Carbineer Archive

Thread: The Recent Knockdown/Posture Change Nerf

ZentoushiMiaku
Fri Aug 22, 2003 10:14 am
#1

Well first of all, Devs, I have a question. Does this timer only apply to say, one of your moves, or all of them at once? I.E. Can I use Suppression Fire, which then gains a 30 second timer, then use Charge Shot 1 after that before that 30 second timer on Suppression runs out?


Second, about Knockdown, I agree with the change for that, but still, 30 seconds is way too long. Many fights don't last 15 seconds in PVP. In PvE perhaps they last longer, but only because we had something to keep them down. Without being able to do that, we're screwed in PvE.


Thirdm, why the changes on the other posture moves? I didn't see anyone complaining about those. In regards to PvE, it didn't imbalance anything, it's what kept us alive. In fact, I still get very close, and do die to things just using a posture change move to keep them pinned. It's not game breaking, and was thought of to be balanced.





Axel Zapani
Master Combat Medic - Doctor - Pistol Whipper
--ISD--
--=-- Somehow for now, this skin will have to do.. This is the last night in my body. --=--
chaoskiller
Fri Aug 22, 2003 10:29 am
#2

So when are you guys gonna change the information that is under the master part of the carbine tree that gives you suppressionfire2? Right now it says something along the lines of "can drive their enemy right into the ground". Maybe it should say "can drive their opponent into to ground (only every 30secs though)." Nothing but gayness on this nerf.


cHaotic Chaos
Carbineer/Doctor

Sometimes I wonder why I chose carbineer until i see my friend fire that T21 and half his mind disappears with one special attack....




(Scylla)
Body Cast-Jedi Consular
Vindicar
Fri Aug 22, 2003 10:30 am
#3

A better solution would be to have the knockdown timer short, but longer then the knockdown itself. The person who's knocked down would also be immune to knockdown for the whole period of the knockdown plus a short duration after.
JustinSane007
Fri Aug 22, 2003 10:31 am
#4

Since when are they changing Posture Changes?



JustinSane - Master Carbineer/Musician - Chilastra
Ororji - Master Musician/Teras Kasi - Kettemoor

CH, Marksman, Scout, Carbineer, Bio Engineer, Medic, Combat Medic, Merchant, Artisan, Dancer, Image Designer, Entertainer, Musician....all to get to Jedi.
DarkArbiter
Fri Aug 22, 2003 10:39 am
#5

You know i remember another good game that the "devs" took this approach to, Diablo 2, seems to me the 2 "dev" teams think along the same lines, nerf till equal. I fear the same will happen to this game that happend to Diablo 2, everyone will quit out of disgust, because every succsessful strategy players came up with was nerfed. The same is happening in SWG and worse than that there nerfing before fixing, so that you get screwed before broken or unbalanced things get fixed. Or maybe the devs just want to make everyon horbile and soloing light blues



Nixius

-Insert witty coment here
FurrySniper
Fri Aug 22, 2003 2:19 pm
#6



JustinSane007 wrote:
Since when are they changing Posture Changes?




http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=392745&highlight=#M392745



======================
CH/Carbineer/Medic
Wanderhome

Commando/Smuggler/Medic
Shadowfire
======================

May the nerf be with you!
Hydrotricithline
Fri Aug 22, 2003 4:49 pm
#7

my question.. actionshot2 has a posture down on it... does this mean I can only bleed every 30 secs?



My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
ZentoushiMiaku
Fri Aug 22, 2003 6:06 pm
#8

No, the timer they have isn't on the actual move, its no the eprson you hit. Even then if there is already a posture cahnge immunity flag or kd flag in place, then your action shot 2 will do the bleed, just notthe posture down.



There is a timer for KD's and a timer for posture downs. Any damage done by a kd or posture down attack will still be done but the kd or posture down will be resisted if its within the immunity flag.





Axel Zapani
Master Combat Medic - Doctor - Pistol Whipper
--ISD--
--=-- Somehow for now, this skin will have to do.. This is the last night in my body. --=--
R3dj4ck
Fri Aug 22, 2003 6:41 pm
#9

I'm happy about the knockdown timer.


Skeptical about the posture change timer tho. As a carbineer/combat medic i play crowd control/backup healer. Looks like I'm going to be burning a whole lot more stims.

sehkmahBH
Fri Aug 22, 2003 7:09 pm
#10

A KD timer is a horrible idea in the first place.


Should have made KD a non damaging move. The slightly higher HAM costs associated with it along with defenses(when they are fixed) would be fine. People would have to chain moves together.




"We shall send a river forth unto thee, and teeming with souls shall it ever be......"
dustdoc
Sat Aug 23, 2003 3:06 pm
#11

If posture change was a Carbineer power than they probably could have left it alone. But it's not, ALL marksman have access to Suppression Shot 1.


Skill based game = nerf everything.


Xetal
Sat Aug 23, 2003 6:52 pm
#12

I like that they put a 30 second timer on knockdown, and posture-down and posture-up as well, It effects so many combat classes that it doesn't 'screw' the carby


HOWEVER, the carbine is already pre-screwed with being the only ranged weapon that you can't target out mind damage with AND gimpy HAM costs, which means that if they fixed it so that PvP was less about 'mind damage', and fixed the HAM on carbines then things would be a lot better... I find that if you dizzy then actionshot1, then actionshot2 and then they fall from posturedown, then you crippleshot them a few times, as soon as they stand up you do a charge shot to take them down again and put more cripple shots into them that you can often do well at PvP... but I still believe that mind damage is too powerful, especially for pistols.

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