Pistoleer Archive

Thread: A Question About Disarming Shot and Intimidate

Holbach
Tue Sep 16, 2003 11:44 pm
#1

I noticed that many people are advocating that the intimidate state be added to disarming shot. From what I have read on these boards, everyone seems to be under the impression that when an enemy is intimidated, it reduces the amount of damage they cause. In the manual however, it states that intimidate simply increases the chance of being hit by attacks. So which one is it? If the intimidated effect merely increases the ability to be hit, I say we better start arguing for a different effect. Pistoleers have no accuracy problems, so there is no need to issue us a special thatwill beessentially useless (we already have plenty of those). Not to mention,intimidate according to the manualwould not be in line with the "spirit" of disarming shot. Why would someone be easier to hit if they lost their weapon?


Granted my concerns will be nullified if the manual inaccurately describes the effects of intimidate. However, if my qualms are correct, I think we need to expeditiously decide on an alternative, as time seems to be of the essence. I agree that disarming shot should be an anti-griefing special, and not destroy weapons (although it would help the crafting industry). But I don't think the positive side-effects to the crafting economy would outweigh the negative effects to PvP (if we are to take a Utilitarian approach on the decision).


I have also read several posts positing the idea that Disarming Shot be similar to Panic Shot. While this seems like the most practical solution, I don't believe it is the best for 2 reasons: 1.) Panic Shot is not a good special anymore (since the knockdown nerf) and, 2.) it would detract from the uniqueness of both Pistoleers and Smugglers.


My suggestion is that Disarming Shot damage weapons (please read on before you call me crazy:smileyhappyIf disarming shot causes weapon damage, the repairing of weapons should change. Weapons should always be successfully repaired when one uses a repair kit on them, however, they still shouldhave their max hit points diminished. This way weapons can be destroyed, but with minimal grief to other players. Thisshouldn'tthrow the crafting economy too out of whack either, as eventually people will need to purchase a new weapon.


If disarming shot causes weapon damage (under the circumstances described above), pistoleers will be feared in the same respect that commandos and combat medics are, which I think is a good thing. I personally enjoy a little tension knowing that a flamethrower mightsend me to a hospital for 5-10 mintues, and vice versa with disease and Combat Medics to a cantina. What is unfortunate is that all classes need to have that "fear factor" to them, but don't presently.


I would like to close by stating what a remarkable job Jaegen and others like Philospher1978 have done(note: I may have the year wrong for Philospher's handle :smileysurprised. In all seriousness, I was going to cancel my account this month. My good buddy alreadycanceled his account, so I really had no other reason to play, aside from theStar Wars theme. The one aspect of this game I enjoy the most is PvP, and there iwas no way I wasgoing to level all over again to be competitive. If it wasn't for the steadfastness andintelligence of the pistoleer community and leaders, I would be canceling my account, and hoping that it wan't erased when the game finally becomes balanced. While we aren't out of the woods yet, I atleast will give it one more month to see if the Devs can push this game in the right direction. Without people like Jaegen, Philospher1978 and others the Devs would be unable to do so. My hat's off to you fellas.



Nic Mondego


Master Gunfighter


Starsider







------------------------------------------------
God: I have no need for this hypothesis.

-La Place
ProLamer
Wed Sep 17, 2003 7:00 am
#2

I've done some testing with intimidate and I notice that it does NOT reduce the damage a ranged person is dealing, but does reduce their melee damage.


As far as testing whether or not an intimidated target takes more damage I will have to do some more testing.



Oh, and a word of advice, you should burn your manual hehe.




Murr Durr, Zabrak ~ (Ahazi)
Teras Kasi Master
1/1/0/0 Creature Handler
4/4/3/0 Medic
0/0/3/0 Pistoleer
ProLamer
Wed Sep 17, 2003 7:02 am
#3

Sorry I think my post is unclear and I wish I had an edit button.


If I intimidate a target using a pistol he still does the same amount of damage to me per hit.


But if I intimidate someone using their fists, they take a significant cut in the damage they deal per hit.


Hope that's more clear.




Murr Durr, Zabrak ~ (Ahazi)
Teras Kasi Master
1/1/0/0 Creature Handler
4/4/3/0 Medic
0/0/3/0 Pistoleer
Jaegen88
Wed Sep 17, 2003 7:26 am
#4

ProLamer ,


When I get hit in PvE by a mob with intimidate, I do drastically less damage...with a pistol.


I wonder why you're not seeing it work in PvP?




Jagen88
Jaegen Kel'daron - Master Gunfighter
ProLamer
Wed Sep 17, 2003 8:29 am
#5

I'm not sure but I've been doing some pretty extensive tests lately with another player and each time I intimidate him when he is using a pistol his damage stays the same.


I haven't done a lot of PvE testing with intimidate, except I know it lowers, say a baz nitches damage output significantly.


Try getting intimidated vs a player and see if your damage is affected, I will do some more tests today after work.




Murr Durr, Zabrak ~ (Ahazi)
Teras Kasi Master
1/1/0/0 Creature Handler
4/4/3/0 Medic
0/0/3/0 Pistoleer
Philosopher1976
Wed Sep 17, 2003 12:07 pm
#6

Thanks a lot for the kind words, man. Like the rest of you I just want to do what I can to get our profession to work ... I'm so glad that all those long posts are finally paying off.


As far as Intimidate goes, the description in the manual is wrong ... Intimidate is really pretty good, trust us. It's an advantage that most people don't think it's too great. As you can tell from our other posts, we know what we're doing.


I had the same reaction as you when Jaegen mentioned it to me -- intimidate, doesn't that suck? Here's how you can test Intimidate for yourself ... at least here's how I did it. Make a newb character on another server, and choose Brawler. You'll get this Intimidate 1 skill. Just use it a bit and watch the combat window. Not bad. I'll take that over hitting a weapon's condition, and it's actually unique for ranged attackers so we won't replicate Smuggler or anyone else.






Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


GrimeyIntrepid
Wed Sep 17, 2003 12:08 pm
#7

Disarming shot 1 or 2 sucks. With knockdown on 2 was good even with the ham cost on it, its gone because it SOE says it should never have had it. OK.


They can change the name to whatever they want, Even as it is now it doesn't disarm anything. And I couldn't say I use either..ever. Useless special with a loving could be something at the very least interesting =a medium dmg special (say 2x normal dmg), with a slight chance of special and with the 2nd version a greater chance of landing the special. I don't wanna dmg opponents weapon, what good is that..at all? Heck make it unequip the opponents weapon, which is silly unless the opponent is put on a timer to requip any weapon - read here would probably work less than Disarming shot does now the way things seem to get "fixed" in this game...hehe


Intimidate means less dmg taken, doesn't matter if it makes enemy shoot for less or hit less often = end result is less dmg taken. There are other specials that could be added, stun/dizzy/blind. Call it Blinding Shot 1 & 2 (blind), Call it Spinal Tap (stun heh), or Call it ShockWave (dizzy)...or Aggressive Assault (intimidate). Not like its hard to change the name of a special.


Thing is...make it do something! other than take up a spot in my abilities menu..forever taunting me...




--------------------------------------------------------------------------------------
Grimey
Master Critter Wrangler / Master Gunslinger / Novice Medic
Saein Grimson
Novice Commando / Novice Medic
Intrepid Server
Auto
Wed Sep 17, 2003 12:22 pm
#8

I'd like to see a dizzy shot for Pistoleers.



Greython Tolar of DOOM
Holbach
Wed Sep 17, 2003 12:32 pm
#9

That's right, 1978 was the year =).


I will save myself the trouble of testing the effects of intimidate; I trust the results of any experiments you gentlemen have done. Since intimidate does decrease the amount of damage inflicted by those afflicted with it, I think it would be an appropriate special for Disarming Shot. Keep up the brilliant work, and thanks for clearing that up.




------------------------------------------------
God: I have no need for this hypothesis.

-La Place
Zerona
Wed Sep 17, 2003 2:22 pm
#10

Would be ideal to test intimidate against weapon wielding NPCs like meatlumps or faction NPCs. That would test whether it could apply to a ranged NPC type.



Zerona - Intrepid Master Doc/Pistoleer
Holbach
Thu Sep 18, 2003 1:33 am
#11

If intimidate doesn't affect enemies in PvP, I'm not so sure it's a state effect worth having. I'm curious if its effects in PvP are merely bugged. Perhaps Jaegen should inquire with the Devs as to whether or not intimidate is working as intended (with respect to PvP of course).



------------------------------------------------
God: I have no need for this hypothesis.

-La Place
marcm000
Thu Sep 18, 2003 4:02 am
#12

The obvious thing for me in disarming shot is that it do what it says...kinda. attack the weapon, causing it to be unequipped. being unequipped causes a delay of action as will re-equipping it. A good reprecussion of what should happen, IMO. A downfall for this is a 20-30 sec delay, maybe on the pistoleers behalf?
Philosopher1976
Thu Sep 18, 2003 10:31 am
#13

I agree with Holbach, but we need to test this more before doing anything, because if Intimidate works it's great.





Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


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