Pistoleer Archive
Thread: Disarming Shot no longer deals additional damage to lairs in Publish 9
Page 5 of 5
Tlk
Fri Jul 02, 2004 9:54 am
#53
I read RandonB's sticky and I disagree with it. I am not saying our specials couldn't use a revamp. MTPS works for me, PMD2 does more dmg for me in close range combat, so I like it as is, not sure if it was ever meant to have a knockdown or not (I would like it to have one), many think it should since the first one has it. But these issues do not mean the specialsare broke. I think the description for the disarmshot 1 was what the developers had wanted to do, but for some reason never were able, so the 2x multiplier was added as an alternative. Personally, I don't think the shot shoulddamage the weapon of the opponent, it is a griefing tool then. I prefer the alternatives byforcing an unequipt. Add a timer similar to knockdown and suppression fire so it is not crippling. With the current delays in equiping in combat, it will be a strong advantage. But I would miss the double damage, but I think this is a valid alternative, if everyone wants the change.
As for it being broken since publish 9, I would be interested in knowing how people use it. Then with all the data presented, we can try to reproduce it and give teh devs some more input rather than just saying it is broken. My expereinces last night were as follows:
Tookmissions for a Piket Plains Walker on Dantooine, used a DX2, body shot 3 the pikets while also using PMD1, then hit the lair to get the other spawns. Killed them, then used disarmshot 1 till the lair was destroyed, I was doing about 400 dmg with disarm 1. I thought this was a bit low for damage, examined my DX2 and saw it was 400 condition and guessed it maybe the condition affecting it. But I did hit it for about 10 seconds with the default shot and saw the dmg was about 200. However, the disarm shot 1 in the combat window was 50% what the floating number was, and what was subtracted when I was watching the HAM bar of the lair. Overall it took me about 3 to 5 minutes to clear the lair and destroy it, which is on par with my progress before P9.
Aliusone
Fri Jul 02, 2004 12:45 pm
#55
I'm really starting to shake my head at the logic going on in the game. It's getting rediculous. It's almost as if they're tired of it all and just want everyone to quit so they can all take a vacation or something.
Strikke
Fri Jul 02, 2004 2:22 pm
#56
Tlk wrote:
I must be insane then, I used disarming shot all the time last night on lairs and did see double dmg. Plus it was never broke people, its description was wrong, but the special worked. I really wish everyone complaining about broken specials would start to be more specific. It may not work the way it is described, or maybe redundant or not superior to other specials, but they are not borke.
Explain "PointBlankArea2", if it is "not borke".
Randonb
Fri Jul 02, 2004 2:59 pm
#57
Keep in mind, this change to Disarming Shot in Publish 9 may not have been intentional. Thunderheart is looking into it and how it happened.
Dealingdouble damage to lairs may not have been intentional either, but it hardly matters at this point. Even if it wasn't, they knew it was doing it for months and said nothing about it being a bug (even now). Clearly it was accepted as a feature.
I'd rather they fix something more important than return this feature, but we'll take what we can get at this point. If there wasn't time to fix any of our other specials before the CB, I'm betting on this not getting fixed either. It's a minor issue and the developers know it. More of an insult than a crippling blow to our profession's core functionality.
Littlemoot
Fri Jul 02, 2004 4:27 pm
#58
Tlk wrote:
As for it being broken since publish 9, I would be interested in knowing how people use it. Then with all the data presented, we can try to reproduce it and give teh devs some more input rather than just saying it is broken.
Before the publish I was getting about 1500 a hit with a DX2 on a faction mission base using disarm 2 and about 10-1100 I guess with disarm 1. In both specials the dmg figure over the base was double that of the combat window.Now I get about6-700 with both specials or there abouts and the figure in the combat window is the same.
I haven't timed it but it now takes noticeably longer to finish a lair using fanshot over pre publish disarm 2.
It's been broken (or fixed depending on your point of view).
Rathask
Fri Jul 02, 2004 8:07 pm
#59
More of an insult than a crippling blow to our profession's core functionality.
Um...that's because our profession's already BEEN crippled. -wry-grin-
Oh, and for those of you who haven't been pistoleer for quite as long as I, IIRC disarmingshot DID actually damage opponents' weapons for a while after launch.
MisterLeebo
Fri Jul 02, 2004 10:40 pm
#60
I don't see me cancelling my account over this but yeah, if this was intended then I've only got to laugh and really wonder what someone somewhere was thinking when they made the change, otherwise I want my damage bonus vs bases back!
Even with it, I spent longer destroying the stupid thing than clearing out the guys guarding it.
It used to be popping the base wasn't the thing you thought about. You killed the bad guys and the base was just.. well, it was a flag, it was a log, it was a weed. You shot it, it went poof! That made sense! Now you've got imperial flags (I'm a rebel) that have got to have some sort of Titanium-Steel alloy of indestructible-ness so you can't destroy it without setting your attack and then leaving to make a sandwich, eat it, watch a movie, and write a short novel before you're done.
Really, do people spend money to make their banners out of such a hardy material? Why don't the banner's guardians merely pick it up and attack you with that, instead?
But you just can't help but laugh at us Pistoleers, I mean, why are we pistoleers? Hehe. I love being a pistoleer and I can't really tell you why.
Bah, they can have their DisarmingShot2, I think you should be able to buy a big bomb you can strap to bases that just blows it up, of course if you leave enemies around they'll instantly attack you/disarm the bomb if they're intelligent because the only reason they put base conditions at such MASSIVE amounts is because a couple folks were popping the bases and skipping the guys standing around it.
And who else thinks its ironic if you wear your Quickdraw tag and draw your weapon no quicker than anyone else?
Rathask
Sat Jul 03, 2004 3:54 am
#61
Bah, they can have their DisarmingShot2, I think you should be able to buy a big bomb you can strap to bases that just blows it up, of course if you leave enemies around they'll instantly attack you/disarm the bomb if they're intelligent because the only reason they put base conditions at such MASSIVE amounts is because a couple folks were popping the bases and skipping the guys standing around it.
Does anyone else think it would've just been a better idea to make the base invulnerable until the guards are taken out?
Massadonious
Sat Jul 03, 2004 6:42 am
#62
This probably has to be one of my favorite lines I've heard anyone say in SWG or on the forums. It's my wife telling me...
"The only reason I went Pistoleer was because of you"
She's a master herself, and she's dumping her medic so she can have a melee profession under her belt as well. (Try convincing her to give up CH and her pets is like trying to get oil out of a water spout.)
I told her about Disarming Shot 2, and the damage it does against lairs. I don't know if she's using it or not, but wait until I tell her that special got nerfed as well, regardless of what it's intentional useage is. Honestly, I don't think my love will be enough after that. 
Randonb
Sat Jul 03, 2004 12:39 pm
#63
If only they made their armor out of the same material they make their flags, maybe they wouldn't die so quickly.
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