Pistoleer Archive

Thread: Can some one tell me how DisarmingShot is supposed to be useful?

Torryn_Kel
Sun Feb 22, 2004 2:43 am
#1

Pretty self-explanatory. Thanks for the feedback.








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Veehawk
Sun Feb 22, 2004 4:39 am
#2

I myself am wondering the same thing, I have always known them as being broken butI keep hearing rumors that one or the other works for taking out lairs faster? I do not care about the pve aspect of it,I live to pvp. Do either work for pvp? If so, **edit** do they do? Any states or type of dmg would be helpful. I have never bothered to try and test them due to them always being broken.



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Daermoth
Sun Feb 22, 2004 7:03 am
#3

If you know someone with an uber nice weapon that is ravaging people in PVP, you can throw yourself in front of it and damage their weapon faster than regular use by them would. As a skillshot, it is useless in PVE. As a powershot, there are better.



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boodow
Sun Feb 22, 2004 7:17 am
#4

Yep, I think it is pretty much useless.



Terigo
Master Pistoleer/Smuggler
Commander of the Millennium Nuna
Ostracized
Sun Feb 22, 2004 7:22 am
#5

I dont think anyone has been able to prove it actually damages a persons weapon.


About the lair thing. At least Disarm 1 does more damage to lairs. Basicly my gun is not uber and im just a novice but this is what i see agianst lairs. Disarm doesnt seem to do more damage against regular targets but i havent checked to extensively


Regular attack with scout blaster = around 200 damage


health shot with scout blaster = 400-500 damage


Disarm shot with scout blaster = 700-800 damage


it firesalittle slower thenhealth shot 2 but has less HAM usage.



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BZebub
Sun Feb 22, 2004 10:37 am
#6

yes, someone needs to do a test on this. i was wondering how much damage it really does to a weapon...
JohnyCrash
Sun Feb 22, 2004 3:37 pm
#7

I've never been able to get disarming shot to work.

I made a crappy cdef carbine, gave it to a friend, and asked him to duel me. I spammed disarm shot several times, with NO damage what so ever to the cdef carbine

Sure would be nice if it did work...could u imagine all the p*ssed off people with broken flame throwers, and T21's, lol



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Tantuine
Sun Feb 22, 2004 7:13 pm
#8

Disarming shot 1 does do a lot more damage to a lair. I used a scout blaster with like 120 or so damage and hit a lair that is not empty and still do a little over 1K damage a shot with it. So it is good for those 50K hp lairs but that's about the extent of it.



Tommyknocker
~ Master Doctor ~
+ Aspiring Master Pistoleer +


Pagus
Mon Feb 23, 2004 1:33 am
#9

Disarming Shot 1 has never done anything. Just another random HAM attack that we all love. Disarming shot 2 used to be a area KD but other classes complained so it was nerfed a month or 2 after release.



Ragen Sands
Torryn_Kel
Mon Feb 23, 2004 2:57 am
#10

I really think that, if implemented fairly, this skill could be a great money sink in the game. Especially in large scale PvP battles. I would love to be able to take out a T21 while the owner was engaged with a few of my buddies. If we damage guns, they will need to be repaired. If we disable them, they will need to trashed and replaced. Either way, the owner spends money trying to keep his gear together. I would also love to take a couple of shots at some of those pre-nerf FWG5's.....









Trask Ol'ya - Starsider

(In honor of the pants thread)-"Your tragedy on the landing platform - terrible. Seeing you alive brings warm feelings to my pants"
Killtacular
Mon Feb 23, 2004 10:44 am
#11

do you honestly think that they are going to allow people to damage weapons that players have spent hundreds of thousands of dollars on, disarming shot should be like a small delay move thats it...as far as doing more damage to lairs. i am unsure about that...i thought double tap was supposed to increase the damage done to lairs





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Bzzzz
Mon Feb 23, 2004 12:09 pm
#12

It's supposed to use up a toolbar slot. And look interesting. Oh, and maybe give people hope in the fabled "rebalance." That's it. Pretty much like any of the other non-Fanshot pistoleer specials.



-Zz (it does some add'l lair damage, but so does double-tap & last-ditch)
Squidwalker
Mon Feb 23, 2004 4:21 pm
#13

How do you mean "supposed" to? Currently it's broken, so its not really useful at all. Period.


If it worked, IMHO, it should "disarm" your opponent, like unequip their weapon. Better yet, make it a delay shot to simulate being disarmed. Make it so the target can't attack for say 5 seconds on disarm1 and 10 seconds on disarm2.


But about half or more of our specials don't work.





Teranus Blan'Fyl
OldSchool Ranger
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