to that.




Minaros Darkstar
Obsidian Alliance
Master Squad Leader/Carbineer
DubVee
Tue Feb 10, 2004 7:20 am
#33

I'd like to see a special that decreases the target's movement speed. Maybe this could be a new state applied by legshot3 (target is hit in the legs, so moves at 75% speed for 10 seconds or so). This would be a great state to use against anything that attempts to charge or retreat.



Klave Isp'Fey
Sunrunner
RhettSarlin
Wed Feb 11, 2004 10:08 am
#34

definitely the most important one i can see is the idea of a speed reduction shot, not one that necessarily freezes them in place, but makes it so we're able to keep constantly out of range. we have all this "accuracy while moving", thats one of our main things we should have going for us, we keep moving while we fire, while our target slows down.



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Graloc
Wed Feb 11, 2004 1:27 pm
#35

every whos goes hunting know, that the group doesnt attack several targets only 1 at once, who gets the aggro when you "crowd control" the whole lair? What about if there are a second? The group get aggro from both lairs then? Its like the bugged Actionshot2 now, i think crowd control is great, but we must have a way to choose which "crowd" we want to control.
UnitZero
Wed Feb 11, 2004 6:05 pm
#36

crowd control is ok but we all know that eventually that game will revolve around PvP so plz nov. help us to not suck so badly in that we are nicknamed "the guys that kill themselves"



if god can do ANYTHING, can he create a burrito so hot that he himself cannot eat it?


ill bet i can kill me before you can kill me (official carbineer motto)



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Takei_Urawaza
Thu Feb 12, 2004 5:32 am
#37

in terms of definition of how the carbineer class should work I feel this post says it perfectly, I don't think I've seen a post that so clearly and accuratly defines the role of carbineer.. if you sent just one post to the dev's it should be this one.


I emplore the comunitity rep to fly this post from the highest flag. you can basically rewrite the whole class special structure and bonuses purely on the clarity of this post.


/applaud





Kaffis wrote:
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.








Takei Urawaza,

"Healthy people don't invent crutches."
Pootian
Thu Feb 12, 2004 11:05 am
#38

I would love to see a "ranged warcry". Like 5, 10, and 15 seconds at different stages ( 15 seconds at master, and it can affect multiple targets) this could replace our KD, cuz lets face it the KD sux now with the new timer.That way we could stun with the wild shots. Maybe even give a new gun, i think one that would be perfect is one seen in episode 2 on Geonosis- the big sonic guns that the geonosins used, that you would have to use to cause the "ranged warcry".



"All your base are belong to us!"~ Old Phalanx Proverb
sony-is-a-thief
Fri Feb 13, 2004 1:00 am
#39

2 words,effective AOE

riflemen have high dmg aoe, pistoleers have speed we have neather. We don't get the highest dmg shots or the fastest shots so we need something that the other ranged weapons classes don't have.Higheffectivness aoe is it and it isn't much, now the pistol special fanshot does aoe damage as good as fullautoarea and is faster, and rifleman have a special that does aoe and dizzy and is more damaging. so how are we special?all we have are state effects make these more useful how about a aoe intimidate and delay move like warcry now that would be useful since there is no aoe intimidate it would make us special.
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