Pistoleer Archive

Thread: Focus Thread : Enhanced NPC Combat and Pistoleers.

BadgerSmaker
Tue Oct 11, 2005 1:36 pm
#66



Here's what I posted today for the Dev looking after the New NPC AI.





BadgerSmaker wrote:




After discussing this further with the community, we feel that there is already a fine "resist" mechanism in place, in the form of the Accuracy/Defence system.


A "miss" is as good as a resist.


Resists to CC as a whole is seen as a very bad move and would be extremely unpopular.


You wouldn't give mobs resistances to Lightsaber damage, being Nuked, being Tanked or having their damage Healed would you?


If you want to, tweak the defences and health regen ratesof the mobs you want to protect from soloing, don't eliminate our professions effectiveness in PvE.









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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Cigaran
Tue Oct 11, 2005 3:01 pm
#67






BadgerSmaker wrote:






Iawo wrote:
What the crock? I hope this is changed in favor of a resist instead of immunity.






The Devs have said that the immunity idea will be scrapped in favour of resistances, but I think the resistances are already there, a miss is as good as a resists, and that is all taken care of by the defence/accuracy system.







Not to flame this but aren't these the same guys that about a year ago told me that the abandoned houses in my city would be removed when they did a character purge that was, "comming soon"?


Seriously, you are 110% right. A miss IS resistance. I was under the impressiont that with the CU they removed all the different Stat Resists because it was a pain to get them to work properly with all the other stuff happening in a fight.


As for the 17% action cost to heal, will the be relative to the current action pool?



Cigaran Lanarik
Mayor of Alacio Island, Naboo C
Smuggler,Smuggler's Alliance Pilot
Drop off Vendor @ -1419 -187 Naboo
vtg
Tue Oct 11, 2005 10:43 pm
#68






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.







I have enough problems with pistoleer specials sticking as it is at master pistoleer. 5%. wow, I must have some amazing badluck because intimidate only sticks about 1 out of 4 shots for me, stopping shot is maybe 50/50. disarm shot is maybe 1 out of 5 for me. If i didn't have novice smuggler for concussion shot. I would not even consider myselfcrowd control. At least that is my experience playing pistoleer since the CU went live.


And how I wish improved burst shot and fan shot were not AoE attacks. /sigh.


vtg
Tue Oct 11, 2005 11:10 pm
#69






BadgerSmaker wrote:





KaiRan wrote:



EDIT: Did this nerf end up effecting concussion shot as well? I may have missed that part. If so, I can think of another corrispondent we need testing and filing complaint about this: w/o concussion, smugglers are sitting ducks when things get over their heads- the one thing they are supposed to be able to excel at is getting out alive.





This is all crowd control specials, roots, snares, states, debuffs, DoT's... everything. What they wanted was a huge nerf to everything, I'll have to see how the resistance thing pans out, it's not on test yet.





I know this may sound like a rant, but really I am wondering...


Is there any way to stop the nerfs and maybe get them to make defenses mean something more than the occasional miss and a bit of damage mitigation? In the pre-cu world one simple move, KD recovery would have made such a huge impact on that system, that I honestly beleive players would have jumped with joy. Yeah there was still the mind weakness, but again, a simple fix to that would be, um.. stims?


Perhaps counter moves for certain combat professions (not all of them, like stun/dizzy/blind recovery are) such that say a TKM, could shrug off a snares and roots like with a move similar to KD recovery, but none of the other professions could. A good ranged recovery would be a counter to disarm. Fencers maybe get dizzy recovery, and swordsman stun? Or maybe add some foods, stims, or drinks that people could use to break some of those states where it actually made even the slightest bit of sense.


Personally,I found it fine that parwan nutricake broke snare, and so did force run. They were good counters.


So you could mix and match your build for defenses and offenses to suit your playstyle, it would still encourage grouping, if you could apply those recovery's to your group members.I thought they were trying to make this more rock, paper, scissors like, where every prof has a weakness to another profession, and every profession has a strength. If you lok at DOC/CM they should be polar opposites, and they kind of are, though CM healing is way to high, imho, and they should not be able to heal as well as a doctor. CM's are triage, they patch and stall, and try to preserve a personuntil the Doctors can get to them.


For once it would be incredibly nice to to not see the dev's react with nerf this, patch that, oops now that is overpowered, so nerf this, and tweak that, wait now everyone is going crazy with that so nerf that, repeate tonausium. Constant nerfs and change on a publish to publish basis are what are driving all but the addicts, diehards, and new players away, and eventually it gets to them too. I understand they are trying to mitigate game breaking issues, but they sure seem to create just as many as they mitigate. Its like some sick and twisted job security ploy and psychological experiment on the playerbase to see how much they can make us put up with before we say screw it.


Is it too much to ask forforesight and analysis?Is it too much to hope for a proactive solution as opposed to the reactive ones we continually see with the constant string of nerfs?


GlargTheKelfn
Wed Oct 12, 2005 12:01 am
#70



apprentice_of_eld wrote:
maybe they're trying to encourage PvP, since noone will be able to PvE anything but meatlumps anymore.......




it will all be ranged, as melee guys are snare bait now.
fyi: new rules, nothing breaks or changes snare speed. everyone moves at walk, no way to break it, melee guys can not pvp..
hooray for changes




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Algren_Earth-Stormer
Wed Oct 12, 2005 10:50 am
#71






crunchmalla wrote:





BadgerSmaker wrote:

Just been playing with the new AI...


Cooldown timer exploit is fixed.


Krayts are immune to Stopping Shot.


More news to come I'm sure.






Woot! power to those who dont exploit...


krayt thing kinda sucks








you miss the point... this is not about soloing Krayts. This is about taking away our innate abilities.


Spray shot and FAA still works on Krayts and multiple mobs, as does leg shot.


Sniper shot and head shot still work on krayts.


Melee still get to use COB, and armor break.


But the specialty of Pistoleers is now useles.... and all we are left with is a range that puts us in danger and a low damage output. From what I understand this will also affect Boss/Elite NPC BH marks. How the heck is a MBH / MPist supposed to beat a Boss mark that s/he can't even put a state on, when the Pistoleer is geting perma stunned, etc.?


So now.... not only does my Stopping shot have a chance to miss (and I can't use it again for a long time), but even when it does hit, there's a chance it won't do a thing.



============================
Maco Cearo Elder Jedi (formerly MBH / MPist / Carb 0440)
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Valkyrie Elder MBH / MCM / Pist 0003 (FOTM)
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Account canceled due to NGE
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You can find me in Eve Online (www.eve-online.com) as Maco Dragoon
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