Pistoleer Archive

Thread: Disarming Shot 2 = Weapon Destroyer

electricnomad
Tue Oct 07, 2003 12:26 pm
#14

I'd much rather make the victim unable to attack for a certain amount of time, as if his gun had been unequipped. Perhaps make a random 5-10 second delay where he could run around, heal, etc, but just couldn't attack at all. Also make it target a big chunk ofAction, since you're shooting someone in the hand, which along with the leg is Action Central in my book. And just for fun, maybe institute a Stun effect. Hey, it's a Master-level shot, it ought to have some serious bonuses.


So my idea is to make Disarming Shot 2:



  • delay all attacks by the shooteefor 5-10 seconds

  • target Action HAM pool with high-powered damage

  • Stun target

If that's asking for too much, hey, maybe so, but at least we wouldn't be griefing other classes. The last thing I want is to be known as the profession that ruins weapons. We'd be hated by everyone and the first people to be targeted in a big fight. No thanks.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
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Paracelsius
Tue Oct 07, 2003 2:21 pm
#15

While I certainly understand the reluctance of having a special shot do damage to a weapon, I'm not sure how it is different from an ordinary special doing damage to a person's armor...


Still all in all disarming shot needs to do SOMETHING useful.

MisterLeebo
Tue Oct 07, 2003 7:35 pm
#16

It could do some damage, like 20 to a weapon, and ALSO unequip it into the player's inventory. Thus you can't spam the attack because the enemy has no weapons now, add on a 30 second timer between being able to use it again (Fair considering that it IS damaging their weapon and with speed mods it would be damaging their weapon very quickly.)


Right now I am very annoyed because as I played PvP in game as a Pistoleer I had no idea that Disarming Shot DIDN'T damage an enemy's weapon, or have any effect AT ALL. I never saw it as the smartest ability, but when you have a commando using Revenge TEF and Area Effect flame attacks on the entire Anchorhead Cantina, sometimes destroying that darn Flamethrower looks pretty appealing.


I agree, it should disarm the weapon, most people have their weapon in their hotkey bank anyway so it won't put them out for long (If they don't, they will eventually), it should also damage the weapon a little because blasters aren't made to be shot, that hurts them. (Don't flame me tho, I also think clothing should decay, you shouldn't keep ANYTHING forever.) A stun effect or something like that would be nice because Disarming Shot 2 IS a master ability and masters should get some bang for their buck.




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charb
Tue Oct 07, 2003 8:50 pm
#17

Hey guys, how about this.... disarming shot doesn't actually destroy the weapons condition, it makes it unuseable completely!!!! ahahahahahahaha, HA_HA_HA!!!


basically the shot would somehow disable the weapon completely, making it unuseable, the person would then, have to take their weapon to a weaponsmith to get it "repaired"


This I'd love to see, No one "Cry" you don't like my post? fine, this is my opinion, don't flame.


besides, who only has 1 weapon on them at a time? If you do, I'm sorry your an idiot, what happens when you find a mob that has 100% protection from your attack?

cue-ball
Wed Oct 08, 2003 3:30 am
#18

i also qant to destroy flame throwers one way to get riid if greifers is to grief then yourself



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Tilor_
Wed Oct 08, 2003 4:36 am
#19

I like Nomad's idea. If they implement it as doing weapon damage, the amount of damage done will either be so insignicant as to not make it worth doing or overpowered to the point where you can completely destroy the weapon in 1 fight...and neitheris really acceptable. The 1st being worthless and the 2nd being too "griefy".




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MilhousPgh
Wed Oct 08, 2003 5:51 am
#20






I like the idea of making them unequip.




Won't carrying a full inv just get around this?






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Laeren
Wed Oct 08, 2003 6:10 am
#21

How many people do you know would like doing that constantly "just in case". You pvp people are NUTS




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sce33
Wed Oct 08, 2003 6:13 am
#22

I think they named it wrong, disarming shot wreaks havoc in lairs. Just rename it and everyone will be happy






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Screwdriver_
Wed Oct 08, 2003 11:09 am
#23






sce33 wrote:

I think they named it wrong, disarming shot wreaks havoc in lairs. Just rename it and everyone will be happy





Agreed.


As much fun as it would be, I think it would be a bad idea to make it damage weapons. Im not a heavy PVP player, but if disarming shot did alot of damange to weapons, I would prolly do nothing all day other than PVP to destroy peoples weapons and piss them off, especially to BH's and commandos.

electricnomad
Wed Oct 08, 2003 11:22 am
#24

Now that I think about it some more, and after doing a bit of digging into various proposals, I'm going to have to go with Jaegen's original proposal to make the state effect of a Disarming Shot 2 into Intimidate rather than Stun. The simple reason is that a character with Dirty Fighting 4 from Smuggler already has Last Ditch, which produces a Stun effect, and I don't really want to duplicate the state-effect attacks for diversity's sake.


So my revised suggestion is for Disarming Shot 2 to:



  • delay all attacks for 5-10 seconds

  • target a large amount of Action HAM

  • produce an Intimidate effect on the target


And just for fun, can we get Stopping Shot to include a forced posture change down so that targets actually stop? The damage is assuredly nice, but the ability to do damage and force a target to a halt would be a nifty little move.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

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