Pistoleer Archive

Thread: Solution to the Disarm Skills (Idea #2)

PhantomDice
Tue Oct 14, 2003 2:22 pm
#1

This sounds alot like what Panic shot does.


It delays the action of your target(s) (10 seconds) and has an area effect.



Personally I think disarming shot should literally disarm a single target's armed weapon for a specific length of time (longer than Panic Shot's area attack time of 10 secs).




Adera

SolrFlare
Tue Oct 14, 2003 2:42 pm
#2

Ahh, I was not familiar with what Panic Shot's properties were...thanks for the info



------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
SolrFlare
Wed Oct 15, 2003 12:03 am
#3

Ok, my first idea was to make Disarm a queue canceling attack(you can read it in the thread below). However, I forgot queues were client side so that plan isn't going to work. So here is idea #2 which I think is a less innovative, but also very neat idea.


Here is what we do with Disarm:


1) Disarm attacks now do minor damage 2 the player(random ham).


2) Disarm 1 is now a "sort of" Ranged Knockdown. When used against a target, the target can not attack for 5 seconds but can still remain mobile.


3) Disarm 2 has the same effect as Disarm 1 but it has a much faster delay time for the pistoleer using it and does slightly more damage. Or its the same as Disarm 1 but we bring back the cone effect disarm 2 had wheen bugged.


4) Disarm 1 and 2 would have a 30 second delay before being able to be used again, and can not stack(ie. if you use one, you can not use the other either until the 30 seconds expire).


5) When "disarmed" the target would have the same "vulnerability modifier" as when they are knocked down.


What this does is give pistoleers something of a unique "ranged knockdown attack". It hasthe sameeffects to knockdown but it still allows the target the ability to move. I think part of the problem with Pistoleer player thinking right now, is we basically want our moves to be clones of other professions when the right approach is to give our skills unqiue abilities and let the Smuggler, Commando, and BH skills keep unique in what they do.


With this idea, we successfully simulate the effect of disarming a player without causing damage to their weapon(which I know most people don't want). This would also give the pistoleers something approaching the Ranged Knockdown move that we've been wanting.


Thoughts?




------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
Page 1 of 1
Previous Next