Carbineer Archive

Thread: Inquiry on The Patch’s Changes To Your Skills (Knockdown and Posture Chan

KathulNadra
Tue Sep 09, 2003 4:12 am
#1

s)

Hi guys. I'm nota normal dweller on your board, so thanks in advance for tolerating this post.



I want to write a reasonably comprehensive post for the Developer's attention dealing with this last patch's disproportional alterations to Knockdowns (melee AND ranged) Posture Changes, and Status Effects. I only have the most general of ideas on how it's affected classes other than mine, and I want to get the classes affected, and which skills have been rendered irrelevant and/or highly ineffective giving the 30 second timer.



As a ranged combatant, I have noticed thatknockdowns, posture change via suppression, and the confusion/dizzy status effect have been affected in4 ways:


1) Significantly lowered % chance to HIT with these specials


2) When the special DOES hit, a significantly lowered % chance to LAND that special successfully


3) Decreased duration/effect of confusion/dizzy


4) Decreased duration of the knockdown and posture change - approximately 2-4 seconds (that's 1 - possibly 2 player moves, essentially)



I truly want this post to remain as informative and cordial as possible, and would like to request the following:


1) Name of special(s) affected by the last patch


2) Way in which the special has been affected, either anecdotally, with a combat log, etc.



Post to this thread or feel free to email me.



Such changes, although they might fall within the "Grand Design" of SOE, are taking away far more than is being left behind. Although such changes might ultimately work to prevent us from taking on reds, yellows, and whites (as per Holocron's own words), is it truly fair to cripple and gut any number of class's lines in such a disproportional manner? Ultimately, if these changes stay as they are, I'd prefer to have the skills taken away, rather than have something that sounds nice... but does nothing.



Hope you can help me with this, folks. It affects MANY combat classes across the board, and that's how it should be represented.



Thanks in advance,



Kathul, Eclipse Server




__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
KathulNadra
Tue Sep 09, 2003 4:13 am
#2

s)

Hi guys. I'm nota normal dweller on your board, so thanks in advance for tolerating this post. :}



I want to write a reasonably comprehensive post for the Developer's attention dealing with this last patch's disproportional alterations to Knockdowns (melee AND ranged) Posture Changes, and Status Effects. I only have the most general of ideas on how it's affected classes other than mine, and I want to get the classes affected, and which skills have been rendered irrelevant and/or highly ineffective giving the 30 second timer.



As a ranged combatant, I have noticed thatknockdowns, posture change via suppression, and the confusion/dizzy status effect have been affected in4 ways:


1) Significantly lowered % chance to HIT with these specials


2) When the special DOES hit, a significantly lowered % chance to LAND that special successfully


3) Decreased duration/effect of confusion/dizzy


4) Decreased duration of the knockdown and posture change - approximately 2-4 seconds (that's 1 - possibly 2 player moves, essentially)



I truly want this post to remain as informative and cordial as possible, and would like to request the following:


1) Name of special(s) affected by the last patch


2) Way in which the special has been affected, either anecdotally, with a combat log, etc.



Post to this thread or feel free to email me.



Such changes, although they might fall within the "Grand Design" of SOE, are taking away far more than is being left behind. Although such changes might ultimately work to prevent us from taking on reds, yellows, and whites (as per Holocron's own words), is it truly fair to cripple and gut any number of class's lines in such a disproportional manner? Ultimately, if these changes stay as they are, I'd prefer to have the skills taken away, rather than have something that sounds nice... but does nothing.



Hope you can help me with this, folks. It affects MANY combat classes across the board, and that's how it should be represented.



Thanks in advance,



Kathul, Eclipse Server




__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
KathulNadra
Tue Sep 09, 2003 4:14 am
#3

s)

Hi guys. I'm nota normal dweller on your board, so thanks in advance for tolerating this post.



I want to write a reasonably comprehensive post for the Developer's attention dealing with this last patch's disproportional alterations to Knockdowns (melee AND ranged) Posture Changes, and Status Effects. I only have the most general of ideas on how it's affected classes other than mine, and I want to get the classes affected, and which skills have been rendered irrelevant and/or highly ineffective giving the 30 second timer.



As a ranged combatant, I have noticed thatknockdowns, posture change via suppression, and the confusion/dizzy status effect have been affected in4 ways:


1) Significantly lowered % chance to HIT with these specials


2) When the special DOES hit, a significantly lowered % chance to LAND that special successfully


3) Decreased duration/effect of confusion/dizzy


4) Decreased duration of the knockdown and posture change - approximately 2-4 seconds (that's 1 - possibly 2 player moves, essentially)



I truly want this post to remain as informative and cordial as possible, and would like to request the following:


1) Name of special(s) affected by the last patch


2) Way in which the special has been affected, either anecdotally, with a combat log, etc.



Post to this thread or feel free to email me.



Such changes, although they might fall within the "Grand Design" of SOE, are taking away far more than is being left behind. Although such changes might ultimately work to prevent us from taking on reds, yellows, and whites (as per Holocron's own words), is it truly fair to cripple and gut any number of class's lines in such a disproportional manner? Ultimately, if these changes stay as they are, I'd prefer to have the skills taken away, rather than have something that sounds nice... but does nothing.



Hope you can help me with this, folks. It affects MANY combat classes across the board, and that's how it should be represented.



Thanks in advance,



Kathul, Eclipse Server




__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
KathulNadra
Tue Sep 09, 2003 4:15 am
#4

s)

Hi guys. I'm nota normal dweller on your board, so thanks in advance for tolerating this post.



I want to write a reasonably comprehensive post for the Developer's attention dealing with this last patch's disproportional alterations to Knockdowns (melee AND ranged) Posture Changes, and Status Effects. I only have the most general of ideas on how it's affected classes other than mine, and I want to get the classes affected, and which skills have been rendered irrelevant and/or highly ineffective giving the 30 second timer.



As a ranged combatant, I have noticed thatknockdowns, posture change via suppression, and the confusion/dizzy status effect have been affected in4 ways:


1) Significantly lowered % chance to HIT with these specials


2) When the special DOES hit, a significantly lowered % chance to LAND that special successfully


3) Decreased duration/effect of confusion/dizzy


4) Decreased duration of the knockdown and posture change - approximately 2-4 seconds (that's 1 - possibly 2 player moves, essentially)



I truly want this post to remain as informative and cordial as possible, and would like to request the following:


1) Name of special(s) affected by the last patch


2) Way in which the special has been affected, either anecdotally, with a combat log, etc.



Post to this thread or feel free to email me.



Such changes, although they might fall within the "Grand Design" of SOE, are taking away far more than is being left behind. Although such changes might ultimately work to prevent us from taking on reds, yellows, and whites (as per Holocron's own words), is it truly fair to cripple and gut any number of class's lines in such a disproportional manner? Ultimately, if these changes stay as they are, I'd prefer to have the skills taken away, rather than have something that sounds nice... but does nothing.



Hope you can help me with this, folks. It affects MANY combat classes across the board, and that's how it should be represented.



Thanks in advance,



Kathul, Eclipse Server




__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
Kaellok
Tue Sep 09, 2003 5:54 am
#5

s)

action shot 1: often fails to make the target pc. after a miss OR a fail, the 'cannot change that targets posture' results. target seems to stay down 2-5 seconds.


action shot 2: the aoe effect causes aggro, but at most (assuming it hits) changes the posture of ONE of them (the first time its used. this is an old bug that affects ALL carbineer aoe. not sure of other classes aoe specials). seems to make target pc more often than as1, but only slightly, and almost never succeeds vs. groups. a miss or a failed pc results in the message 'cannot change that targets posture'. target seems to stay down 2-5 seconds.


suppresion fire 1: same results as action shot 1.


suppresion fire 2: don't have it, haven't heard anything about it.


charge shot 1: makes target kd, misses often. had high rate of kd success WHEN it hit, but hits less than half as often as before. this is probably due to the fact that we are FORCED to take the shot on-the-move, and so the new movement modifiers (penalizing the attacker) hit us doubly hard here. target would have the kd animation for 1-2 seconds, but would take approx 3-5 seconds for re-engagement/start moving. spamming of charge shot 1 had 'interesting' results.


charge shot 2: don't have it, but HAVE heard about it. causes group aggro. SUPPOSED to kd a group of mobs. post-fix of charge-shot2 (how long ago was that? all we got was group aggro, not group kd). don't remember from the posts if it kd the selected target or not.


full-auto area 1,2: dizzy is broken at the EXACT same second as it applies to the target. this happened pre-patch as well, adding it in for increased (hah! yeah right) chance of it being addressed. they also suffer from the 'area-of-effect bug', where the first use of the special (ALWAYS the first, not always subsequent uses) only applies anything to the target selected, but draws aggro from the group.


feel free to post, but if you start flaming i'll flame right back =)


and i hope this info helps you out. only what i personally have observed/read, not necessarily the full truth. i've been playing a lot less recently.

KathulNadra
Tue Sep 09, 2003 6:03 am
#6

s)Can you confirm 2-4 second duration of knockdown and posture change effects? My own experience with dizzy has been mixed. It seems if I land ONLY a dizzy and go for no other effects, dizzy will stay on for a reasonable duration.



__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
SOJ
Tue Sep 09, 2003 8:45 am
#7

s)

Supression Fire 2 doesn't seem to work as AE still.


And for the area attack bug with the carbineer skills, I know that the riflemen have this happen to their AE skills and I'm pretty sure it happens to all AE skills. However, after a bit of testing, I have determined that the reason it attacks one creature and aggro's the rest is because of this: The attack successfully hits all creatures in combat. When you open combat with, say, a Worrt and there are 10 worrts behind it all within range, you'll kill the one worrt and aggro the rest like you hit them but will do zero damage. Now, if you got someone to initiate combat with all 10 worrts (but not kill them) and then use an area attack on all the worrts, you will kill them all (saying if you hit). After you aggro the 10 worrts when you kill the one in front, you can kill them all on your next attack because they are all in combat. Wether this is a bug or intended, I don't know. But that's the way I see it right now.


I noticed this when I was attacking a group of worrts with full auto area 2, I target one but two died and the rest aggroed. It was the first time that two died with the first shot, and it was only because a novice brawler was attacking the one. After this, I tested with running around and initiating combat with any creature I can and having a riflemen use an area skill (such as strafe 2.. which has the same effect as our area attacks). All the creatures that were chasing after me (the ones in combat with me) died with the first shot.

Mik-Kael
Tue Sep 09, 2003 8:56 am
#8

s)

well in my opinion there was a little to much KD abuse in the game overall. So a time is a right idea. But they have totally nerfed the point of spuression fire! Its ridiculous, it never was that damaging an attack, nor was it too cheaply overused. It was a moved that was highly useful in keeping controll of the fight. Rifleman almost need it in order to keep the target at a range, and carbiners need it for the same reasons as well. But now the move is almostly completly useless, unless you have a dizzy ablity there is no point in ussing supression since he can just get right back up and have 30 seconds before he can be supressed again. Thats plenty of time.


KD they want a timer fine, but give me back my supression fire, put like a 10 second timer on it.




Mi-Kael Luminus
Alliance Starfighter Pilot

KathulNadra
Tue Sep 09, 2003 11:12 am
#9

ge




Mik-Kael wrote:
s)

well in my opinion there was a little to much KD abuse in the game overall. So a time is a right idea. But they have totally nerfed the point of spuression fire! Its ridiculous, it never was that damaging an attack, nor was it too cheaply overused. It was a moved that was highly useful in keeping controll of the fight. Rifleman almost need it in order to keep the target at a range, and carbiners need it for the same reasons as well. But now the move is almostly completly useless, unless you have a dizzy ablity there is no point in ussing supression since he can just get right back up and have 30 seconds before he can be supressed again. Thats plenty of time.


KD they want a timer fine, but give me back my supression fire, put like a 10 second timer on it.







Mik-Kael, I have to respectfully disagree, here. Although some balked at the idea of a timer, most people accepted it as a generally good idea as a limitation in pve and pvp. But to then reduce the % chance to hit, % chance to land the effect, and the duration of the effect to 2 seconds is overkill (in my opinion).






__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
KathulNadra
Tue Sep 09, 2003 11:20 am
#10

geNo one responded I'd love some input here, folks.



__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
KathulNadra
Tue Sep 09, 2003 11:21 am
#11

geIf anyone can provided some input on how this change has affect yer class, I'd appreciate it.



__________________________________________________________
Those of you lucky enough to still have your lives, take them with you. But leave the limbs you've lost. They belong to me now.


--The Bride in Kill Bill
__________________________________________________________
Dragonkat
Tue Sep 09, 2003 11:26 am
#12

ge

Dizzy with rifle lag is next to useless now, either it wears off now before you even fore the nerfed to heck suppression.


The mob will posture change dizzy or not (seen it many times now)


suppression will hit and fail to change posture, then we have to wait 30 seconds after a failed attempt to try again which with a rifle and melee attacks is more then enough time to off us. That'snot counting us chain firing dizzy to try and keep it on too of course.


Overall these changes have been for the worst without a doubt, a totally shortsighted way to fix knockdown spam, and compete overkill with the nerf bat again.

Eightaces
Tue Sep 09, 2003 11:38 am
#13

ge

Smuggler Class


Panic Shot - % Effective on last 50 shots 0% effective. AKA not working at all.


Suppression Fire 1 - Posture change is less, but with a semi-fast pistol can still get2 special actionsoff on most things before the effect ends, 2nd suppression fire on same target is less effective, don't how how often as I wasn't paying a ton of attention to that, but probably about half as often as the 1st shot you'll get a posture change.







WoWing it up since SWG Beta II (also known as the CU)

Eightaces - Dark Lord of the Sith, Emperor of the known Galaxy
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