Pistoleer Archive
Thread: A Suggestion To Fix Disarming Shot
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RenKesson
Thu Nov 25, 2004 8:08 am
#1
Up 'til now, Disarming Shot has supposedly been designed to damage an opponent's weapon (this is the description the game's Developers have given us.) It's no wonder that the skill is broken, since an ability that could damage a player's best much-beloved, hard earned, very expensive PvP weapon is just something that has the potential to cause too much griefing and annoyance for PvPers. I have seen people suggest that the skill be done away with and replaced with something "useful," but it seems to me that the idea of a true Disarming Shot has to the potential to really put Pistoleers up where we want them to be with the competitive professions, and here's why.
Make the title of the attack actually do what it describes: Disarm an opponent. Not damage the weapon, not destroy the weapon, but force the other character (NPC or Player) to unequip his or her weapon. Up until recently there was no time delay on switching weapons or armor. The implementation of a delay for equipping/unequipping weapons and armor during combat was only recently added, so when this skill (Disarming Shot) was first designed, it would have been useless to cause an opponent to unequip, since he could just re-equip in an instant.
However, now that there is a significant delay in equipping or unequipping a weapon, forcing a player to unequip and then re-equip his prized Genosian Sonic Blaster in the middle of a fight would cause a great advantage to the Pistoleer for those few precious seconds.
I've said before that I always believed Pistoleers to be a hybrid of melee and ranged abilities. That Pistoleers should be the "tanks" of the ranged professions and be the best suited to deal with melee professions. Melee-ers have the Warcry skill that delays an opponent, and Smugglers have something very similar in Panic Attack. A Pistoleer who is able to Disarm his opponent in the middle of a fight (forcing his opponent to either switch combat tactics or re-equiphis weapon) would be very useful in a similar regard, but also have its limitations.
If the Pistoleer is fighting a TKM/Swordsman, and forces his opponent to unequip his Scythe, the TKM/Swordsman is going to start wailing on him with fists o' fury! So the skill wouldn't be quite as effective as Warcry, but it would still be a significant advantage, since the time it takes just to unequip the weapon would cause a delay before his opponent's next attack. Enough time for the Pistoleer to back away from a Melee-er, or get in close enough to a Rifleman to start Pistol Whipping.
Any thoughts? Comments? Suggestions?
RenKesson
Thu Nov 25, 2004 9:15 am
#3
Okay, as I've read through the Pistoleer forums a fair bit more, I've realized that my suggestion is nothing new, although I still think it's a good one. 
Sorry for the redudancy. Ignore if you wish. 
warrenbassist
Thu Nov 25, 2004 9:22 am
#4
I like this suggestion,hope they fix disarm shot somehow and maybe lower the special cost for melee defense 2. That pistol whip can alost incap me while unbuffed.
Abai
Thu Nov 25, 2004 2:11 pm
#5
RenKesson wrote:
Up 'til now, Disarming Shot has supposedly been designed to damage an opponent's weapon (this is the description the game's Developers have given us.) It's no wonder that the skill is broken, since an ability that could damage a player's best much-beloved, hard earned, very expensive PvP weapon is just something that has the potential to cause too much griefing and annoyance for PvPers. I have seen people suggest that the skill be done away with and replaced with something "useful," but it seems to me that the idea of a true Disarming Shot has to the potential to really put Pistoleers up where we want them to be with the competitive professions, and here's why.
Make the title of the attack actually do what it describes: Disarm an opponent. Not damage the weapon, not destroy the weapon, but force the other character (NPC or Player) to unequip his or her weapon. Up until recently there was no time delay on switching weapons or armor. The implementation of a delay for equipping/unequipping weapons and armor during combat was only recently added, so when this skill (Disarming Shot) was first designed, it would have been useless to cause an opponent to unequip, since he could just re-equip in an instant.
However, now that there is a significant delay in equipping or unequipping a weapon, forcing a player to unequip and then re-equip his prized Genosian Sonic Blaster in the middle of a fight would cause a great advantage to the Pistoleer for those few precious seconds.
I've said before that I always believed Pistoleers to be a hybrid of melee and ranged abilities. That Pistoleers should be the "tanks" of the ranged professions and be the best suited to deal with melee professions. Melee-ers have the Warcry skill that delays an opponent, and Smugglers have something very similar in Panic Attack. A Pistoleer who is able to Disarm his opponent in the middle of a fight (forcing his opponent to either switch combat tactics or re-equiphis weapon) would be very useful in a similar regard, but also have its limitations.
If the Pistoleer is fighting a TKM/Swordsman, and forces his opponent to unequip his Scythe, the TKM/Swordsman is going to start wailing on him with fists o' fury! So the skill wouldn't be quite as effective as Warcry, but it would still be a significant advantage, since the time it takes just to unequip the weapon would cause a delay before his opponent's next attack. Enough time for the Pistoleer to back away from a Melee-er, or get in close enough to a Rifleman to start Pistol Whipping.
Any thoughts? Comments? Suggestions?
Actuallypanic attack is rather useless as it stands now. Any subsequent attack will break the delay.
Anyway I agree completely with you... Pistoleers should be the ranged tanker... not necessarily the most damaging profession, but the one that causes delays other similar effects.
Ceramik
Thu Nov 25, 2004 8:58 pm
#7
quick question... melee def. 1 & 2 dont detract from the weapon's condition, do they?
BadgerSmaker
Fri Nov 26, 2004 3:03 am
#8
Disarm shot would never "disarm" an opponents weapon... Imagine the crying jedi that get a saber knocked out of their hand with a BH spamming disarm shot and then totally destroyed due to complete lack of any defense.
riotcontrol
Fri Nov 26, 2004 8:03 am
#9
BadgerSmaker wrote:Disarm shot would never "disarm" an opponents weapon... Imagine the crying jedi that get a saber knocked out of their hand with a BH spamming disarm shot and then totally destroyed due to complete lack of any defense.
First it would have to go through the saber block and then make the 'is-the-opponent-disarmed' roll, which surely wouldn't be at 100%. I can see something like that as a viable skill if it's made less powerful due to checks, rolls or timers, and would very much like to see it in action. Is there perhaps a previous, more detailed proposal on this?
RenKesson
Fri Nov 26, 2004 8:21 am
#10
Yes, there would obviously be a check just to see if you "hit" your target with the attack (ie. Your Pistol Accuracy versus Jedi's Ranged Defense and then Pistol Accuracy versus Lightsaber Block), and then (if you hit) you would have your roll to see if you succeed in Disarming the opponent (Jedi, in this case). I would say that a 60-70% change of succeeding in Disarming your opponent would make the skill worthwhile, while allowing a significant chance of failure to balance -- though I realize that some may find that percentage chance to be overly generous.
Obviously, it would require some tweaking, and probably some patching once it hits Live, to find the proper balance.
Also, we know with fair surety that with the coming of the CU, spamming specials will no longer be a viable option. So there's that.
Also, if the Devs agree with the general consensus on the Pistoleer forums (that Pistoleer should be a competitive profession in its own right, and to severely limit the amount of accuracy and speed bonuses that Bounty Hunters get from their profession alone), then an MBH won't have a capped speed mod anyway, which would make spamming Disarming Shot against his Jedi target much less useful.
I think these are fair checks and balances. What do you think?
RenKesson
Fri Nov 26, 2004 2:39 pm
#11
Ceramik wrote:
quick question... melee def. 1 & 2 dont detract from the weapon's condition, do they?
If you mean, does using Melee Defense 1 & 2 damage your opponent's weapon condition, then no.
If you mean does using either of those specials damage YOUR weapon, all special detract a certain amount of condition, so yes. But no more than any other special.
Ternque01
Fri Nov 26, 2004 3:02 pm
#12
What we need is Disarming Shot to actually damage the persons arms, making them fire slower and less accurately.
Orrrrrrrr, we could have Disarming Shot actually blast a persons arms off!!!!! Then they would have to get bionic limbs. Try not to use it on sexy dancers and the like... what a waste of woman/man-flesh that is.
RenKesson
Sat Nov 27, 2004 11:59 am
#13
That might be a good long-range plan, but the idea of unequipping a character's weapon seems simpler, and tbh more realistic to me. Just my opinion.
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