Game Guides Archive

Thread: Tuesday Tips May 24th Stopping Shot

riotcontrol
Wed May 25, 2005 9:25 am
#209


Thunderheart wrote:

There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.







Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.



__
wieland argosy <gunslinger>
Obi_Bohotri_Chilstra
Wed May 25, 2005 9:32 am
#210

Yes the 35m thing is kinda like an exploit, but heck, how else would a padawan grind in a group? They can't solo anything.....sooooo ? The only answer is "Devs should fix the grind/CL problem"...but..what about until then?


Until that gets fixed by the Devs, why not exploit this ? Its a player implementation of the Master/Apprentice idea. Once the DEVs implement Master/Apprentice, if they are reading this, then they can remove this exploit or make the barrier 65m.


Instead of crying/whining about the CU, or saying "NERF everybody but Jedi!" , why not post logical , well constructed ideas about how to improve things? And help one another while were at it?


The Master/Apprentice idea should get implemented, but I can tell its a rather large code change. Until then, implement your own with the suggestions you've seen.


I'm not saying "try every exploit/cheat possible muhahaha", just help one another out if you can to get some XP in a group. As it stand now, I don't think a padawan can solo grind anything.


Also, this bickering and name calling solves nothing. If someone trolls the boards with "Jedi should one shot everything, NERF all roots!", ignore them.




- I support the CURB, the Devs and the attempt to make SWG a better game! Plus CU haters can't figure out a level based combat system! - You can feel this way too!
Djibutul
Wed May 25, 2005 9:40 am
#211







Inamalcus wrote:


TH, please keep PVE in mind when applying any changes to Root.


I never do PVP, and I'd hate to see root nerfed into uselessness because some people were abusing it in PVP.


Perhaps give PC's high resistances to Root?


Yes, everyone agrees. Stopping Shot is a great tactic in PvE. It can definitely put a player in a rough spotin PvP. It is also important to consider that the BH/Jediuse of this abilityis part ofa larger situationthanthe use of a single move.






Thunderheart wrote:






Inamalcus wrote:


TH, please keep PVE in mind when applying any changes to Root.


I never do PVP, and I'd hate to see root nerfed into uselessness because some people were abusing it in PVP.


Perhaps give PC's high resistances to Root?


Yes, everyone agrees. Stopping Shot is a great tactic in PvE. It can definitely put a player in a rough spotin PvP. It is also important to consider that the BH/Jediuse of this abilityis part ofa larger situationthanthe use of a single move.








Admittedly, I haven't read the whole thread. So maybe this has been brought up. But in a completing MMO balance was accomplished by making rooting spells and such have a lessened effect in PvP and and decreasing effect with each use during an encounter. For example, Stopping shot #1 in an encounter would root for 3 secs. Stopping shot #2 for 2 secs. Etc. Eventually, it would be ineffective.



blazse
Wed May 25, 2005 9:51 am
#212

What i want to hear TH say is calm down everyone, we are still working on jedi at this very moment to fix it so everyone is happy again and they can shut it. Because untill they hear this every thread in this entire forum is going to be hijacked with ideas, and complaintsabout how it can be fixed. Talk about off topic.



:-Vanive Talon-Elder BH-
:-Peety Pablo-Elder Jedi-
:-Evinav Talon-Engineer-
Josue15
Wed May 25, 2005 9:52 am
#213



Thunderheart wrote:


riotcontrol wrote:

Thunderheart wrote:

There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.


Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.

Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).
Going forward, the first and most important thing to consider is the timer associated with the root. There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.





For the Jedi aspect adding a Master/Padawan relationship would fix the issue of Multiple BH rooting a Jedi. Plus bring the game closer to what Jedi were in the Movies.



Josue' Thomas Jedi Knight

Click here to support this great Vision of a better FRS to save SWG by Glzmo!
Jedi Robes
Long awaited are the Jedi robes! Gone will be the days of Jedi running about in armor. The Jedi robe will provide a hidden toughness value that will protect the Jedi, similar to armor, but providing more of a Jedi feel. -TH Jedi archive II
blazse
Wed May 25, 2005 9:54 am
#214






Josue15 wrote:





Thunderheart wrote:






riotcontrol wrote:




Thunderheart wrote:

There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.




Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.




Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).


Going forward, the first and most important thing to consider is the timer associated with the root. There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.






For the Jedi aspect adding a Master/Padawan relationship would fix the issue of Multiple BH rooting a Jedi. Plus bring the game closer to what Jedi were in the Movies.



SEE! TH ------Say something fast



:-Vanive Talon-Elder BH-
:-Peety Pablo-Elder Jedi-
:-Evinav Talon-Engineer-
Dikai
Wed May 25, 2005 9:57 am
#215


Padawan Problems ?? which kind of Padawans ???


all Padawans on Farstar used the /respec exploit to become a full knight !!!


heard about guys starting with 0 0 2 0 LS and they now have a full jedi template thx to the /respec exploit !!!



hope the devs will check their loggs and Reset their skills !!!


coz all other jedi knights that grinded 4 month+ to become jedi knight would be REALLY REALLY up set..





Leeroy-L amas
T I B E A Megastore [246 -5502 Coronet, Corellia]

M c L eeroy´s (Ithorian Restaurant on Lok -580 5391)
Fytos
Wed May 25, 2005 10:02 am
#216

At least Stoppingshot prevents Jedi to use the "house in inventory -drop and hide- technique" to say it in a gentle way. Players who acctualy use this "technique" of course want it to be nerfed as fast as possible.



TFytosT
Free-lance, pistol wielding bounty hunter.
blazse
Wed May 25, 2005 10:06 am
#217






Dikai wrote:


Padawan Problems ?? which kind of Padawans ???


all Padawans on Farstar used the /respec exploit to become a full knight !!!


heard about guys starting with 0 0 2 0 LS and they now have a full jedi template thx to the /respec exploit !!!



hope the devs will check their loggs and Reset their skills !!!


coz all other jedi knights that grinded 4 month+ to become jedi knight would be REALLY REALLY up set..






who's to say that getting knight won't require more than what it did pre Cu. Maybe they will throw some kind of crazy village type thing in to unlock knight trials. SheeshDevs a being quiet about everything till its on Tc. Need a spy to act as ajanitor and get us the inside scoop.



:-Vanive Talon-Elder BH-
:-Peety Pablo-Elder Jedi-
:-Evinav Talon-Engineer-
riotcontrol
Wed May 25, 2005 10:10 am
#218


Thunderheart wrote:


riotcontrol wrote:

Thunderheart wrote:

There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.


Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.

Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).
Going forward, the first and most important thing to consider is the timer associated with the root. There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.





To me, the current post-CURB situation regarding melee and ranged is almost perfect. My idea of balance in a game like this is:

1) Multiple ranged fighters will easily kill a melee fighter.

2) Multiple melee fighters will easily kill a ranged fighter.

3) In a close quarters fight, a melee fighter will most likely win.

4) In a long distance fight, a ranged fighter will most likely win.

All of this is achieved (something that the CURB actually did right ), and, for ranged professions, it's mostly through their movement control (somewhat misnamed crowd control since it works on single targets really) specials. It seems to me that people just haven't adjusted to the new melee "close quarters" role - most of them still expect to be able to run up to a ranged fighter across an open field and still win regardless of the obvious and logical disadvantage in that position.



__
wieland argosy <gunslinger>
NaKitNa
Wed May 25, 2005 10:23 am
#219

I think stopping shot works fine. If you have that many pistoleers then there isnt going to be much damage. Regardless if you have 3 master elite combat professions on you, your chances for survival should be pretty slim and quickly fleeting regardless, so I dont understand the issue with that. I do understand jedi's complaints of ganking, but due to their extreme powerlevel, less than 4 BH's on a Jedi Knight would be very difficult without stooping even lower and waiting for them to be in combat, which is what goes on a lot anyhow as it is the only option to take out Jedi many times. However I made a draft of an idea that could be a solution to some of these concerns. You can find it here.

Thanks

SpottyGekko
Wed May 25, 2005 10:41 am
#220

Please don't nerf stopping shot because of jedi complaints !


Acareful jedi will group with ranged players and avoid visibility penalties (35m visibility range ?), so they will not be hunted. That simple.


I have been grinding Master Dancer for the last week, and I've lost count of the amount of times I've seen jedi flashing force powers in the crowded cantina. I was starting to think that visibility had been disabled, nobody seemed to take any notice of it at all. If any of those jedi end up being perma-rooted and killed by BH's, they deserve it. They are being stupid, and stupid people don't deserve to survive in a galaxy as violent as ours.


I will be on the jedi path myself soon, and I don't intend to be on the terminals. I expect the grind to be long, and hard, but I'm not going to be doing force-meditate on the cantina dancefloor, or duelling outside Coronet spaceport. In short, I'm not going to look for trouble, I'm going to be trying to avoid it.


No MMO game should have a class that is more powerfull than all the others, no matter how difficult it is to achieve. Sooner or later, all players will choose that class, and those that don't will leave. If jedi are to remain more powerfull than other classes, we will have to remove them from the "normal" gameplay (PvP especially), and have a special set of things that jedi can do in the game, like jedi-only dungeons, with loot that only jedi can use. Perhaps something similar to the way that JTL is implemented. Otherwise the game will die.





Rankh Xholo (Master Chef)

**If I can have more than one account for SWG, can I also get a second account for LIFE ?
Barb-Wire
Wed May 25, 2005 11:03 am
#221






Thunderheart wrote:




Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).


Going forward, the first and most important thing to consider is the timer associated with the root. There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.






it is pretty simple. any skill or skill effect that totally prevents another player or NPC or critterfrom moving or responding to an attack should not be in the game. period.


slows are fine


KD is fine the way it works now.


Root is game breaking because it prevents a player from responding


concussion shot is game breaking because it prevents a character from responding


stasis is game breaking because it prevents a character from responding.


for example on jedi enhancer can disable up to 30 other jedi by targeting them one after the other while his buddies deal with the one not stasis'd and take each in turn. it just goes back to the point of completely preventing a charcter from responding in any shape way or form is game breaking it frustrates people and shouldnt be in the game period. that was the entire point of geting rid of the old warcry and dizzy/kd combo of pre-CU days. it just isnt fun.







Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Page 17 of 29