Carbineer Archive
Thread: The Recent Knockdown/Posture Change Nerf
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.
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....
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
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.
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.
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.
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.
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.