Pistoleer Archive

Thread: Petition: Fix Disarming Shot!

ZevMandara
Fri Apr 02, 2004 12:09 am
#1

Disarming shot has, potentially, one of the coolest single abilities in the game - the ability to disarm a target. It does not work, but can you imagine the innate gain the pistoleer profession would gain if this worked? My idea is that it is hard to land (low accuracy), and because of the time it takes to get accurate aim, it takes about twice as long as any other standard pistoleer attack, but if it works, BAM, disarmed and stunned. Anyone out there agree?
CrazySithSlayer
Fri Apr 02, 2004 11:09 am
#2


i'm not sure the codingin the game cancause the person to remove their weapon but i'm not sure, (this would be kinda useless against TKA tho, it would be great if we could tho


if not we should at least be able to delay our target, something like a ranged warcry


Message Edited by CrazySithSlayer on 04-02-2004 01:11 PM



Intrepid-Gorynel Desse MCH Pistoleer(4443)

Chilastra-Drymarri Novice commando (3343)
jibberjabberfp
Fri Apr 02, 2004 10:39 pm
#3

Instead of actually un-equiping the weapon, it should delay them for 10-15 seconds, they can run and do other moves (warcry), just not attack with their weapon.
RTTD
Sat Apr 03, 2004 4:53 am
#4






CrazySithSlayer wrote:


i'm not sure the codingin the game cancause the person to remove their weapon but i'm not sure, (this would be kinda useless against TKA tho, it would be great if we could tho



Message Edited by CrazySithSlayer on 04-02-2004 01:11 PM



Would be good against TKA, removing their AP1 weapon and replacing it with their AP0 fists

ClearNinja2000
Sun Apr 04, 2004 7:23 am
#5

Done improperly, this would be incredibly unbalancing in PvP -- 10 seconds isa hell of a long time, especially when facing a Pistoleer.


The problem with skills like this is that you would like to see it work in PvE -- disarming stormtroopers would be great -- but they would never reasonably work in PvP. Since we don't have a dizzying attack, maybe this would be acceptable, but then there would have to be some ability to resist disarmament. And suddenly, we're in the realm of "too much work". Besides, the level of whining from non-Pistoleers would be deafening, as they would be less than receptive to the explanation that we are lacking a dizzy (which is incredibly debilitating).





Warrant Officer To'Ani Mondanna
The World Is Yours Enterprises
Master Smuggler/Master Gunfighter

"You're going to die here, you know. Convenient."
mka
Sun Apr 04, 2004 7:32 am
#6

Another possible effect would be to decrase the target's accuracy by something along the lines of 30-40% for x seconds.



Jeswin Esqui - Master Smuggler - Master Commando - Master Pilot - Chimaera Galaxy
SilentJay1284
Sun Apr 04, 2004 8:01 am
#7

I would like to see this:



  • Disarmingshot1: Attack speed reductionof 15%for 10 second (30 sec immunity)

  • Disarmingshot2: Attack speed reductionof20%for 20 seconds (30sec immunity)

  • EXAMPLE: A BH with +100 Pistol speed hit with Disarmingshot2 will drop to +80 pistol speed

That should keep those 1sec Rifleman spamheadshot3s from being spammed AS fast. Or somthing along those lines.






Azu'Ran -Black Company (BC)-USaint of Killers U
Leave this dam game, leave this game and move to WoW when it
hits stores! !


Froinlavin
Sun Apr 04, 2004 11:32 am
#8

i'd go for any of that
BZebub
Sun Apr 04, 2004 1:15 pm
#9

it does not hit the enemy's weapon. you can spam disarmingshot all day long and the enemy's weapon will never lower in condition. it may have at one point, or was possibly designed to, but this would be a huge griefing tool.



disarmingshot DOES do double damage to lairs and vehicles, but certainly does nothing disarm-related.


CrazySithSlayer
Sun Apr 04, 2004 4:25 pm
#10






SilentJay1284 wrote:

I would like to see this:



  • Disarmingshot1: Attack speed reductionof 15%for 10 second (30 sec immunity)

  • Disarmingshot2: Attack speed reductionof20%for 20 seconds (30sec immunity)

  • EXAMPLE: A BH with +100 Pistol speed hit with Disarmingshot2 will drop to +80 pistol speed

That should keep those 1sec Rifleman spamheadshot3s from being spammed AS fast. Or somthing along those lines.









sounds cool, it wouldn't make us too uber so others wouldn't whine......maybe



Intrepid-Gorynel Desse MCH Pistoleer(4443)

Chilastra-Drymarri Novice commando (3343)
Squidwalker
Sun Apr 04, 2004 5:03 pm
#11

/agree


I love the stunned idea. We have NO state effect attacks.


I think I read somewhere though, that the devs are unable to actually disarm, that is unequip something from someone. And with a TK not using VK, it wouldn't work.


My thoughts was, make is a delay attack, like warcry. Although that got nerfed now, so not exactly how it is. The delay is to SIMULATE the person getting the weapon knocked out of their hands and trying to fumble for another one. The stunned idea is great and appropriate. A slow delay on the attack is appropriate, but don't think accuracy penalty should be there. You are already compensating for taking the time to aim by putting a slow down on it.


So here is how I think it needs to work. Single target delay, that can still be attacked without breaking the delay. (the single target part is how it's different then the warcry and smuggler delay attack) For disarmingshot 1 it will do a 5 second delay on them.

At disarmingshot 2 it does a 10second delay, and 30 seconds stun.


Either way, like I just stated in my ranting thread. we need specials fixed.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
BZebub
Mon Apr 05, 2004 12:36 am
#12

having it stun is better. remember guys: delays are mostly useless after the last patch.
Vampirerobot
Mon Apr 05, 2004 12:49 am
#13

Someone told me in game yesterday that disarming shot actually damages the target's weapon. I haven't had a chance to test this yet, but does anyone know if that's true? It's certainly what the description claims.



Kelsin Redgrave
Master Smuggler, Master Gunfighter
Starsider
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