Pistoleer Archive
Thread: stopping shot cool-down has been increased
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Zilod
Tue Apr 26, 2005 5:55 pm
#1
i put this post as reply to patch notes, as i think is a big issue for pistoleers i repost it here, note that the discussion about functionality of this special is way more complex and many more examples can be done but as i'm quite lazy i will just repost it
Thunderheart wrote:
TCEP3 Combat Upgrade
Version 0.121160
Combat
- Stopping shot cool-down has been increased.
I think this is actually a bad solution for the problem (that after action costs improvement is no more as important as before)
these kind of skills (mezz) are generally particulary usefull against multiple group encounters and is "designed" to take an opponent potentially out of combat, permitting to reduce the number of active enemies.
for example if i'm a pistoleer in a group hunting in rancor valley and a group of 4 rancorns attack us i am able to root some of them to permit to the group to fight just 1 or 2 rancors at once or to try to mezz all of them to cover a retreat.
with this change will be no more possible to try to mezz more than 1 enemy at once (exept using commando weapons) and mezzers will lose one of the best benefits they can give to the group.
I can understand the problems of melee fighters being "rooted to death", but with actual action cost a strategy like that is alredy less efficent than before and also i don't think that a melee should run straight at a rifleman and hope to win, he should try to bring te fight in close quarters where his opponent will have less tactical advantages.
Also in current system there are unblances way greater than this one as the overpowered DoTs and CM/Docs templates that are unbeatable.
MatrimHavelando
Tue Apr 26, 2005 7:57 pm
#2
/agree good point!
here was I ask...
"Stopping shot cool-down has been increased." Have you decreased the misses and increased the root time? When I was finally able to test this ability, it really wasnt working for me. I really dont care if you increase the root time, but the amount of misses needs to be looked at. Does this note also effect advanced stopping shot?
here was I ask...
"Stopping shot cool-down has been increased." Have you decreased the misses and increased the root time? When I was finally able to test this ability, it really wasnt working for me. I really dont care if you increase the root time, but the amount of misses needs to be looked at. Does this note also effect advanced stopping shot?
FaceInTheCrowd
Tue Apr 26, 2005 8:12 pm
#3
MatrimHavelando wrote:
/agree good point!
here was I ask...
"Stopping shot cool-down has been increased." Have you decreased the misses and increased the root time? When I was finally able to test this ability, it really wasnt working for me. I really dont care if you increase the root time, but the amount of misses needs to be looked at. Does this note also effect advanced stopping shot?
I have been using it all night as an opener in combat. I haven't missed once with it or not had the root stick. But the timer is so long now you don't get a chance to use it a second time in most fights with mobs.
MatrimHavelando
Tue Apr 26, 2005 9:36 pm
#4
hmmmm... what weapon were you using? just curious if that matters. I was using a DE-10 and High Cap Scatter.
I cant remember the mob i was facing but it looked like a lizard on all 4s. I was on Dath. I would root it first then add some state effects than get one or 2 high dmg shots off. The root would wear off and Id try to root again. Id try 2 or 3 times then die. If I was lucky it would stick again but not long enough to matter. Maybe it was the difficulty of the missions there. I was by myself and I got mobs that were 79 when I was 80. Couldnt find any missions that were less. It was blue and I should have won or the fight should have been ALOT closer.
I cant remember the mob i was facing but it looked like a lizard on all 4s. I was on Dath. I would root it first then add some state effects than get one or 2 high dmg shots off. The root would wear off and Id try to root again. Id try 2 or 3 times then die. If I was lucky it would stick again but not long enough to matter. Maybe it was the difficulty of the missions there. I was by myself and I got mobs that were 79 when I was 80. Couldnt find any missions that were less. It was blue and I should have won or the fight should have been ALOT closer.
Karbal
Wed Apr 27, 2005 8:36 am
#5
The solution is simple ... make Stopping Shot a cone.
Many of us have used the fast recycle time to target multiple targets and get them rooted - now with the ultra long recycle timer that is now IMPOSSIBLE making our CROWD CONTROL null and void. As it stands now it should be ONE PERSON CONTROL.
If the long timer must be .. then balance it by making it a cone attack so we can crowd control. Perhaps even grant the cone version of stopping shot in the master special enhancement.
Shadusdarkmour
Wed Apr 27, 2005 10:26 am
#6
techincally pistoleer is supposed to be a debuffing class not a movement control one. So by how they see things it is a good solution. My best advice if you want to use stopping shot as crowd control pick up commando. They have several weapons that use ALL specials as AOE + fire damage.
Specter2k3
Wed Apr 27, 2005 2:38 pm
#7
Actually the /root needs to be Nerfed period. only high powered Jedi have had such power, and if u guy have it
Meleers should have to, but overall Nerf it.
chardin
Wed Apr 27, 2005 3:41 pm
#8
Specter2k3 wrote:Actually the /root needs to be Nerfed period. only high powered Jedi have had such power, and if u guy have itMeleers should have to, but overall Nerf it.
/sarcasm on
OMG yeah, and since riflemen have t21's, I think that everyone should be able to throw it up in the air and every 5 seconds when it falls, get an instant incap on all players (in front of, behind, to the side, above) within 435m.
/sarcasm off
The root needed a fix, and IMO this fixed it, riflemen spamming it atop hills made any offensive attacks useless as you couldnt get in range before being PWNT. I feel it is perfect as is
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