Carbineer Archive

Thread: Supression Fire, some commentary.

_scout_
Tue Jul 12, 2005 4:06 am
#1

The thing is we have very different reportings from how suppressionfire works in the game but not real data.

Some say, it works in PvP but its hard to notice a 2second snare, when you got high lag due lots of players.
In PvE it looks like TA just snared his groupmember.

Regarding your use of suppresionfire with two bases exactly 200m apart and one faction charging, that is the IDEAL case, and mostly not to happen on that many occasions other then in nearly prepared PvP. (the one from 10 cases as stated in the other thread)

In skirmishes, brawls or base defends where the attackers try to lure you out and charge and retreat, or try to attack from different directions or just rush through to take a quick attack and cloack, you have enemeis running in all directions and not a clear frontline anymore making suppressionfire useless.

In addition during its desing and fix, it was told to us that suppresionfire would NOT work in PvP. If it does, you might say it is bugged but then it might be a "good" bug for us, but in that case we would be exploiting.

Regarding it s very short cooldown, thats because it was designed to be stalemate.
You can spam suppressionfire and do low damage to opponents charging your but you nearly dont do any damage at all too.

It does that in PvE , IF your opponents charge you (and snowflakes aka stormtroopers almost never do that to me, they just pull their ranged weapond and fire).

That Suppresionfire is intedent to be a retreat skill to flea and dealy everything behind you, i just heared from TA for the first time. I thought it was a stalemate skill, for as well offensive as well defensive situations.

As a defensive skill to retreat its not very usefull in my eyes because of the very large angle.
If your chased by two lvl 80 MOBs and are in trouble you dont want to agro the whole lair, with an almost 120 degree angle attack.

and on a side note.

Pls dont scatter a discussion along two threads, if will be more easier to follow just one thread then now two, but since the carbineer forum is a pretty slow moving one, it doenst matter that much ....

so pls continue discussion about suppression fire in the other thread, I quoted your post there so, it doenst get missed


/endthread





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BountysFear
Tue Jul 12, 2005 12:04 pm
#2

I notice a lot of people question whether or not it works or could be useful, and that there's not a huge chuck of the population on Flurry that's as comfortable with a stirctly support rule as much as the role of the hero. SO earlier tonight we had some huge PvP on Naboo and I decided to see how far I could go in the role of the supporter.

We basically had 2 bases of opposing factions within 200m of each other, and some houses near our rebel base, and a good 50 warriors on either side. When the imps came on the attack (many jedi and melee as the rebels tended to have more jedi and ranged profs) I tried to fulfill my CC role, and kneeled down by the foot of a building and put Supression Fire on auto-attack. I was suprised to hell, to be frank. Though the effect on each individual only lasted about a second and a half, the cooldown on the attack itself was only slightly longer than that and the snar e stuck on each player consistantly, as if without diminishing returns. The entire front line of the imperial squad slowed and gave my team more time to get damage in on individual members. IMO, supression fire does exactly what it should and after what I've managed with it tonight I don't think I could be happier with it. Pretty much a mass-PvP skill only, I figure thats where the Carbineer is supossed to shine with crowd control.

Any thoughts? I think this may have already been discussed, or maybe common knowledge. I didn't really have any experience with it before tonight though as I don't PvP often. Just thought I'd post my thoughts.



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