Carbineer Archive
Thread: Discussion: Dizzy
Message Edited by forgoten on 12-14-2004 03:18 PM
Feomatar wrote:
I don't see the problem with dizzy... i think states need to have an important role in the game, at the moment only dizzy and intimidate have a role like i'd like to see it for all states.. for example nobody cares about stun and blind.
Dizzy is an effectivetactical instrument in battles, but it's not too strong in my opinion. Against defense stackers it takes so much time to land a kd or a positure change, my dizzy often wears off before my target is kneeling/kd'd... and to stick dizzy takes extremelylong too when fighting a stacker, some are even immune to it...
I personaly get up really fast from dizzy + kd... it takes me between one and seven trys... i think those who lie on the ground as long as the dizzy is theredo something wrong...
Btw: I've also seen that the dizzy almost allways goes away when i positure change a target, even when just applied... but i only tested it on sith pirates in the village, not on other npcs or in pvp. Does anybody know more about it?
Lately, I've found myself constantly doing NPC bh missions (no, my life has absolutely no meaning at this point). So, I've been getting a good amount of figting time with NPC's. From what I've been able to see, yes, you're right, but from the carbineer PoV. Anything I have in carb that can apply dizzy (FA moslty, since I'm not speed capped yet), doesn't seem to make it sticky enough to combine with PD. If the dizzy was applied by a BH attack tho (say KDfire), even if the attack doesn't KD, I can actionshot1 them to their backs. It almost always works. This of course, doesn't help the straight carbineer.
Personnally, I'm of the opinion that there are different types of dizzy in the game, or at least different levels of stickyness (drastically different levels). My BH attacks land stats pretty reliably, whereas, my Carb attacks can't seem to land a stat that will survive till I shoot next. I have personally been put on my back for 2 whole minutes by a player half way up TK, and I'm not even exagerating(I never got up, the dizzy never left, I got my can handed to me. I had pistoleer at the time too). Ya know, I could be wrong, and I certainly have no evidence, but that's my opinion anyway.
I have, however been able to KD tuskans pretty regularly by actionshot1, then FAsingle2. Of course, tuskans don't instantly stand back up because longer ranges are ideal for them, so you may have different effects on other classes, especially melee.
Feomatar wrote:
I don't see the problem with dizzy... i think states need to have an important role in the game, at the moment only dizzy and intimidate have a role like i'd like to see it for all states.. for example nobody cares about stun and blind. Against anyone stun states are very important. They lower all defenses and can cause even a defense stacker to recieve a dizzy. Blind is also important. Alonemost professions dont get really big accuracy bonuses and a blind can hurt them bad. Blinds against TK's and riflemen or people with high accuracy in general can also make a difference especially if you have dodge foods working for you.
Dizzy is an effectivetactical instrument in battles, but it's not too strong in my opinion. Against defense stackers it takes so much time to land a kd or a positure change, my dizzy often wears off before my target is kneeling/kd'd... and to stick dizzy takes extremelylong too when fighting a stacker, some are even immune to it... Unfortunately not everyone is a stacker. And the issue has come up too often regarding stackers being the ones too powerful. Is dizzy too powerful? Thats a tough one to say. If you're not a stacker then the KD/dizzy combo will usually cause you to lose the game. If the defense drink vs. dizzy was more powerful then no I wouldn't say it was too powerful. Unfortunately there's not much you can do about dizzy unless you change your template to adjust for it. Like I said, its a tough call.
I personaly get up really fast from dizzy + kd... it takes me between one and seven trys... i think those who lie on the ground as long as the dizzy is theredo something wrong...Not really. It could be because of your template. Higher defense contribute to being able to break the dizzy/KD combo. Sometimes it takes me that few and sometimes it takes alot more. Most stackers can get up right away.
Btw: I've also seen that the dizzy almost allways goes away when i positure change a target, even when just applied... but i only tested it on sith pirates in the village, not on other npcs or in pvp. Does anybody know more about it? This is also happening to me vs. any humanoid npc. It works fine on players still but humanoids completely loose the dizzy state when they get back up. Hunting Janta once I dizzied and posture downed one of them then spammed dizzy right afterwards. The Janta went down then the dizzy went away. Before it could stand up another dizzy landed but was removed almost instantly. I dizzied again and got in a chargeshot which caused it to start flopping as usual. As long as the humanoids are in melee mode then this becomes repeatable. I've tested it on Janta, Desert Demons, Jabba/Valarian thugs, Sith, and faction npc's.
Feomatar wrote:
Btw: I've also seen that the dizzy almost allways goes away when i positure change a target, even when just applied... but i only tested it on sith pirates in the village, not on other npcs or in pvp. Does anybody know more about it?
We are looking into this, yes.....
Brainplay wrote:
Feomatar wrote:
I don't see the problem with dizzy... i think states need to have an important role in the game, at the moment only dizzy and intimidate have a role like i'd like to see it for all states.. for example nobody cares about stun and blind. Against anyone stun states are very important. They lower all defenses and can cause even a defense stacker to recieve a dizzy. Blind is also important. Alonemost professions dont get really big accuracy bonuses and a blind can hurt them bad. Blinds against TK's and riflemen or people with high accuracy in general can also make a difference especially if you have dodge foods working for you. I know (from this forum) that stun is very important, but in a thread novamarine made once we saw that many players didn't even know what stun does... and most players don't care about it. And (only having 2 melee defense and 27 ranged defense) blind is useless for me, because everything hits me anyway...
Dizzy is an effectivetactical instrument in battles, but it's not too strong in my opinion. Against defense stackers it takes so much time to land a kd or a posture change, my dizzy often wears off before my target is kneeling/kd'd... and to stick dizzy takes extremelylong too when fighting a stacker, some are even immune to it... Unfortunately not everyone is a stacker. And the issue has come up too often regarding stackers being the ones too powerful. Is dizzy too powerful? Thats a tough one to say. If you're not a stacker then the KD/dizzy combo will usually cause you to lose the game. If the defense drink vs. dizzy was more powerful then no I wouldn't say it was too powerful. Unfortunately there's not much you can do about dizzy unless you change your template to adjust for it. Like I said, its a tough call.Actually,i'm not a stacker. I have been armorsmith on my only char all the time, beeing master carbineer and master armorsmith on the same char takes away all possibilitys of defense stacking.. but i see, that like 70% of the pvp'ers on my server are defense stackers, so we have to compare the dizzy/kd effectiveness to them as well.
I personaly get up really fast from dizzy + kd... it takes me between one and seven trys... i think those who lie on the ground as long as the dizzy is theredo something wrong...Not really. It could be because of your template. Higher defense contribute to being able to break the dizzy/KD combo. Sometimes it takes me that few and sometimes it takes alot more. Most stackers can get up right away. As mentioned above im not a def stacker,but i still don't have any problems with dizzy/kd... i guess most people who complain about dizzy/kd just spam /stand all the time when lieing in their back... when you spam it and get up, the next /stand will count as a posture change again and you'll fall down again... After every /stand, i check if my bothan fell down again or stands... only when he fell down i hit /stand again. That way, i allways get up really, really fast. Not even having any defenses.
Btw: I've also seen that the dizzy almost allways goes away when i posture change a target, even when just applied... but i only tested it on sith pirates in the village, not on other npcs or in pvp. Does anybody know more about it? This is also happening to me vs. any humanoid npc. It works fine on players still but humanoids completely loose the dizzy state when they get back up. Hunting Janta once I dizzied and posture downed one of them then spammed dizzy right afterwards. The Janta went down then the dizzy went away. Before it could stand up another dizzy landed but was removed almost instantly. I dizzied again and got in a chargeshot which caused it to start flopping as usual. As long as the humanoids are in melee mode then this becomes repeatable. I've tested it on Janta, Desert Demons, Jabba/Valarian thugs, Sith, and faction npc's. Very interesting... i'll test it in pvp. Perhaps that's a little nerf, so that somebody using thatkillo becomes really immune to dizzy/kd...
Message Edited by Feomatar on 12-15-2004 03:37 PM
Otegu123 wrote:in unbuffed and no-armourduels, dizzy is very powerful. But with the huge resists you can get with comp, PSG's, food etc, being kd/dizzied for 10-20 seconds is usually not too much of a big deal..
or if ur me being dizzed aint even an issue /nudge.