Pistoleer Archive

Thread: Focus Thread : Stopping Shot

Jaspor
Mon Aug 01, 2005 7:04 am
#14

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.




Jaspor
Master Politician / Master Smuggler / Master Pistoleer
Imperial Colonel / Imperial Pilot Ace
Guildmaster of Guild of the Zodiac - Constellation, Naboo


Jaspor
Mon Aug 01, 2005 7:15 am
#15


I think I like it as is. The effect at least.

I mean, are there any other moves out there still that are strictly roots that do NOT break on damage?

Since the victim can still do stuff, I don't think it's overpowered at all.


As a Smuggler in additon to Pistoleer, these daysI really don't useStopping Shota whole lot in crowd control situations simply because the cooldown is too long and it doesn't last very long. If I want to take stuff out of the fight, I use either Concussion (Root + Daze) or Panic (another Smuggler Daze shot).


I can fire off about 10 of those before I can manage to get off 2 Stopping Shots, due to its slow cooldown.




Jaspor
Master Politician / Master Smuggler / Master Pistoleer
Imperial Colonel / Imperial Pilot Ace
Guildmaster of Guild of the Zodiac - Constellation, Naboo


BadgerSmaker
Mon Aug 01, 2005 7:32 am
#16

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.




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Jaspor
Mon Aug 01, 2005 7:45 am
#17


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.



Jaspor
Master Politician / Master Smuggler / Master Pistoleer
Imperial Colonel / Imperial Pilot Ace
Guildmaster of Guild of the Zodiac - Constellation, Naboo


BadgerSmaker
Mon Aug 01, 2005 7:54 am
#18






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.




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Bish
Mon Aug 01, 2005 9:51 am
#19



/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




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chen-xhen
Mon Aug 01, 2005 10:16 am
#20

i kinda like the way stopping shot currently works. i had to pick up carbs x4xx because if i missed a stopping shot then i was basically done for. im also mbh so i had a good kd, but if it failed too then there was almost no question id be dead. or either id have to run in a straight line to keep them out of range (& in pve that spells retreat). but with snare, i can stay out of range of most any pve opponent & toggle between cripple shot & stopping shot. I also gave myself another kd shot from carbs xx4x. went into way more detail then just about stopping shot, but i thought it helped explain why i like stopping shot. as far as pvp goes, i dont use root much b/c it doesnt help at all against ranged for the obvious, but against melee opponents i can keep them crippled & stay out of thier range just as easy, if not easier than stopping shot. when cripple runs out, i can kd & kite for no more than 1 heal & cripple sticks once again 9/10 times.



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Cpl_Fisher
Mon Aug 01, 2005 10:48 am
#21







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.




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raldurrm
Mon Aug 01, 2005 11:41 pm
#22

What needs to be done to stopping shot is change the timer drastically. Examply of less than 5 seconds, as is I can root 1 person in pvp every 50 seconds, IF I HIT THEM. And if they really want, program a anger/rage kinda thing that only stops stopping shot for 20 seconds or so, if they make it so that it stops dazzes and other roots from working than they gimped us because people will be mad when my stopping shot stick for 17 seconds when jedi could chain there root 17 after 17 after 17.... etc.



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Giftmacher
Thu Aug 11, 2005 5:47 am
#23

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.


LordMarr
Fri Aug 12, 2005 4:47 pm
#24

i like the ideas posted, im all for it. i like the idea if u miss you can still try to root again in a few seconds since a root immunity timer would not have kicked in. Just like if you miss on your first knock down attack u can try again in a few seconds. This prevents chain rooting in pvp and allows the pistoleer to do stopping shot on multiple targets in a small period of time. Cheers to all the replys of ideas to our coorspondants thread.


If its too difficult to code asecond alternative would be to increase the time a target is rooted from 20 seconds to 30 seconds and leave the cool down timer that way it is. most of my pvp fights are one on one so i dont deal with chain rooting at all. downside is that i will hate when i miss and have to wait nearly a minute to try again as usual.
Werptik
Fri Aug 12, 2005 7:24 pm
#25

I have seen 2 doctors stack 2 enahncements on folks. 2 Nutrient injections and so on. While, if you really think about it - it could make sense - but does provide to be unfair. Also, while there are many other things to complain about in the game - This does deserve some attention. They should not be able to be stacked.



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RobbPilot
Sat Aug 13, 2005 9:18 am
#26






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.
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