Pistoleer Archive

Thread: Focus Thread : Stopping Shot

Votiva
Thu Jul 03, 2003 7:05 am
#1


BadgerSmaker wrote:


Votiva wrote:

Gentlemen, set phasers to "Annoy and Punish"!

Hahahah, reminds me of a certain Squad Leader in my guild. One of his favorite tricks when out grinding FSXP on Dantooine with random players was to get the entire group killed when he had capped out then laugh all the way to the village.




Yeah you just gotta love stuff like that. Games are all about having fun, even if from time to time it's at the expense of others.

There is a fine line between humor and degrading the human spirit, and I wear that line like a thong.

Message Edited by Votiva on 08-26-2005 07:05 AM



Raquin Votiva: Master Smuggler, Master Pistoleer, Master Smart@ss

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BadgerSmaker
Sat Jul 30, 2005 8:25 pm
#2









Proposal for a change to Stopping Shot.



A history of Stopping shot in the Combat Upgrade



On TC-EP3 (Combat Upgrade Test Server), Stopping Shot had about a two second cooldown timer, but there was no anger/rage debuff then so you could just chain root a target with it.


To stop this, the cooldown timer was extended to 50 seconds, effectively removing the crowd control role from Pistoleer.


Concussion shot from Smuggler, on the other hand (which was also being chained on a target), was fixed later and benefitted from the new anger/rage debuffs and retained it's short cooldown timer.


So you can see that Stopping shot had a hasty nerf applied to it, with the new anger/rage buffs, it can now go back to its original purpose, that of allowing Pistoleers to perform crowd control.


Current usage of stopping Shot


Currently, you can stack stopping shot of any level,you get two icons where before one or the other would cancel out and you would have one icon.


It is still possible for two chars with any version of Stopping Shot tochain it and perma root a target, I feel that this is wrong. Stopping Shot should be a tactic, not an ultimate solution vs melee.


Even solo, a Pistoleer with enough speed has about 10 seconds from when the root breaks until he can root again, and using Deuterium Pyro I have kept Necrosis rooted solo for the duration of the fight.


If any of you have seen a Smuggler in action with Concussion Shot, where they can hit as manytargets as they like and are only limited by the 20 second Rage timer (and the shot sticking), then you will have an idea of what I would like to see Stopping Shot do.


The Propsal.


What I want, is annew "Fury" buff for targets recovering from Stopping Shot or Force Suppression, and a massive reduction in the cooldown timer fromaround 50 seconds to 1 or 2 seconds. Stopping shot will NOT break on damage.


It would look like this:


Adv. Stopping Shot


Cooldown Timer : 2 seconds

Effect : Root that does not break on damage

Duration : 20 seconds, after which time aFury debuff is triggered, lasting 20 seconds where the target cannot be rooted again.



Imp. Stopping Shot


Cooldown Timer : 2 seconds

Effect : Root that does not break on damage

Duration :15 seconds, after which time anFury debuff is triggered, lasting 20 seconds where the target cannot be rooted again.



Stopping Shot


Cooldown Timer : 2 seconds

Effect : Root that does not break on damage

Duration :10 seconds, after which time anFury debuff is triggered, lasting 20 seconds where the target cannot be rooted again.


That way, I feelwe could better fulfil our crowd control role.


What do you all think of this idea? None of this is set in stone, this is all just what I would like to see, and I would like to hear your ideas before I go any further.


Any and all feedback is greatly appreciated as always.

Message Edited by BadgerSmaker on 08-25-2005 07:18 PM



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Cpl_Fisher
Sat Jul 30, 2005 8:57 pm
#3

I like it for the fact that if it misses as it is, you are screwed because of the timer.



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Jack-Aubrey
Sat Jul 30, 2005 9:22 pm
#4

Having an imunity timer, and a reduction in the cooldown timer would be great



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NoStyleGuy
Sat Jul 30, 2005 10:02 pm
#5

/stampofapproval



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riotcontrol
Sat Jul 30, 2005 10:45 pm
#6

Starting the battle from a huge distance in an open field, two ranged fighters should have an extremely high chance of killing a melee fighter. What would replace this "realistic" tactical advantage, currently represented by Stopping Shot, if it was changed?

Is there a valid reason not to replace it with something equally as "good" but just take it away and bring us back into the age where melee professions were used in absolutely all tactical situations instead of having a distinct role for both ranged and melee professions?



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TenshiHanaKinu
Sat Jul 30, 2005 11:25 pm
#7

I'll /sign this.



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CaixCatab
Sun Jul 31, 2005 1:24 am
#8

Our ability to control an individual target in a 1v1 would remain the same; Our ability to control the target when we're 2v1 would alter in the 1's favour; Our ability to control the target in a 2v2 would be the same; Our ability to control multiple enemies would be greatly increased.


I like it. Trying to figure out a way to overpower-it-through-use, but the only thing I can think of isa single pistoleer stopping an entire group, several times over (where as normally, he'd only be able to stop one of them, but for the same duration across the board). Not sure how that would work though.



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darkstar1313
Sun Jul 31, 2005 5:12 am
#9

sounds pretty good, and would definately increase crowd control ability, the way it is now(sure i love it) it is a little much with the perma root thing





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AbsinthMinded
Sun Jul 31, 2005 7:50 am
#10

I agree! Great idea...



Carpe Cervesa!!
Zimal
Sun Jul 31, 2005 11:43 am
#11

thought this was already the goal?


i have thought it should be this way for a while





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SpunkyKuma
Sun Jul 31, 2005 3:03 pm
#12

Seems as of publish 20, everything seems stackable: doc buffs, armor break (yes LS AB & Brawler/swords AB stacks completely neglecting armor, very gamebreaking and I have reported it) and such but I read that stacking has been addressed in TC.



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Hasun
Mon Aug 01, 2005 12:53 am
#13


  1. cooldown timer reduced to 3 secs

  2. 30 second immunity for targetafter stopping shot has worn off

  3. reduction in stopping shot damage but a kd added to it.



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