Pistoleer Archive
Thread: Why would disarm as intended be greify?
Disarming shot 1 could do the weapon condition damage.
Disarming shot 2 could force the target to unequip the weapon, having the target to hit his/her hotkey to equip it again (maybe a little weapon condition damage...) this would what...target the hands so if u are wearing armor gloves you would take less damage.
i dunno but i could see a possible nerf/timer on this attack...lol no one likes their weapon to be near death (bye bye to the 35% dmg sliced scatter pistol =/)
grr my left arm for an edit button.
That is of course if they did away with the current way the timers are set up on attack types to determine which timer they would be put on.
If they refined the timer idea so that a timer was set for individual attacks to prevent spamming, then you could use 2 knockdowns right after each other, or2 panic shots right after each other (if they weren't called the same thing and the timers for those attacks stacked with each other).
The current timers that were implemented are a bit too restrictive, but they do serve their purpose and that is to prevent people from spamming an attack continuously. If the idea of individual attack timers were implemented then it wouldn't be as restrictive and having more than one attack of the same type would be useful. You would be able to use the attack type you want to use more, but not by using the same attack.
Intimidate state effect on Disarm 1 & 2 is by far the best suggestion in my opinion, why?
- It would take months to actually get disarming shot 1 & 2 to send a weapon to the inventory, and how much would it be worth to us when it's all tied to a 30 sec timer? Not much. Not getting hit for 2-3 seconds isn't very significant.
- Intimidate state would be easily coded, as the code is already there, ready to be used. Intimidate statelowers the damage outputa creature or a player can do, this would bea good simulation of hitting whatever weapon the targetis wielding would do. This would bebeneficial for us in both PvP and PvE.
- Panic shot, why would we want disarm 1 & 2 toact as panic shot ? If you want panic shot, go smuggler thats all I can say. This idea isn't originalnor unique.
In order for disarm shot 1 and 2 to be effective they would have to do serious damage to the weapon, tons more than they are doing currently, in order to utterly destroy the weapon. Otherwise why would you want to use an attack that just did damage to the weapon while you are getting killed? If all it did was knocked your weapon out of your hand then it would be too easy to work around this attack by simply re-equiping your weapon from the hot bar.
If disarm shot 1 was a single target delay attack similar to panic shot in duration, then it would fulfil the intent of the attack...to delay the target from attacking. In the same vein disarm shot 2 could be made into a delay effect attack as well that used a cone of effect just like panic shot.
The current way the attack timers are implemented to prevent you from spamming an attack is too restrictive and penalizes you for having more than one attack of the same type. Instead the timers should be set on the individual attack....not its attack type. If you had two different knockdown attacks or two different delay effect attacks, then you would be able to use them all again, but you wouldn't be spamming thesame attack continuously.
If you were a master pistoleer and a master smuggler for example and disarm shot 1 and 2 were made into delay effect attacks then you would then have 3 delay effect attacks that you could use right after each other because the special attack timers would stack(all 3 are different individual attacks of the same attack type...ie different names). You wouldn't be able to spam the attack continuously because each attack would be on seperate timers. Delay effect attacks would then be away of buying you time against a target to set up an attack....as they are intended to do.
At the same time however the bounty hunter would have access to two knockdown attacks that had stackable attack timers.
At any rate it would give everyone more flexibility to what they could do with the attacks that they have at their disposal. Individual attack timers would still serve the purpose of preventing a profession from spamming the same attack continuosly and not leaving the target an opening to fight back. Not to mention they wouldn't penalize you for having more than one attack of the same type.
No intimidate effect on a special attack wouldn't be fare to brawlers, commandos, and smugglers that currently have the ability to use intimidate (and berzerk for that matter) on a target regardless of what weapon they are holding. They get that ability by going with the brawler tree...not much of an ability i'll grant you that but its still one of the few useful things that brawlers doget.
How would intimidate effect give you the impression of disarming them? A delay effect attack would represent that intended effect much better.
It would be nice however if there was an icon that showed up when a target actually was delayed. That way you would know when and how long the target was effected. This goes for both the delay effect after attacks like panic shot and after attacks like underhand shot. If there is something occuring to a target that is away from the norm,then it should be indicated as an icon next to the targets HAM bar under the name.
Let me get this straight, you areasking for the timers on knockdown/panic shot(s)/posture changes to be added to seperate timers? THEN, if Disarm 1 & 2 were like panic shot it would be "cool"?
Stop asking for twirly guns, it aint gonna happend any time soon...
Disarming kicking the item into the inventory could be simply countered by putting the weapon in the hotbar. However during the time before the user reclicks they would loose everything queued up, and it forces them to hit that key to requipe the item, more wasted time. While of no really use in every PvP battle it would add some flavor to the game, and would be a good trick that could be used against less skilled people. Overall it would be a neat thing to have.
Now back to topic.
I would call it a grief because it does not help in the immediate battle, and if they did up the damage to the point where it would be it would overpower everything. Either way people whould just carry multiple weapons. Same with combat medic diseases, they do nothing to help the current battle. They just cause people to sit out in a hospital for a while.
Why not give them something similar to the tumbling once you hit them with Disarm shot, do I really have to think for the Devs.
It is very simple, disarm shot cant just remove the gun for then it could just have stayed as a knockdown with a timer. But what if it has the same effect as tumbling, you become unable to use specials and for some time you have to rely on regular attacks.
This would make it a very powerful attack, but by changing the duraction you could easily balance it to work.
This includes NPC who also seem to do special attacks..... (or why not make it so they do less damage when in this mode)
After all, if you suprise someone by hitting their gun, and since it is the future who apparently means the guns can take quite the damage, they will loose their concentration and also their balance making it impossible for them to perform specialmoves. They can however keep on shooting as normal.
I'm a Pistoleer too, and I'm all for fixing our class, but I'm 100% against the idea of destroying or even damaging your opponent's weapon in PvP combat. Why? For selfish reasons mostly. I don't want it happening to me. If you've got a gun that was crafted with Krayt Tissues and High Velocity Feed Mechanisms, you can be looking at an investment of 300k (no, that is not a typo). If I lost that I'd be extremely pissed.
Make it do something else that is equally effective in both PvP and PvE situations. Make it knock the weapon from your opponent's hands, but put a timer on re-equiping the weapon, so the skill doesn't become useless (otherwise people with hotkeyed weapons could re-equip almost immediately). You knock the weapon out of someone's hands, and they can't requip it for 5 seconds. In most PvP battles, 5 seconds is all you're going to need anyway. Make Disarm 1 a single target shot and make Disarm 2 an area of effect shot. You've now got a skill that's fixed, and is usefull both in PvP and PvE situations, without creating a new greifing tool that is only going to end up filling these boards with thread after thread of people complaining about how overpowered Pistoleers are.