Pistoleer Archive
Thread: What is Crowd Control?
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rysan
Wed Mar 30, 2005 9:36 pm
#1
Very confused with that... What is Crowd Control?
Are all my specials going to be shots in the sky... hoping that the on coming enemy backs down?
Also as for the person saying that vibroaxe's, lances - etc etc are common in the film... Yeah they are in a couple of shots - how many people are carrying blasters... Hmmmmkind of sums up the prefered weapon of choise doesnt it and yet this game seems to still be leaning towards melee after the CU - TKA and Swordsman anybody?
Also why is a rifleman all powerful, and a BH considered a tank lol... Someone was drinking the night that diagram was made... drinking heavily.
Im just glad at least we have some information now - i think the armor, weapons, even the HAM bar becoming just Health all have big positives to them... just what is going on with the professions - especially the crowd controlling pistoleer!
Everyone must have a place and it seems the pistoleers is as back-ups, backup....
Nifty
Thu Mar 31, 2005 8:00 am
#3
SWG seems to have broken crowd control down into 3 parts: attack control (pistoleers), positional control (carbs, and rifles to a degree) and mezmerization (smuggler.)
Attack control will probably be delay actions and attack debuffs, maybe even state changes like ranged knockdowns or, omg, disarming your opponent. Basically, you make it so the enemy can't really do much damage to you.
Positional control will probably be rooting actions. Keeping the enemy pinned down.
Mezmerization will probably be stunning/paralyzing/knocking out the enemy.
Let's say your group encounters 4 NPCs. A pistoleer could lower the effectiveness of the NPC's attacks, allowing the group to take less damage over time. A carbineer could keep the NPCs back, which is a good thing if the NPCs are more powerful in melee combat. A smuggler could knock out several of the NPCs, allowing the group to concentrate on one target without the other targets helping out.
At least that's how I think Crowd Control will work. I could be wrong. We'll find out this afternoon maybe when TC gets the update and we can look at the profession trees.
mskroch
Thu Mar 31, 2005 8:31 am
#4
My real problem with the discussions so far is that pistol onlybecomes effective in groups. What happens whena pistoleer is walking around by themselves? Do they have to pin people down and wait for a swordsman/BH/Commando to finish them off?
Han_Solo_67
Thu Mar 31, 2005 8:39 am
#5
The thing about crowd control is that everything has to be Area Attacks really to be crowd control, and Pistoleer is more of a one on one kind of prof.
More of a close range nuker if you ask me, mixed with a little bit of light tank.
Nifty
Thu Mar 31, 2005 9:45 am
#6
well, right now we do have fan shot and the multitarget special. It make sense that some of our crowd control specials in the CU will be AoE crowd control.
Also, depending on the duration of a single target attack debuff, as well as the windup/cooldown of the attack debuff itself, you might be able to rotate the debuff around multiple targets. Meaning you can attack a single target, then attack the next target rendering both debuffed for a period of time. Not sure if it'll be possible. We'll have to wait and see.
ithurtssogood
Thu Mar 31, 2005 2:34 pm
#7
To be honest I dont think I'm staying pistoleer... crowd control? come on. But i'll try it out. but as for your question on what crowd control... AoE attacks mostly.
1manynames1
Thu Mar 31, 2005 5:05 pm
#8
I guess its used to blow the crowd aways when they get to out of hand 
RenKesson
Fri Apr 01, 2005 6:09 pm
#10
I love it!
Finally something more tactical than simple button smashing!
A couple months ago, this Pistoleer forum was crawling with posts saying, "Give us something more than four working specials! We're the class that has to think/work the hardest for our kills!" Well, take pride in your thinking and working now! CC (esp. damage control) makes for a very tactically challenging playstyle, which is what I wanted from the Pistoleer profession! No more Bleed, Bleed, Torso Shot, PMD1, spam HS2 until Health drops to 0.
Thank you Devs!
Golrok
Fri Apr 01, 2005 7:40 pm
#11
^^^ I agree
it said in the docs that pistoleer can kill thingsalone if they use their tactics right, just not veryquickly.
the way i see it, their making it like other MMOGs, or trying to. You can still go out and solo, but its for sport, not for grinding. You won't advance as fast XP wise, but thats the price you pay to solo.., in many MMOGs, you solo something and its counter productive time vs XP wise, but its for bragging rights.
As of now, pre-CU, its just stupid- soloing is more productive and prefered than groups. I'm glad the devs arefinally addressing this/.
LordMarr
Fri Apr 01, 2005 8:14 pm
#12
dont forget we get good melee and ranged defense, also blind stun and dizzy recovery, im not sure about intimidate shot, anyone seenw hat this does, also stopping shot is supposed to reduce forward movement. so it sounds good to me, probably have a few good damge specials(body shot)but mostly controlling an opponent and playing defense.
LordMaxx
Fri Apr 01, 2005 8:51 pm
#13
LordMarr wrote:dont forget we get good melee and ranged defense, also blind stun and dizzy recovery, im not sure about intimidate shot, anyone seenw hat this does, also stopping shot is supposed to reduce forward movement. so it sounds good to me, probably have a few good damge specials(body shot) but mostly controlling an opponent and playing defense.
All elite marksman profs get the blind stun dizzy recovery. And our Melee and ranged defense are a little bit better, but nothing to write home about...we'll see how they tweak them. Intimidate shot, should do that intimidate, which is the same as the brawler intimidate (now pikeman) lowers the damage out put of the target.
as for the solo pistoleer. think of us bringing them down to our level. you intimidate, and then outdamage them because they cant do as much.
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