Jedi Archive
Thread: Force Suppression vs Stopping Shot
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Tanks
Fri Oct 21, 2005 9:01 am
#1
Stopping shot was fixed (no, it is not on release notes) per Pistoleer proposals at Stopping Shot Proposal
I am curious if "Force Suppression" also was fixed so the Enhancers can participate in their "Crowd Control" role similarly to Pistoleers.
Can someone check?
XanKrieger
Fri Oct 21, 2005 9:07 am
#2
Tanks wrote:
Stopping shot was fixed (no, it is not on release notes) per Pistoleer proposals at Stopping Shot Proposal
I am curious if "Force Suppression" also was fixed so the Enhancers can participate in their "Crowd Control" role similarly to Pistoleers.
Can someone check?
/poke arent you the ex BH corro that got more dev attention than our jedi one?
and no supress hasnt been nerfed ![]()
lajduke
Fri Oct 21, 2005 9:08 am
#3
I have seen NO difference in the way supression works. It still has the same 5 second cooldown timer, the 99% chance to miss, and no visable debuff after its effect.
TheCapn2000
Fri Oct 21, 2005 9:09 am
#4
lajduke wrote:
I have seen NO difference in the way supression works. It still has the same 5 second cooldown timer, the 99% chance to miss, and no visable debuff after its effect.
I concur...
evhorizon
Fri Oct 21, 2005 9:10 am
#6
lajduke wrote:
I have seen NO difference in the way supression works. It still has the same 5 second cooldown timer, the 99% chance to miss, and no visable debuff after its effect.
99% maybe overexaggerating.
Dbizzle5
Fri Oct 21, 2005 9:12 am
#7
evhorizon wrote:
lajduke wrote:
I have seen NO difference in the way supression works. It still has the same 5 second cooldown timer, the 99% chance to miss, and no visable debuff after its effect.
99% maybe overexaggerating.
True but I miss it about 50-60% of the time.And im a master enhancer
Message Edited by Dbizzle5 on 10-21-2005 12:12 PM
TheCapn2000
Fri Oct 21, 2005 9:12 am
#8
evhorizon wrote:
lajduke wrote:
I have seen NO difference in the way supression works. It still has the same 5 second cooldown timer, the 99% chance to miss, and no visable debuff after its effect.
99% maybe overexaggerating.
heh...that is true...
lajduke
Fri Oct 21, 2005 9:13 am
#9
TheCapn2000 wrote:
evhorizon wrote:
lajduke wrote:
I have seen NO difference in the way supression works. It still has the same 5 second cooldown timer, the 99% chance to miss, and no visable debuff after its effect.
99% maybe overexaggerating.
heh...that is true...
I know, I just think its annoying that a skill that uses like 200 force misses a good 4/5 times I use it against a BH. :/
mindspat
Fri Oct 21, 2005 9:13 am
#10
I'ma huge user of ForceSuppresion and ForceWave...I'll check and respond.
*edit:
ForceWave and ForceSuppression have always worked in the way as it's described in your reference - at least from what i can recall.
Im using Enhancer 3402 with a snare/root ability around 20-35 seconds each (not ingame to verfify). The range is 32m with these abilities and while they both have always had a refresh of around 10-20 seconds, depending on server lag, they CANNOT BE INDEFINTELY DAISY CHAINED.
I can hit Supression which will +root+ then landa Wave which will +snare+. The ability to re-apply these states is close to about 2 minutes per state-120 seconds. The knockdown ability has a faster allownce for consecuative use - 45 seconds ?
So, while it's working within the general pistoleerproposal it is not working identical- at least as my recolition serves me. 
Message Edited by mindspat on 10-21-2005 09:27 AM
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