Pistoleer Archive
Thread: Why would disarm as intended be greify?
This is a very interesting thread but I fail to see how certain attacks such as damaging, either perm. or temp. would be a "grief". No question that losing a weapon that you paid 300k for would not be good, but a grief? I disagree.What about that 300k pistol???? Wasn't it designed for 1 purpose????To kill faster and have more devestating attacks on the opponent??? AAHHH GRIEF
It appears from some of the arguments that there are a lot of ppl that want combat with absolutely NO downside. I mean, right now insurance is out and with a clone, so is most of the damage from combat.....disease and fire excluded.
I've heard ppl complain about fan shot and eye shot being a grief as well as flame and disease damage. Perhaps I'm just a simpleton but to me, if the game allows it, it isn't a grief. If an attack isn't functioning the way the devs have planned for it to function, then the DEVS should fix it ASAP. If youare on the receivingend of these attacksof course you will call them griefs because noone likes to lose. Keep in mind, this is war and war is not always fun nor is it always convenient. It is very often frustrating and challenging.
To me the more damaging effect is a delay in the opponents next attack and a loss of cued up specials. Now, call it what you will, state change, item sent to inventory...or whatever, but I think this is the most logical. If you shoot an opponents weaponout of their handsin real life, it could go flying and take them time to retrieve it and you will most likely damage it.....so maybe make the damage chances very high...but the reward for a hit with this shot should cause a delay IMO first with only a chance of damaging the weapon.
I guess I should put the entire thought process in just one post. First off each special attack (that is one of the attack types designated to be on a timer) should have its own individual attack timer associated with it. For example with this scenario one could use low blow(low blow timer starts), pistol melee defense 1(pistol melee defense 1 timer starts), then follow up with panic shot(panic shot timer starts). Each individual attack would have a seperate attack timer associated with it. With this system you would not be penalized for having more than one attack of the same type. With this system you could use 2 knockdowns in a row as long as the knockdown effect attacks used against your target was from two different special attacks. In this way you could actually use your special attacks more regularly but would be balanced and fair because you wouldn't be able to spam any onekd or delay effectattack continuously.
This would unnerf carbineers and many other professions that have multiple attacks that are currently tied to the same timer. In those cases each of their attacks that are currently on the same attack timer (kd's and posture changes) would have their own seperate timer. Think of the idea of an individual attack timer as an upgrade to the recovery time of an attack...but it would allow you to do another action much more quickly as long as it wasn't the same attack with the same name.
Ok with this idea in mind make disarm shot 1 and 2 delay effect attacks. Disarm shot 1 would be single target and disarm shot 2 would be multiple target with a delay effect similar to that of panic shot in duration. Disarm shot, disarm shot2 and panic shot should have stackable individual timers that would allow you to fire these attacks one after another...but each attack would have an attack timer of 30 seconds so it wouldn't be that powerful.
Disarm shot 1 and disarm shot 2 would then be much more powerful and useful if utilized this way than simply just attacking the weapon or making the weapon unequip(which wouldn't effect unarmed attackers or creatures at all).
The action of disarm shot would then correspond with the intention or the idea of what a disarm shot should do when used...delay the target and prevent him from attacking. Does that make a little more sense?
Bad_Bad_Leroy wrote:
If it simply unequipped the weapon, it wouldn't be so bad. But if it makes you drop and forever lose your weapon, it would be way overpowered. Good guns can cost 20,000+, which is a heck of a lot of money for a casual gamer to get, ESPECIALLY if he no longer has a good gun to hunt with.
Yeah well if you are using a 20k+ gun you should have the skills to be able to make 20K creds in one hour with a cheaper wrose gun... or maybe it would take 2 hours with a group... Just don;t do PVP and you won't have to worry about it. There has to be some way to get the economy started. Anyways, at this point in the game, if you are able to use a 20k un you should also have atleast 30k credits stored and a back up gun. If you don't you're dumb.