Pistoleer Archive
Thread: Why would disarm as intended be greify?
If a character had their weapon removed, they would suddenly become hand-to-hand fighters. For all but TKA's this would be bad news, as any stacked combat commands would be lost, and they'd have to re-equip. If they were a ranged weapon user engaging in a range gunfight, they'd be extra screwed. This would be a unique and different change.
Merely making intimadate just halves their damage. It's useful, but it's not very unique or "special".
Actually Rhino, the unequipping of weapons wouldn't be too valuable unless the command itself prevented the user from using any weapon for a certain period of time.
Otherwise everyone will walk around unarmed and then just set up all their hotkeys to equipweapon;firespecialshot;unequipweapon. That's what I'd do, at least.
disarming shot and destroying shot are 2 different things.
we should disarm, not destroy
I'm of the destroy school. Pick a fight with me. Pay the price. War isn't about being nice and polite. It's about making the other guys pay.
This is a PvP game.
I posted this in another thread but it applies here as well.
Actually Disarm shot 1 and 2 would probably work better as a delay effect special without knockdown. If disarm shot acted as a delay effect attack it would fit the intent of its current description. A shot to disable a player by shooting their weapon out of their hands...this action in this case would be indicated by their delay till they can attack again. To me this would be better than an attack that just damages the weapon...to be effective it would have to utterly destroy the weapon in a short time period and that just isn't going to happen. Making disarm shot 1 into a single target delay effect special attack and making disarm shot 2 into a multi target delay effect special attack would be much more realistic and effective.
The delay effect itself should be made into a state effect however and a defense should be created for it as well. Delay attacks as a state effect would allow us to better determine how long the effect is lasting and also help us to determine who in our group is effected. Delay attacks would slow down PvP and allow for more tactics to counter another profession's attacks. 30 seconds is a bit too much though for delay effect specials however....15 seconds sounds about right. However to be fair knockdowns, delay effects, should have their timers set for specific attacks. For example you could use underhand shot(30 sec timer for underhand shot begins), then use fire knockdown(30 sec timer begins). A timer to prevent you from spamming the same shot over and over again. However using the same idea if disarm shot 1 and 2 had a delay effect they could be used like this as well...for added flavor add in panic shot from smuggler hehe. However this would be balanced because the pistoleer/smuggler in this example wouldn't be able to spam the attacks forever due to the timers. But it would slow down the pace of PvP a little bit. Individual special timers could be put on every professions most spammed attacks....eye shot comes to mind.
The specials could be then balanced a bit more by lengthening or shortening individual timers. Individual timers would be completely seperate from recovery time...timers wouldn't be effected by the weapon speed or byany othermodifiers, they would be hard coded to prevent spamming of individual attacks...rather than attack types like the current timers do now. Using individual special attack timerswould make pvp a bit more fun for everybody i think....instead of just nerfing everyone (like the current timers are doing now).
As a master smuggler/master pistoleer, most PvP fights involving me ends in 5 seconds. During that 5 second, my opponent spends the first 2 on the ground no his back. I'm not quite sure how putting a delay in there is going to be helpful.
Just for a matter of perspective, any delay you intend will pale in comparison to the smuggler's panic shot which is available at the second box. It's also a cone effect.
I kill bounty hunters in 5 seconds. Low blow, last ditch, last ditch. 1 incapped bounty hunter.
Delay attacks will probably all be on the same timer. 3 knockdowns or 1 knockdown, it's all the same with the timer. I much prefer a cone delay than a single target delay.