Pistoleer Archive
Thread: Disarming Shots: My theroys on a possible fixes.
Disarming Shots: My theroy on a possible fix.
DISARMING SHOT I:
THEROY I: Mimic Panic Shot. Don't make it a 10 second delay though, make it a 5 second delay. Make it seem as though it actually disarms a target. (NOTE: Do not make this an AOE attack.)
THEROY II: Make it have a status effect, such as stun/blind.
DISARMING SHOT II:
THEROY I: Since this is a Master Pistoleer technique, give it back its Knockdown effect. There should be no complaints about this, since the Pistoleer dabblers can't dabble Master Pistoleer for a Knockdown. Let us true Pistoleer, who plan Mastering get something worth using. We have random HAM attacks and no status effects. Give us Masters a KD.
THEROY II: Similar to THEROY I in DISARMING SHOT I (and Panic Shot). Make this an AOE and make it a 15-20 second delay.
NOTE: DISARMING SHOT II, should be a good attack worth using. I, and I believe many others agree.
________________________________________
These are just ideas. Feel free to post yours as well.
(Another NOTE: Fix Multi-Target Pistol Shot while your at it.
)
damage(before armor, etc)/10 gets taken from the endurance of your target's weapon?
So if you hit for 1000 damage your target's weapon loses 100 durability. I've seen disarmingshot2 hit for 8000 damage.. that would've killed my FWG5.
DisarmingShot1 should be a shot that does a +Stun+ for a low ham cost.
DisarmingShot2 should be a terrific shot that does FanShot damage for a higher HAM cost but applies +Intimidate+
Pistoleer 0-1-2-2
Creature Man 2-2-2-2
Medic 4-4-3-0
Smuggler 0-0-2-0
Big-Bada Boom (Army of Darkness)
P.S. God I hate having to Dabble, and stop nerfing you jerks!!!!!!!!!!!!!!!
Oh and before you guys go knocking +Stun+ ... read the description of the state... it is supposed to lower the opponent's defenses.
With the latest defense updates, this might actually play a new role in the battlefield. Also, coming from somebody who has access to all of these state effects with a pistol equipped already:
I think +Intimidate+ is more potent on Disarming2 than a watered down panicshot/warcry. 5 seconds is nice I guess but cutting 50% off the opponent's damage output for the next minute or two is far better...
NobodyHasThisHandle wrote:
How about:
damage(before armor, etc)/10 gets taken from the endurance of your target's weapon?
So if you hit for 1000 damage your target's weapon loses 100 durability. I've seen disarmingshot2 hit for 8000 damage.. that would've killed my FWG5.
That shouldn't be. It would be the best griefing tool. ALso the cries for nerf would be the loudest.
Leomi wrote:
Disarming Shots: My theroy on a possible fix.
DISARMING SHOT I:
THEROY I: Mimic Panic Shot. Don't make it a 10 second delay though, make it a 5 second delay. Make it seem as though it actually disarms a target. (NOTE: Do not make this an AOE attack.)
THEROY II: Make it have a status effect, such as stun/blind.
DISARMING SHOT II:
THEROY I: Since this is a Master Pistoleer technique, give it back its Knockdown effect. There should be no complaints about this, since the Pistoleer dabblers can't dabble Master Pistoleer for a Knockdown. Let us true Pistoleer, who plan Mastering get something worth using. We have random HAM attacks and no status effects. Give us Masters a KD.
THEROY II: Similar to THEROY I in DISARMING SHOT I (and Panic Shot). Make this an AOE and make it a 15-20 second delay.
NOTE: DISARMING SHOT II, should be a good attack worth using. I, and I believe many others agree.
________________________________________
These are just ideas. Feel free to post yours as well.
(Another NOTE: Fix Multi-Target Pistol Shot while your at it.
)
i dont mean to flame but for the love of god be a bit more realistic. i am a master gunfighter/ smuggler dirty fighter and i will be the first to admit that panic shot is way way overpowered (i bet it will be moved to master smuggler soon). 9 times out of ten if i get a panic shot in i kill my opponent without any problem. even if disarming shot 2 is half as good as panic shot ( meaning a 5 second delay) it will be an awesome move. and instead of it being aoe it should target only one opponent and maybe have a low level state effect. with a fast gun a master gunfighter can get four to five stopping shots of in five seconds and that is good enough for me. dont get me wrong i would love for us to get the best moves but unless combat classes are balanced there will constantly be nerfs.
p.s if disarming shot 2 is a 15-20 second delay in pve ( not in pvp) that might be a bit more reasonable as i feel we are a bit underpowered against large beasties and uber npc's.
gunner4life wrote:
Leomi wrote:Disarming Shots: My theroy on a possible fix.
DISARMING SHOT I:
THEROY I: Mimic Panic Shot. Don't make it a 10 second delay though, make it a 5 second delay. Make it seem as though it actually disarms a target. (NOTE: Do not make this an AOE attack.)
THEROY II: Make it have a status effect, such as stun/blind.
DISARMING SHOT II:
THEROY I: Since this is a Master Pistoleer technique, give it back its Knockdown effect. There should be no complaints about this, since the Pistoleer dabblers can't dabble Master Pistoleer for a Knockdown. Let us true Pistoleer, who plan Mastering get something worth using. We have random HAM attacks and no status effects. Give us Masters a KD.
THEROY II: Similar to THEROY I in DISARMING SHOT I (and Panic Shot). Make this an AOE and make it a 15-20 second delay.
NOTE: DISARMING SHOT II, should be a good attack worth using. I, and I believe many others agree.
________________________________________
These are just ideas. Feel free to post yours as well.
(Another NOTE: Fix Multi-Target Pistol Shot while your at it.
)
i dont mean to flame but for the love of god be a bit more realistic. i am a master gunfighter/ smuggler dirty fighter and i will be the first to admit that panic shot is way way overpowered (i bet it will be moved to master smuggler soon). 9 times out of ten if i get a panic shot in i kill my opponent without any problem. even if disarming shot 2 is half as good as panic shot ( meaning a 5 second delay) it will be an awesome move. and instead of it being aoe it should target only one opponent and maybe have a low level state effect. with a fast gun a master gunfighter can get four to five stopping shots of in five seconds and that is good enough for me. dont get me wrong i would love for us to get the best moves but unless combat classes are balanced there will constantly be nerfs.
p.s if disarming shot 2 is a 15-20 second delay in pve ( not in pvp) that might be a bit more reasonable as i feel we are a bit underpowered against large beasties and uber npc's.
Yes, let's be a bit realistic : Smugglers aren't pistoleers but they have much better moves than we do.
Thus, we need AT LEAST an attack delay move AND a ranged KD move...we don't nor won't.
To be realistic, we need others to realise we are underpowered. They not only didn't realise it but they also are sure we are gods, which is just laughable.
The only fact DODGE now works makes us HAPPY, figure...something we should have since day one is finally working and we are HAPPY. But we still have 80% of our moves that are just worhtless...
So proposed changes aren't irrealistic at all, they are just legit BUT won't happen, ppl wouldn't stop complaining. They never realise that when devs give something to someone, they'll also give something else to someone else, this is called balance...and we shouldn't try to be "realistic" before everyone is fixed and have a chance to be balanced.
hi dyriel, i agree that a smuggler gets better specials then us but if a master smuggler ( with no other combat skill) fought against a master gunfighter the master gunfighter will destroy the master smuggler and rightfully so because we are using all more skill points in combat then the smuggler. the reason why the master gunfighter will own the master smuggler even though the latter has better special moves is because of our speed, accuracy and defence mods. our speed mods will allow us to fire 3 or 4 stopping shots in the time it will take the master smuggler to fire one last ditch (if he doesn't miss that is).
master gunfighters should be equally powerfull as master sharpshooters and master carbineers. you should not expect to be uber pvp player if you are only a master gunfighter since other people have spent all their alloted skill points in developing characters that are entirely focussed on pvp. i agree our moves need to be fixed but that does not mean getting the best moves in the game, it means giving us moves that add a bit more variety to our playing style and which keep us equally good as others who have devoted the same amount of skill points as us.
after i became master gunfighter i started pvp' ing more and realized that bh and other multi professiontemplates were better so i added the dirty fighting line which is the perfect compliment to master gunfighter. now i can hold my own against anyone. if you honestly think we should get a move that lets us delay our opponent for twenty seconds you are essentially saying we should own anyone and everyone in pvp. 20 seconds is an eternity in pvp, even if someone is buffed and wearing comp they would be lucky to survive 20 seconds worth of stopping shots fired by a good pistol ( and master gunfighters dont miss much). hypothetically speaking even if they gave us a 20 sec panic shot whats to stop me from getting smuggler dirty fighting or other combat skills which delay opponents. all those skills stacked up would be insane.
eg first i use master gunfighter panic shot and delay u for 20 secs.
then if u r still alive i use my smuggler panic and delay u for 10 more.
then if u r still alive i low blow u for five seconds.
while u were down from low blow i got into melle range and pistol melle 1 u.
and dont forget even with master gunfighter and smuggler dirty fighting i have the skill points to master tka so i could use those moves as well.