Pistoleer Archive
Thread: Panic Shot, what to do against?
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Noules000
Wed Aug 27, 2003 1:05 pm
#14
Accuracy modifier: I would imagine most smugglers end up taking at least some pistoleer; after all, they need pistol xp to level smuggler, anyway, and at the very least they'll have plenty of combat xp saved up. All the smugglers I know personally have some amount of pistoleer, or are planning on some level of pistoleer.
Spamming Panic Shot: As it is now, panic shot delays seem to 'stack' much like KD delays do. So a miss or two after you hit your first doesn't affect you much, since they won't be acting for a few minutes anyway.
Note Panic Shot is an AE cone.
I heard (from a smuggler friend of mine) that fan shot has a similar delay effect in PvP. I haven't been able to confirm this. The standard strategy against Panic Shot seems to be to run out of LOS if possible (not too hard in urban environments where most battles seem to occur), then return with your own disabling shot (assuming you have one).
Spamming Panic Shot: As it is now, panic shot delays seem to 'stack' much like KD delays do. So a miss or two after you hit your first doesn't affect you much, since they won't be acting for a few minutes anyway.
Note Panic Shot is an AE cone.
I heard (from a smuggler friend of mine) that fan shot has a similar delay effect in PvP. I haven't been able to confirm this. The standard strategy against Panic Shot seems to be to run out of LOS if possible (not too hard in urban environments where most battles seem to occur), then return with your own disabling shot (assuming you have one).
Mister_Heavy
Wed Aug 27, 2003 2:15 pm
#15
Yup, it's the equivelent of a ranged aoe knockdown, but better, because there no mobs with "panic resist". As long as you hit, the panic takes effect. The HAM is high enough that you can't spam it without buffs though. However, on a Tat Sunburn and Grey Gabki, you can spam it all day long. I can take out 4 red con storm troopers at the same time using it.
It will, no doubt, be nerfed. And rightly so.
Jaegen88
Thu Aug 28, 2003 12:12 am
#16
If panic shot once landed and spammed = opponent has no chance to win if they attack back, then it's a good candidate for immunity timer. Don't be silly. It should allow you time to "plan your next action", not "plan every action from now until opponent dies". lol.
JawaFunk
Thu Aug 28, 2003 12:51 am
#17
Smuggler specials should be pretty cheap is you ask me ( not in HAM cost but in effect ) Its called dirty fighting for a reason
I would like to chime in and say that as far as I can tell most smuggler specials are rather hard to hit with even though they almost get off their effects when they hit. So smugglers do need some pistoleerboxes to be really effective.
YetiIronfist
Thu Aug 28, 2003 12:58 am
#18
Jaegen:
This is interesting because it reminds me of the KD stacking bug that you brought to light a couple weeks ago. It's an example of how something powerful can become overpowered when poorly implemented. Now, even without the stacking bug, KD with low HAM costs and no timers or anything would probably be overpowered (or maybe not if they'd ever make the bloody defenses work!). And Panic Shot sounds basically like that - stops you from doing anything for xx seconds, with the timer reset every time you're shot.
So with no defenses (even if they were working, this isn't blind, stun, posture change, or KD... what would work against it?), as long as someone times things right, you never get to shoot back. Poor implementation.
If they had made it so that if you get hit again when already panic shot, it wouldn't reset the timer, then you could leave your attacks queued up, and worst case scenario, you'd get every other shot in. Landing every other shot leaves a LOT of room for strategy (ducking behind trees in between, getting in a KD, using your own panic shot if you have it, landing a couple bleeds and running, etc...), but having it totally disable someone is just poor design.
This is interesting because it reminds me of the KD stacking bug that you brought to light a couple weeks ago. It's an example of how something powerful can become overpowered when poorly implemented. Now, even without the stacking bug, KD with low HAM costs and no timers or anything would probably be overpowered (or maybe not if they'd ever make the bloody defenses work!). And Panic Shot sounds basically like that - stops you from doing anything for xx seconds, with the timer reset every time you're shot.
So with no defenses (even if they were working, this isn't blind, stun, posture change, or KD... what would work against it?), as long as someone times things right, you never get to shoot back. Poor implementation.
If they had made it so that if you get hit again when already panic shot, it wouldn't reset the timer, then you could leave your attacks queued up, and worst case scenario, you'd get every other shot in. Landing every other shot leaves a LOT of room for strategy (ducking behind trees in between, getting in a KD, using your own panic shot if you have it, landing a couple bleeds and running, etc...), but having it totally disable someone is just poor design.
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