Pistoleer Archive

Thread: Focus Thread : Enhanced NPC Combat and Pistoleers.

BadgerSmaker
Fri Oct 07, 2005 11:10 am
#1







On TC-PRIME now : Gorax, all Krayts, all Kimogilas and all Nightsisters are immune to all Crowd Control specials (roots and snares) as are other boss and elite level mobs.

I've justwritten this to Dev responsible:








BadgerSmaker wrote:


I can't begin to tell you how terrible an idea it is to make creatures immune to Snares and Roots. It has to be up there with one of the worst decisions I have ever seen a games designer make in an MMORPG (and I've seen some horrendous ones).


It removes the usefulness of Crowd Control specialists from the game, not just from groups. We Pistoleers become little more than meatshields and those that dont cancel their subscriptions will pick up 4/0/0/0 Squad Leader to compensate.


Since Stopping Shot was "nerfed" in CU Beta, having its cooldown extended out of balance with any other special in the game rather than having an immunity timerapplied to the target (which I have suggested numerous times), crowd control for Pistoleers consists of single pulling by stepping just inside aggro range of the mob, waiting for it to go "?" then running back and waiting till it comes to attack.


So this is just the icing on the cake for a crowd control profession that can't perform any crowd control.


I've been soloing all day on TC-Prime and can still solo Krayts, Gorax, Nightsisters and Black Sun, although it takes four times as long now with the regen rates and borders tedious. I was using the "bugged" CM Electrolyte Drain, but when you fix that I'll get the same results by picking up the mobility line of Squad Leader.


So it seems I will be suggesting to my community that they drop Pistoleer completely and go for Rifleman/Squad Leader builds as you haven't removed the ability to Nuke.


Would you ever consider making mobs immune to lightsaber damage and force attacks? No? Why just us then?




Did I miss anything? Help me get this point across.

Latest News:


Aha, it seems they have turned around on this and will remove the immunities in favour of a chance to resist.


Not sure how that will work out, but I'll test it when I see it.


I also plugged the Stopping Shot change proposal while I was at it.

Message Edited by BadgerSmaker on 10-08-2005 11:33 PM



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Fringornata
Fri Oct 07, 2005 11:59 am
#2






BadgerSmaker wrote:

Just been playing with the new AI...


Cooldown timer exploit is fixed.


Krayts are immune to Stopping Shot.


More news to come I'm sure.






woot less ppl that will kill the krayts. more for me to kill


and the cooldown timer is just sweet......





Scoro
Chimeara
PreCU Jedi Knight
Athaheb-Jedi

Richiem
Fri Oct 07, 2005 2:21 pm
#3







BadgerSmaker wrote:

Krayts are immune to Stopping Shot.







This is ******* Stupid if ya ask me.


Are they TRYING to make everyone a rifleman?




Caps lock is cruise control for cool...
GlargTheKelfn
Fri Oct 07, 2005 3:02 pm
#4



Richiem wrote:


BadgerSmaker wrote:
Krayts are immune to Stopping Shot.


This is ******* Stupid if ya ask me.

Are they TRYING to make everyone a rifleman?





i agree. why is anything immune to stopping shot? does this apply to snares in general also?




\ Shuggoth's Sugar Shack of Loot /
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Killed by poor gameplay and developer mismanagment

crunchmalla
Fri Oct 07, 2005 8:48 pm
#5






BadgerSmaker wrote:

Just been playing with the new AI...


Cooldown timer exploit is fixed.


Krayts are immune to Stopping Shot.


More news to come I'm sure.






Woot! power to those who dont exploit...


krayt thing kinda sucks





I am the hunter.
You will not see me.
You will not hear me.
You will die to the shadows.

Rechtglaubig
Fri Oct 07, 2005 9:41 pm
#6






BadgerSmaker wrote:

Just been playing with the new AI...


Krayts are immune to Stopping Shot.







Ouch!



NGE2 - "It's still not Scottish...."

"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen." - Julio Torres
KaiRan
Sat Oct 08, 2005 12:10 am
#7






BadgerSmaker wrote:

Krayts are immune to Stopping Shot.






1) I assume this is "as intended"?

2) Have they applied this to other "huge" creatures? (Kimo, Gorax)

3) Have they applied this to other top-end MOBs? ( > cl 80 NSs, etc)

4) Does this apply to all "Root" specials (Concussion)?

5) Does this also apply to "Snare" specials?


I expect I'll be getting alot less group hunt invites...

Message Edited by KaiRan on 10-07-2005 03:11 PM



jnoh | master smuggler + master pilot | starsider
If you don't want me to "play the forums," then I suggest you make time playing the game more rewarding and less repetitive than "playing" here!
READ THIS before telling me I cannot complain about Smuggler
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SoulHunters
Sat Oct 08, 2005 2:25 am
#8

Too lazy to add in an immunity timer for stopping shot so instead they just do this? Yet chain snaring is perfectly alright
BadgerSmaker
Sat Oct 08, 2005 3:32 am
#9






KaiRan wrote:






BadgerSmaker wrote:

Krayts are immune to Stopping Shot.






1) I assume this is "as intended"?

2) Have they applied this to other "huge" creatures? (Kimo, Gorax)

3) Have they applied this to other top-end MOBs? ( > cl 80 NSs, etc)

4) Does this apply to all "Root" specials (Concussion)?

5) Does this also apply to "Snare" specials?





It seems intended, another poorly thought out change. .


I have some time to do some more testing so logging back onto TC-Prime now.





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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
BadgerSmaker
Sat Oct 08, 2005 3:58 am
#10

Gorax is cl88, immune to Stopping Shot and regens faster than I can damage it (so do Krayts by the way), I'll get a better pistol and try again.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Cookie-Eater
Sat Oct 08, 2005 7:48 am
#11






BadgerSmaker wrote:
Gorax is cl88, immune to Stopping Shot and regens faster than I can damage it (so do Krayts by the way), I'll get a better pistol and try again.




Badger, do I have to go to the DEVs myself, and slap some sense into them? Please do something an refrain me from doing that.. Thank you.



I support Pie and Beer in a large scale.
BadgerSmaker
Sat Oct 08, 2005 7:55 am
#12



I managed to get hold of a decent Pistol, am going to get more info before I post in the correspondent forum, just started looking for a GDK.


Pffth, "a kimogila", CL80 is immune.


GDK is immune.

Message Edited by BadgerSmaker on 10-08-2005 04:21 PM



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Rechtglaubig
Sat Oct 08, 2005 8:23 am
#13


Well, looks like i will have about 32 free skill points after this next publish. Stopping shot will be just about useless to me, anything that I ever really use it on will be immune. Let me guess, Black Sun Henchmentoo?



Very depressing.





NGE2 - "It's still not Scottish...."

"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen." - Julio Torres
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