Game Guides Archive

Thread: Tuesday Tips May 24th Stopping Shot

Obi_Bohotri_Chilstra
Wed May 25, 2005 11:15 am
#222

Hey, if some Jedi posts "Nerf it! 5 BH's beat me with it when I acted like a clown using force powers in front of everyone all day!" then the Devs will Nerf it.


Just read this thread for further proof. Jedi wanted stopping shotNerf'ed, TH responded "its being looked at immediatley! thank you!". Wow, who else gets that kind of treatment? I played BH for a year, we got nothing but nerfs from the Jedi from day 1 first Jedi until June 04 when I quit for the first time (because of nerf bats and Karate Wars). I was hoping they realized their mistakes with the CU, they did but this frightens me.


Even though plenty of other Jedi grinded without ever showing up on the terms, the 12 year olds who show off their powers then complain about being killed by BH's run the Dev teams' lives apparently.


Btw I've seen plenty of Jedi kick MBH's butts, no problem, if you can't as a Jedi, your template for combat is wrong.


Stopping shot doesn't need to be nerfed at all. Jedi Padawans just need a master, like the books/movies, to protect 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!
Obi_Bohotri_Chilstra
Wed May 25, 2005 11:22 am
#223

"Root is game breaking because it prevents a player from responding "

WHAT?!?

I'm not sure what game your playing, but after being +rooted+ I can respond without problem. I can't run at the target or away, but I can heal/fire back.


This is a PRIME example of my post above.


Instead of nerf, allow a friend to help.



- 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!
Warp1001
Wed May 25, 2005 11:28 am
#224






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.






TH, Regarding Root and PVE... There should be no I win button in this game and I'm pretty sure we all agree on that.

What ever changes you make to root in PVP you may also consider doing to PVE too.


The Flip side experience for me has been when fighting some high level Mobs, like the blackscale in Kashyyyk. They use pistols and will root you almost right away and repeat as soon as it wears off.


Ilikethat NPC's use our specials too but being the victim of this special is most annoying.

I propose a timer just like KD where once you have been Rooted you can't again for a period of time, at least one minute. Also add the ability to resist root specials too.


I also propose that either we get some foods which will let us resist Root or place defenses against Root in our profession boxes.


Maybeeasiest solution is to make Root a pure defensive special, where once your hit while being frozen you can move again.... In fact I suggest changing it to a pure defensive special now to quickly balance PVP.


Later then you can make it more offensive but put in anti Root foods or resistances in our profession boxes.



Message Edited by Warp1001 on 05-25-200501:29 PM

Message Edited by Warp1001 on 05-25-2005 01:29 PM

EEMAN
Wed May 25, 2005 11:54 am
#225



Enfuri wrote:

just put the in between root timer on the person being rooted and not the rooter. that will fix lots of problems






yes, 1min is way too long though, im not so sure they understand how long a minute is in pvp. A 30 second time for a 20 second duration (stopping shot is a 20 second duration) is more than fair maybe even 1:1 20sec on 20sec off. Anything more than this would completely tip the balance between melee and ranged as it is the ONLY thing that keeps those two balanced right now. I suppose noone seems to care that ranged professions get a movement panalty for holding a ranged weapon and by removing roots it tips the balance back tward melee even further... no I suppose they dont since it doesnt have any consequences to the non ranged people. A timer in and of itself is almost enough to warrent a revisit to the weapon movement penalty for holding a ranged weapon. Its not about realistic mechanics because pikemen have no such penalties and you cant tell me that a person holding a pike is more agile at running than someone running with a pistol in their hand, i can see a rifle but never a pistol. It exist to balance ranged and melee so ranged cant constantly kite melee, but without roots it enable melee to win every time. I can create a melee template that on TC wins 7 out of 10 times fighting ranged and thats WITH them using roots in a 1 to 1 fight. With a root nerf I predict a melee-centric game again.



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
MenaBen-Hez
Wed May 25, 2005 12:02 pm
#226






riotcontrol wrote:




MenaBen-Hez wrote:


I'll add my 2c for what it's worth, in brief.


On Saturday, I was attacked by 3 Bounty Hunters. They kept me chain rooted for 34 minutes. At one point, I was bidding on an auction (MDefender, Aura and Improved Infusion...)


To say the least, I got bored so eventually stopped healing. I died, and was able to continue on. It was an eye opening experience.









Isn't the real problem here that someone can somehow survive three people constantly shooting at him for 34 minutes without even paying attention on what he's doing?





I discussed this with the three Bounty Hunters afterwards (they are friends)... I agree totally. It was rather insane.


Edit: Scary thing is, I did not even use Force Valour... Which give an addition 25% saber block (?) at the expense of a Damage Reduction...


Message Edited by MenaBen-Hez on 05-25-2005 08:05 AM



Mena


Ackehece
Wed May 25, 2005 12:04 pm
#227






snipaho wrote:





Thunderheart wrote:




Now in a multi-player PvP situation, it is entirely possible for four pistoleers to "chain-root" a single opponent in combat, but hopefully that person brought along friends








Jedi's friends cannot assist when Bounty Hunters come calling. The perfect solution to this problem is to introduce the MASTER/APPRENTICE system like we have been asking for for ages. These two Jedi would have a GROUP-TEF against any attackers and could defend each other. This somewhat alleviates the 5 on 1 problem, and would also greatly help this infinite root problem. Much harder to keep two Jedi rooted at once.


Come on, the Master/Apprentice system would add a great roleplay and Star Warsy aspect to the game. The two Jedi would have to be of the same faction. The two Jedi would not contribute visibility to each other. The two Jedi can defend each other if one is attacked by a Bounty Hunter. The "Master" should have to be at a level where he is qualified for the Knight Trials to take on a Padawan. Don't make "Jedi Knight" a requirement please, many of us don't want to be perma-overt.





Best Idea I have seen yet.
I do disagree with the no jedi knight requirement though. If you want a padawan then you should be a full knight.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




dola-brun
Wed May 25, 2005 12:08 pm
#228

i can't believe people are talking about nerfing stopping shot already. i have been a pistoleer for a long time and have been waiting to get this special to actually work and now mostly jedi are crying because it is working as intended. there is a work around so that you can not get it to chain. let's focus on that and not cry for nerf. imo jedi should just shut their mouths with the nerfs because soon the dev's eyes will be turned on their profession.
extended heal timer anyone?



Dola-brun
INTERGALACTICnobody
Heorot
Wed May 25, 2005 12:15 pm
#229



SantosL wrote:
Suprise, suprise, this turns into a BH/Jedi debate.

Hey, kids, don't forget that Jedi also have a root!




notice what the range on jedi root vs. bh root is?



A'noq
A'ker

NewEco
Wed May 25, 2005 12:39 pm
#230

Dear Thunderheart,

this Tuesday tip is another masterpiece of evidence how clueless SOE is about this game. Of course this sounds a little bit offensive, but its more surprise than rant. I mean there were just about xillions features from the CURB that could have been tuesday tipped, that would not have caused this uproar and you had to pick one of the features that really is one of the most unbalancing disturbances that came with CURB. Why on Earth are you doing this type of stuff ?? Instead of acknowledging the need of tweaking for the root-attacks, you are so nuts to tuesday-tip them ?!? What comes next ? A Tuesday feature on BH fight clubs for FRS Jedi ??

Do you do this on purpose or are you really so clueless ?



___________________________________________________________________
my vision of a starwarsy integration of massive Jedi presence into SWG :
The Force Planet
concept draft on how to solve problems with balancing Jedi,
role of Jedi in GCW, Jedi Visibility, Jedi "Rarity" & the Force Ranking System.
No nerfs, but (hopefully) smart additions to SWG to solve the core dilema:
"Keep Jedi rare, except for on my account"
NewEco
Wed May 25, 2005 12:50 pm
#231


dola-brun wrote:
i can't believe people are talking about nerfing stopping shot already. i have been a pistoleer for a long time and have been waiting to get this special to actually work and now mostly jedi are crying because it is working as intended. there is a work around so that you can not get it to chain. let's focus on that and not cry for nerf. imo jedi should just shut their mouths with the nerfs because soon the dev's eyes will be turned on their profession.
extended heal timer anyone?





cant believe that its all about BH and Jedi .... a rooting with the meaning of paralyzing would be nice, rooting as it is now, is just a ranged Pre-CURB Dizzy/KD and it is definately an unbalancing disturbance in gameplay for anybody not just BH and Jedi. It's ok, that ranged profession do better than melee, but whats the point of handing over Pre-CURB Dizzy/KD to the ranged ?!? It was gameplay disturbing in Pre-CURB, so is it now ! Amazing that Devs do not learn the most simple lessons ...

Message Edited by NewEco on 05-25-2005 09:52 AM



___________________________________________________________________
my vision of a starwarsy integration of massive Jedi presence into SWG :
The Force Planet
concept draft on how to solve problems with balancing Jedi,
role of Jedi in GCW, Jedi Visibility, Jedi "Rarity" & the Force Ranking System.
No nerfs, but (hopefully) smart additions to SWG to solve the core dilema:
"Keep Jedi rare, except for on my account"
Wolveryne40
Wed May 25, 2005 1:14 pm
#232



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.




why not simply say you are gonna nerf this game again. that again we are going to the same spot we were at 2 years ago. and again its just gonna be melee templates that can do anything til again we go thru another CURB?

wouldnt that save time and heartache all around th?

Just say its gonna get nerfed because the jedi can do nothing but cry.



He's dead Jim.
JustAClown
Wed May 25, 2005 1:56 pm
#233



evanight wrote:



Just like KD Dizzy/warcry this is game breaking for all profs its whoever hits root, first not fun.





This is *NOT* like KD/Dizzy or the warcry bug. With stopping shot you can still heal, attack, eat and drink foods. You just can't move. I've attacked back plenty of times after getting rooted.

Stop whining about something that is working as intended.



Accounts Cancelled due to SOE Stupidity. Find me playing WoW on Stonemaul as Bayla (horde)

RIP SWG


Intrepid ~Bayla Iakae ~ DUKES ~ Imp ~ Master Bounty Hunter/Master Riflewoman/CM
Intrepid ~Gantz Iakae ~ DUKES ~ Imp ~ Master Swordman/TKA/Fencer/Doc
Bloodfin ~ Bayla Iakae ~ Imp ~ Master Bounty Hunter/Pistoleer/CM/
Ahazi ~ Bayla' ~ Neutral ~ Master Bounty Hunter/Master Smuggler/Commando/

MurfThrelklya
Wed May 25, 2005 2:05 pm
#234


A suggestion, probably too far down the post to be considered, but here goes:


Make any special that roots a master level skill. If you want stopping shot, you have to take all of pistoleer. Pistoleer minus stopping shot is inferior to other profs. Make people take all ofthe professionand it will be in the hands of less people. It would balance BH's vs. Jedi somewhat, because a MBH/MPistol is less effective than a MBH/MAnything/0001Pistol.








Murf Threlk'lya
Clan Alya - Starsider
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