Pistoleer Archive
Thread: Focus Thread : Stopping Shot
The difference between Stopping Shot and the new Concussion Shot is that Concussion Shot is now a "daze" too. Meaning the victim can do NOTHING while effected. To balance that out, it breaks on damage and has that "rage" debuff thingy preventing another hit from it.
Stopping Shot is only a root. So the victim can still attack, heal, eatdonuts, buff themselves, etc. And I guess that it is a good point that two slightly different effects can be stacked to have chain root someone still, I think this is more a bug with the stacking than an inherent problem with Stopping Shot not having an "immune" debuff like Concussion Shot.
The problem with it is that you can perma root Ancient Krayts, and in PvP melee players can't fight back, they can heal... sure... but its no fun at all.
A 20 second window where you can no longer be stopped would be enough, just add an anger/rage timer to it and bring the cooldown timer down to a few seconds.
Jaspor wrote:
If I'm understanding correctly, that's only when paired with someone who has a slightly different level of Stopping Shot, right? You cannot keep them perma-rooted solo, correct? Is it possible that this will be fixed when they fix other stacking issues, like Armor Breaks stacking or food/drink stacking?
Most melee PvPers I know have learned tohave a rifle or something in their inventory to whip out when rooted. And of course the damn Jedi have their saber throw. :/
I like the idea of a reduced cooldown timer. If they made it so the cooldown actually finished before the damn effect wore off, then I guess that would probably even out this change.
I'm thinking in terms of Crowd Control meaning me against many (ie, a crowd). Isn't that what Pistoleers are meant to do? Control a crowd, not just control one mob/player? Anyways, I'm rambling now.
Any level of stopping shot can be chained, two master pistoleers can chain Adv. Stopping shot, and two Rifleman with x/x/x/4 can keep a target rooted with Imp. Stopping Shot and pummel it from 65m (80m if they have ranged arms).
That bit I feel is unbalanced.
/agree
I think that the cooldown timer should be shortened dramatically and institute a50 sec immunity frombeing rootedonce its been successfuly landed. You should not be able to chain or stack roots together just like you can't chain KD's together.Also,I would love to be able to root multiple targets or fire the shot again relitively quickly if it missed the first time. There's no worse feeling than missing a Gorax, NS, or Jedi with Stopping Shot and knowing that now you just have to survive until the cooldown timer wears off and it can be fired again.
Message Edited by Bish on 08-01-2005 09:52 AM
BadgerSmaker wrote:
Jaspor wrote:
If I'm understanding correctly, that's only when paired with someone who has a slightly different level of Stopping Shot, right? You cannot keep them perma-rooted solo, correct? Is it possible that this will be fixed when they fix other stacking issues, like Armor Breaks stacking or food/drink stacking?
Most melee PvPers I know have learned tohave a rifle or something in their inventory to whip out when rooted. And of course the damn Jedi have their saber throw. :/
I like the idea of a reduced cooldown timer. If they made it so the cooldown actually finished before the damn effect wore off, then I guess that would probably even out this change.
I'm thinking in terms of Crowd Control meaning me against many (ie, a crowd). Isn't that what Pistoleers are meant to do? Control a crowd, not just control one mob/player? Anyways, I'm rambling now.
Any level of stopping shot can be chained, two master pistoleers can chain Adv. Stopping shot, and two Rifleman with x/x/x/4 can keep a target rooted with Imp. Stopping Shot and pummel it from 65m (80m if they have ranged arms).
That bit I feel is unbalanced.
I'm going to play devils advocate here for a few.
2 rifleman against one melee player, unless you are in a bar with the doors locked, the rifleman should win, almost everytime, simply because they outnumber the guy.
If 2 melee players attack a lone rifleman, and the rifleman see's them comming, the rifleman may be able to kill one before he goes down, unless the melee guys are smart and come from diferent directions.
If stopping shot is changed so it has a 1-2 second cooldown, but has a rage affect added so it can't be reapplied for 20 seconds or so, it means that any ranged player with root is going to be able to crowd control like a SOB if they know what they are doing. I can work up to 3 krayts at a time as it is, making two irrelivent and killing the third, then working the second, ect. You just have to stagger the snares/ roots right, so you can seperarte them. No granted, PC's are smarter than krayts, well most non jedi PC's are smarter than krayts.
well there is my devil's advocate post.
Opps been out of it a little while.... But yes I like this idea, we are crowd control after all, and perma-rooting is not reallymuch fun.
Gift.
Cpl_Fisher wrote:
I like it for the fact that if it misses as it is, you are screwed because of the timer.
Speaking of roots missing... two months ago, this shot seemed to miss less frequently than it does now.