Carbineer Archive

Thread: Do we really want FAS1 and FAA1 to inflict Dizzy? *constructive*

KetherSWG
Wed Mar 03, 2004 7:47 am
#1


Iview Dizzy as one of the most powerful abilities in the game right now. Maybe it's just me, but when I'm dizzy and knocked down, my chances of getting up before I die are slim. This makes me excited to see that I'll soon be able to use this same ability myself. It could really help give Carbineer some much needed definition and expand our role in battle.


However, FullAutoSingle1 is gained very early on at Marksman Carbines 2, andFullAutoArea1 is gained at Intermediate Carbine Special Abilities, the first box in that tree. With both of these specials inflicting dizzy, I personally feel that this actuallyhas several negative effects.



  1. Overpowers the Marksman tree.

  2. Almost makes FAS2/FAA2 redundant.

  3. Diminishes theadvanced Carbineer's value.


1. It's my opinion that giving a dizzy attack to nearly Novice Marksmen is a bit unbalancing, due solely to the fact that I view dizzy as such a powerful state. Lying onyour back defenseless allows both melee and ranged types to pound on their targetwith impunity.


2. If not for their higher damage output, FAS2 and FAA2 would remain redundant with their level 1 counterparts. If only the tier 2 specials inflicted the dizzy state, that would make them unique and something worth attaining.


3. Since any noob Carbine user will be able to dizzy a single opponent, and any 0001 Carbineer will have the power to dizzy a whole crowd, the advanced Carbineer could just as easily be replaced by one of them (accuracy & speed mods notwithstanding). Removing the dizzy state from the level 1 specials gives up and coming Carbineers something to strive toward. I think it would make the whole profession feel a lot more rewarding if Marksmen had to wait till Novice Carbineerand 0003 Carbineer before they got their new dizzy attacks.


That said, I'm truly grateful to novamarine for pulling this off. Mad props to you for pushing the devs' hand on this.





+ Jaron Ninefive +
Carbineer | Combat MEDIC | Thread Hijacker
+Known Rebel Sympathizer+

"FoE exploits...seen it and I've called them on it." - Crushgroove

wilibus
Wed Mar 03, 2004 7:54 am
#2







That said, I'm truly grateful to novamarine for pulling this off. Mad props to you for pushing the devs' hand on this.






/agree you rule nova!


But on to the dizzy note, i wouldn't be too worried about it. If a noob wants to spaman AoE dizzy witha crappy carbine and horrible speed mods all the power to him,The only problem i really foresee with this is a BH, and even if we change it, they can just as easily pick up 0003 Carbineer and get all those skills, anyways. I think adding the dizzy will actually put a much needed breathe of air into the MarksmanTree.










Lawke Eislen | Carbine Extraordinaire | Imperial Pilot Ace
Avaris Eislen | Procurer of Combat Fashions | Kintan, Naboo

novamarine
Wed Mar 03, 2004 8:49 am
#3

FWIW, I am not neccesarily happy with fullautosingle1 getting dizzy. I didn't ask for that and was surprised that special was changed. However, I think it will be unlikely that a person with only the carbine tree in novice marksman actually pulls off a dizzy in PvP. They will be VERY inaccurate and very slow and even if they do get the dizzy off, what do they do with it?


With respect to the Carbineer, it is important to note that our dizzy is not automatic. I do not know if you have tried any of the fullautos on TC but they are largely unchanged with respeect to the Live versions except that they have a duration now. The important part is that the chance to Dizzy remains the same. In essence, you can test on Live how much you will beapplying Dizzy by firing on the target and looking for the +Dizzy+ to appear above the targets head. You will find it is very random and anywhere from 1 to 5 shots (or more) will be needed to land a Dizzy. Since the special can add 3 states, it does not apply them as often as the dizzy specials you are used to seeing in combat. Further, this is a very important balance issue.


If you test dizzy with a friend, you will find it stacks (Tanks [BH correspondant]and I tested this extensively). Straffeshot is the best example. Its dizzy lasts 10 seconds but it has a high chance of putting dizzy on the target. Have a friend hit you 1 time with it then make yourself fall down and watch how long it lasts : 10 seconds. Then have a friend hit you 10 times then fall down and watch how long it lasts: 100 seconds. That is the problem with dizzy/KD. If you get a KD on someone, all you need to do is keep applying dizzy and they literally can never get up cause the dizzy keeps stacking. Sincefullauto dizzy does not apply consistantly, you will be hard pressed to pull this off.


-nova


TAfirehawk
Wed Mar 03, 2004 8:54 am
#4

We will have to see how it plays out, but I don't see those low level shots sticking Dizzy very often on weaker Carbineers.


Remember those shots don't land a state every time and there are three different states on each one, so it is not like an automatic dizzy.






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

GathFeyii
Wed Mar 03, 2004 8:56 am
#5

I can see, where you are coming from. Actually kudos to you for thinking ahead, while I am still drooling over getting the styles fixed...


As for a possible solution: maybe they could make it so that the chance of the styles to really inflict the dizzy state would substantially rise as you advance in the Carbineer profession. So yes, Marksmen get theskill, but their chance to reliably inflict dizzy is rather slim, compared to a "real" carbineer.


Do I make any sense?






--Gatha Fey'ii
Master Ranger
bbrbendejo
Wed Mar 03, 2004 9:10 am
#6






wilibus wrote:


The only problem i really foresee with this is a BH, and even if we change it, they can just as easily pick up 0003 Carbineer and get all those skills, anyways.





BH already gets very powerful carbine dizzy attacks. Most Master BH also use their last 33 skill points in carbineer since chargeshot sticks a little more frequently than fireknockdown and for the accuracy mods againsthigh defense modPvP targets. The only advantage would be the AoE dizzy, which would probably get a BH killed quickly in groupPvP sincehe would instantly become the target for the group he just shot and BH's don't have any defensive skill mods.




- Crijan - Scylla
- Cree - Scylla
- Pao - Lowca
revisoHT
Wed Mar 03, 2004 12:20 pm
#7

I don't think a novice marksman will hit fas1 consitently enough to be much of a factor. Being able to blind, stun, and dizzy area targets will certainly make us valuable on the battlefield. I don't expect to get a lot of db's in pvp, but i am looking forward to becoming a force in combat.


As for fas2, i've been hitting an odd quirk with it a lot lately. It keeps appling a bleed. (yes i've made sure i'm not using the enhanced e11). I don't mind it, but i don't think it's supposed to be doing that.





Rev-iso, Rebel Medic
"I just wanted to touch it. I was so dizzy from the beer. I don't remember much."

TAfirehawk
Wed Mar 03, 2004 12:44 pm
#8

Is it a Bleed or Intimidate? Of course it shouldn't be doing either one.






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Kementari
Wed Mar 03, 2004 3:48 pm
#9

I just thope that this doesn't lead to a nerf of Dizzy/KD, once other professions start to cry about it (justified or not).


-Kementari


Totenkompf
Thu Mar 04, 2004 1:11 am
#10

Don't forget also, you won't be able to spame full auto single like you used to when the new Combat system comes out. You fire a few favourite specials and you start killing yourself. Noobs would never even hit with that kind of accuracy, and the chance for blind stun and dizzy is 20%. Its about 5 shots before one of those states get applied, try firing 5 shots of full auto single and see how long your live, in addition to you missing your target 4 out of 5 shots.


So, its nothing really


Toten
TAfirehawk
Thu Mar 04, 2004 9:12 am
#11






Totenkompf wrote:

Don't forget also, you won't be able to spame full auto single like you used to when the new Combat system comes out. You fire a few favourite specials and you start killing yourself. Noobs would never even hit with that kind of accuracy, and the chance for blind stun and dizzy is 20%. Its about 5 shots before one of those states get applied, try firing 5 shots of full auto single and see how long your live, in addition to you missing your target 4 out of 5 shots.


So, its nothing really


Toten







I went out last night hunting on 4 lairs of Gurks on Lok. I experimented with FullAutoArea2 along with my usual FullAutoSingle2/BurstShot1/CrippleShot/ScatterShot2 and found it very interesting. The chance to land ANY state effect seems to be around 20% but on the low side if anything. {I am an engineer during the day so prefer to just "wing it" in SWG } Add on top of that there are THREE different states to land and we shall be spamming for quite some time to land a Dizzy.


In fact there were a few occasions that I could only get one state to stick after about 20 shots of FullAutoArea2. Now the text above the Gurk's heads was so busy I couldn't really see if Dizzy was hitting and on top of that both pets in the group had Dizzy specials


However you look at it, any Carbineer will have to take quite a few shots to get Dizzy applied and from my experience in PvP, you will be on your back long before that happens in a solo situation. This furthers the aspect of grouping is the real strenght of the Carbineer.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

revisoHT
Thu Mar 04, 2004 12:23 pm
#12






TAfirehawk wrote:

Is it a Bleed or Intimidate? Of course it shouldn't be doing either one.










definitely bleed. I wish i could intimidate


As for you later post about looking for the dizzy, i see it listed all the time in my combat spam (so and so looks dizzy) so i don't think we'll have that hard of a time sticking it at the master level.




Rev-iso, Rebel Medic
"I just wanted to touch it. I was so dizzy from the beer. I don't remember much."

BMGundam
Thu Mar 04, 2004 12:27 pm
#13

There's a better Dizzy attack in the brawler tree so whats the difference between having a dizzy at brawler 0200 (or is it brawler 0300?) and having an inferior one at marksman 0020?
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