Carbineer Archive

Thread: Suppression Fire is CHANGED/FIXED

Epak
Fri May 27, 2005 5:37 pm
#40



TAfirehawk wrote:

Suppression Fire will NOT be a PvE only attack.....but as it stands, and no I can't tell you anything about it, the way it works I think will fit better in PvE than PvP. Of course there will be some use in PvP but it is being setup to be more effective against the SWG AI than real people.

Quite frankly I think we will all love it and I see this as an uber fix for Carbineer post-CU.....and I will say if it worked in PvP like it will in most PvE situations, then it would be horribly out-of-balance and get a nerf within a week.....it is that good for crowd control in a group setting, not solo.....Smugglers will be envious for sure




why does everything have to be a secret? the respec is about to end, and skills like this are top secret. it would be nice if we could at least get the details about the skill since we probably won't be able to try it before the respec periods ends




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Ionscout
Sat May 28, 2005 4:56 pm
#41

Eagerly awaiting a fix



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TAfirehawk
Sun May 29, 2005 4:41 am
#42






Epak wrote:





TAfirehawk wrote:

Suppression Fire will NOT be a PvE only attack.....but as it stands, and no I can't tell you anything about it, the way it works I think will fit better in PvE than PvP. Of course there will be some use in PvP but it is being setup to be more effective against the SWG AI than real people.


Quite frankly I think we will all love it and I see this as an uber fix for Carbineer post-CU.....and I will say if it worked in PvP like it will in most PvE situations, then it would be horribly out-of-balance and get a nerf within a week.....it is that good for crowd control in a group setting, not solo.....Smugglers will be envious for sure






why does everything have to be a secret? the respec is about to end, and skills like this are top secret. it would be nice if we could at least get the details about the skill since we probably won't be able to try it before the respec periods ends





This is an easy one to answer....because all I had gotten was the INTENTIONS/PLANS for Suppression Fire from the Devs. Until it is actually DONE there is little use talking about what it MIGHT do. And to some degree the Devs want players to explore/experience things on their own, not be told every little detail.


I will tell you all one thing so you can easily see on LIVE if it is changed.....the Warmup Timer is gone so you can fire it on the move, which simply makessense since you will use this when keeping your distance.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Sun May 29, 2005 4:28 pm
#43



The fix for Suppression Fire is on LIVE right now, please check it out and see how you like it.


I am not sure all of the timers/settings are adjusted properly but I had it doing a pretty good Cone Snare yesterday




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

blacknebula
Sun May 29, 2005 7:47 pm
#44



TAfirehawk wrote:

The fix for Suppression Fire is on LIVE right now, please check it out and see how you like it.

I am not sure all of the timers/settings are adjusted properly but I had it doing a pretty good Cone Snare yesterday




Do you mean testcenter or was this something the devs just happened to forget to put in the publish notes?



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Muraazi
Sun May 29, 2005 9:19 pm
#45

On live? Dont really see how that could be heeh. I tried it last night and it said on the icon reduce movement but I didnt notice any reduction not to mention its 1 second duration?



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_scout_
Mon May 30, 2005 3:10 am
#46

Monday 30. May, CET 11am Ahazi

The windup is gone, it does very little damage, the debuff icon on the target is fading in and out for about 10 seconds. No noticeable effect on the movement. Was shooting Khamurras Lvl 15 had suppression fire on autoattack and I was kiting them to keep them coming after me.

Maybe after the monday/tuesday reboot, but at least the windup is gone ...



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TAfirehawk
Mon May 30, 2005 8:08 am
#47

Guess I can't be any more plain, I said LIVE and I meant LIVE......tons of things get tweaked/fixed/changed that don't appear in the Patch Notes, it has been that way since Day 1 folks.


And yes I tested it on Chilastra and it works. I was able to kite a group of CL81 Bols on Dant with a Cone Snare


Like I said, this is a group PvE type of Special meant to save the Carbineer's arse, not kill things. Unfortunately I don't know if all the Devs intended features are implemented on LIVE and it looks like my suggestions to make it viable in solo play wasn't implemented.


And no, PvP is not the place for Suppression Fire.....it only slows things down that rush directly at you.




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Sylow
Mon May 30, 2005 8:22 am
#48






Guess I can't be any more plain, I said LIVE and I meant LIVE......tons of things get tweaked/fixed/changed that don't appear in the Patch Notes, it has been that way since Day 1 folks.



Don't worry, we got it... but i also tried it on the weekend and saw no significant effect.





And no, PvP is not the place for Suppression Fire.....it only slows things down that rush directly at you.




Which could be the reason, at least in my case, why i saw no real effect. I opened up with suppression fire on the targets, means they were not rushing at me yet.


Though, define the "rushing":



  • distance between targets and me has to decrease? Then it's contraproductive when i need it most, burstrunning and off...

  • target has to move in a vector towards me? Considering the eratic movement the creatures currently display, this seems unreliable. (Who of you hasn't been beaten up by a creature at 50 meters yet? Only after the beast died, the corpse suddenly slided into melee position... )

  • target has to be in combat with me and running around? Fine enough, unless i want to snare and then start running.

Guess i'll try to do some testing later, i hope i just interpret this too pessimistically.










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weaponmaster88
Mon May 30, 2005 2:04 pm
#49






TAfirehawk wrote:

Guess I can't be any more plain, I said LIVE and I meant LIVE......tons of things get tweaked/fixed/changed that don't appear in the Patch Notes, it has been that way since Day 1 folks.


And yes I tested it on Chilastra and it works. I was able to kite a group of CL81 Bols on Dant with a Cone Snare


Like I said, this is a group PvE type of Special meant to save the Carbineer's arse, not kill things. Unfortunately I don't know if all the Devs intended features are implemented on LIVE and it looks like my suggestions to make it viable in solo play wasn't implemented.


And no, PvP is not the place for Suppression Fire.....it only slows things down that rush directly at you.






wish i had your luck... i tested it on a group of lvl 82 gurks... snare lasted 3 seconds then they all charged me and incapped me... is that how long its supposed to last? warm-up is definetly gone though



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TAfirehawk
Mon May 30, 2005 5:22 pm
#50






Sylow wrote:





Guess I can't be any more plain, I said LIVE and I meant LIVE......tons of things get tweaked/fixed/changed that don't appear in the Patch Notes, it has been that way since Day 1 folks.



Don't worry, we got it... but i also tried it on the weekend and saw no significant effect.





And no, PvP is not the place for Suppression Fire.....it only slows things down that rush directly at you.




Which could be the reason, at least in my case, why i saw no real effect. I opened up with suppression fire on the targets, means they were not rushing at me yet.


Though, define the "rushing":



  • distance between targets and me has to decrease? Then it's contraproductive when i need it most, burstrunning and off...

  • target has to move in a vector towards me? Considering the eratic movement the creatures currently display, this seems unreliable. (Who of you hasn't been beaten up by a creature at 50 meters yet? Only after the beast died, the corpse suddenly slided into melee position... )

  • target has to be in combat with me and running around? Fine enough, unless i want to snare and then start running.

Guess i'll try to do some testing later, i hope i just interpret this too pessimistically.










"rushing" is any target running DIRECTLY at you.....PvE creatures will run right at you once you have hate so it is meant to save your arse


And yes the graphics lag/latency is a real problem with a lot of specials right now.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Mon May 30, 2005 5:23 pm
#51






weaponmaster88 wrote:





TAfirehawk wrote:

Guess I can't be any more plain, I said LIVE and I meant LIVE......tons of things get tweaked/fixed/changed that don't appear in the Patch Notes, it has been that way since Day 1 folks.


And yes I tested it on Chilastra and it works. I was able to kite a group of CL81 Bols on Dant with a Cone Snare


Like I said, this is a group PvE type of Special meant to save the Carbineer's arse, not kill things. Unfortunately I don't know if all the Devs intended features are implemented on LIVE and it looks like my suggestions to make it viable in solo play wasn't implemented.


And no, PvP is not the place for Suppression Fire.....it only slows things down that rush directly at you.






wish i had your luck... i tested it on a group of lvl 82 gurks... snare lasted 3 seconds then they all charged me and incapped me... is that how long its supposed to last? warm-up is definetly gone though






Snare is supposed to last 2 seconds but I didn't time it.....I ask for 3-4 seconds in the Corr Forum to give us a chance to fire off Full Auto Area in between Suppression Fire. So yes that is how long it is meant to last.


This is meant for GROUP PvE and to a lesser extent group PvP.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Mon May 30, 2005 7:56 pm
#52






TAfirehawk wrote:


Suppression Fire is a short acting Cone Snare that is meant to be fired repeatedly to reduce the movement speed of any target coming directly at the person firing the special.


The timer is very short and the cooldown even shorter, thus allowing a Carbineer to hold an entire group of attackers away from them similar to Crippling Shot.


I am hoping to still affect some changes to the way it works, but from my brief testing on LIVE it is working as intended now (Keldarin found a number of issues and did an entire re-write for this ability /cheer).

Message Edited by TAfirehawk on 05-30-2005 10:55 PM








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