Pistoleer Archive
Thread: Focus Thread : Enhanced NPC Combat and Pistoleers.
Cookie-Eater wrote:
BadgerSmaker wrote:
It's bad enough as it is, you can miss, and there is a 5% chance that it wont stick even if you do hit.
Adding in a chance to resist is too much, they just need to add the 20 second immunity timer and reduce the cooldown to 2 seconds or so.
Your Logic = Balanced SWG/Whiny Jedi
DEV Logic = Unbalanced SWG/Happy n00by Jeteyes 1337 sploitz.
Rechtglaubig wrote:
Any reason for even messing with Pistoleer in the first place? I had always thought of Pistoleer as a pretty solid profession.
They just trying to remove any and all solo play from the game or force everyone onto the Jedi bandwagon?
I have fought high level NPC's on TC. Jedi and NS now have force and ranged attacks.
I went for the perma snare option via Edrain on one Jedi NPC and began kiting, only to be Force Waved (Snared), Adv. Saber Thrown (KD'd) then Force Suppressed (Root) and given a good pwning.
Giving NPCs resists when they can use them on us at will is daft.
And it isn't root that lets people solo mobs, its things like perma snare. If you are relying on Stopping Shot to solo then you'll be off to the cloner pretty soon.
Here are some ways to solo high end content with kitiing that I can think of:
- Perma Snare with Electrolyte Drain
- Cycling Stopping Shot, Crippling Shot/Low Blowand Charge Shot/Underhand Shot.
- Force Run 2 with a ranged weapon.
- (New on TC) Formup/Retreat/Charge with a Ranged Weapon.
Is that 'em all?
BadgerSmaker wrote:
Force Run 2 with a ranged weapon.
Cinedra wrote:
BadgerSmaker wrote:
Force Run 2 with a ranged weapon.
wont work cuz you will do 100-200dmg a hit
He meant FR1 i'm sure
But really, if the devs are crying because all their super mobs are easily being killed by virtually anyone, there are much better ways to go about fixing the problem, such as, fixing the movement of large mobs like krayts and gdk's. Compare killing a krayt to killing a BS henchman, henchies are rather quick, even alternatingKD and SS which misses 50% of the time them, they will catch upor often break circle and come straight at you, while a fatass krayt will just lumber about rarely catching up. But I suppose its easier to whip out the nerf hammer than actually FIX the AI.
Plus, compare electrolyte drain, kneecap shot,crippling shot, and even suppression fire to stopping shot. Full time reduction in speed with no worries about reuse timers so missing is not that bad,or stopping shot that if it lands, freezes movement for 20 seconds out of 50, which means target will no doubt catch up quickly with our minimal 35m range and give us a beating.
Obviously the abilityto chain snareis much more potent of an offense than our gimped up stopping shot so why not do us all a favor, and do a little real work and give us Badgers proposal and then balance out snares along with an actual AI fix on these large mobs. Perhaps it shouldn't be possible to easily solo an ancient krayt, or a cl113 DJM but just because the devs poorly designed the system doesn't mean they should take the easy way out and add full immunities or a resistance to our most important of skills, it makes the game less about skill when knowing what to use when, but more a game of chance.
Message Edited by SoulHunters on 10-09-2005 06:28 AM
and , wow, what a surprise, they took the easy way out, and that's what we have. boy this will be more fun (not)... the real question, has anyone seen any of the new uber loot that is supposed to make up for everything being harder now?
oh, and btw, this is a stupid 'fix'. npc's can draw on specials that would take a 400pt template, they have insane regen. tihs game sucks more as time goes on damnit.
BadgerSmaker wrote:
I have fought high level NPC's on TC. Jedi and NS now have force and ranged attacks.
I went for the perma snare option via Edrain on one Jedi NPC and began kiting, only to be Force Waved (Snared), Adv. Saber Thrown (KD'd) then Force Suppressed (Root) and given a good pwning.
Oh, so they are actually enhancing theAI properly as well? Great! ![]()
... but making CC superflous for high-end content is still stupid.
Are they now going to make it so you will not be able to solo a elite lvl 80-82npc or creature??
Seems this is the goal, but I thought those types of con's (white/yellow meant good fight and you can win.)
I don't get the dev's and I want what they smoke on a daily basis it must be top of the line stuff. So game dynamics change again with not just uber npc's as in the past but super uber npc's who lets not forget can transport themselfves 60m right ontop of you and can db you instanlt from anywhere within 65m no such thing as incapped anymore.
I have a mch/mbh character who I at times go out and hunt lvl 80-82 npc's it's challenging and something to do solo "I don't hunt jedi with this toon" I cannot group for these missions since only a BH can hit his target and no one else. A friend could heal me it's true but I wouldn't dream of asking a friend to "Come with me on a casual bh hunting afternoon and stand there healing me while your bored out of your mind."
First as much as npc's need to be repaired since the CU made them spamming, transporting dummies wioth no sense of life. They need to stop and try thinking before they do stuff. Haven't they learned anything since the cu??
They give you a little content then take it away, Instead of fixing things that are broken they add things to the still broken parts. When are they going to go out and play this game. dlete they're existing characters grind from scratch up to elite professions and go out and use the skills they keep foolishly nerfing.
BadgerSmaker wrote:
And it isn't root that lets people solo mobs, its things like perma snare. If you are relying on Stopping Shot to solo then you'll be off to the cloner pretty soon.
BadgerSmaker wrote:
And it isn't root that lets people solo mobs, its things like perma snare. If you are relying on Stopping Shot to solo then you'll be off to the cloner pretty soon.