Pistoleer Archive

Thread: so Root will break on damage?

GanymedePharuu
Thu Jun 16, 2005 6:51 am
#1

sorry if this subject has been covered.

but are the Devs really gonna make it so Root and Snare will break upon damage?
i already know about the Smuggler's Concussion shot being fixed so that it's a Mezz, and will break upon damage.
but i'm asking about Stopping shot. will this really be made to break upon damage?

cause if it does i think it will become useless



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I am Jack's ignored profession.
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Nifty
Thu Jun 16, 2005 7:08 am
#2


No, roots and snares will not break on damage.


Concussion Shot was never meant to be a root (read the description of the shot in the game.) Concussion Shot is a separate issue from Stopping Shot (and meant to be a completely different effect altogether.)


Roots will be fixed by actually implementing the immunity timer that is already supposed to be coded in (but obviously not working.)


Edit: the stopping shot information is based off of the Tuesday Tip from a few weeks ago when Thunderheart mentioned chain rooting would be looked at, and that there is supposed to be some sort of timer implemented, but it is not working correctly.


We've already learned that what came out of Fan Fest can be taken out of context (riflemen getting slowed down, for example.)


However, this is SOE we're dealing with, and we all know they say one thing and implement another, especially if a certain class that uses a certain weapon whines loudly enough about it.


Bottom line is that if roots and snares break on damage, they are no longer roots and snares, they are watered down versions of mezzes, since snares and roots only stop movement, all other actions are possible and mezz stops everything. Snare that breaks on damage < Root that breaks on damage < Mezz that breaks on damage.

Message Edited by Nifty on 06-16-2005 10:05 AM



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Ashet
Thu Jun 16, 2005 6:25 pm
#3


They nerf roots or snares, and its time to leave the game. Pistoleer will be useless again, unless they up damage big time. The only way I survive now is by using roots and snare. Take it away, and whats the point?

Zimal
Thu Jun 16, 2005 6:30 pm
#4

well for oen pistoleer's don't get snares....


for 2 roots and snares will not break on damage, they are by no means a mez, just movment impeders...


the idea for root to make it so "we can't perma root jedi" is to add an immunity time after one is rooted.... ok thats kool i can deal... but if this happens we want the long timer on stopping shot to be droped to normal so we can use on multiple mobs...


as for snare.... what would they change on it?





=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
Physkoris
Fri Jun 17, 2005 12:16 am
#5

We'll all be screwed if they get rid of or nerf the root on Stopping Shot. The only reason me and my buddies can hunt Krayts or the Gorax is the Stopping Shot. If we don't get one stuck then I'll be dead 15 seconds later. And the enemies ALWAYS go after me first in a group of 2 Pistoleers, 1 Rifleman, 1 Jedi or 1 Swordsman. Always..









Scylla Physkoris Elder Jedi
Scylla Australis Macroburst Elder Swordsman Spy
Starsider Australis Macroburst Spy
"Pay attention, because you know you'll have to pay either way.."
DarkonSlayer
Fri Jun 17, 2005 7:47 am
#6






Zimal wrote:

well for oen pistoleer's don't get snares....


for 2 roots and snares will not break on damage, they are by no means a mez, just movment impeders...


the idea for root to make it so "we can't perma root jedi" is to add an immunity time after one is rooted.... ok thats kool i can deal... but if this happens we want the long timer on stopping shot to be droped to normal so we can use on multiple mobs...


as for snare.... what would they change on it?








Actually there doesn't need to be an immunity timer, cause the stopping shot root drops before you can refire it!


once Cuncussion shot is put as a mezz things should be the way they intended! SHOULD BE!





LINA INVERSE
Smuggler/Politician/Pilot
LINA' INVERSE
Commando/Pilot
FLURRY SERVER

BadgerSmaker
Fri Jun 17, 2005 8:08 am
#7






DarkonSlayer wrote:


Actually there doesn't need to be an immunity timer, cause the stopping shot root drops before you can refire it!

once Cuncussion shot is put as a mezz things should be the way they intended! SHOULD BE!






There does need to be a timer, because a couple of players with stopping shot can perma root a mob or player.




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
TheSillyOne
Fri Jun 17, 2005 9:40 am
#8

however, if there is a timer on it, I'd really like to see the recovery time SIGNIFICANTLY reduced.



-silly-


Save your breath. You'll need it later to blow up your date.
DarkonSlayer
Fri Jun 17, 2005 10:20 am
#9






TheSillyOne wrote:
however, if there is a timer on it, I'd really like to see the recovery time SIGNIFICANTLY reduced.





QFE!



LINA INVERSE
Smuggler/Politician/Pilot
LINA' INVERSE
Commando/Pilot
FLURRY SERVER

Nifty
Fri Jun 17, 2005 11:51 am
#10






DarkonSlayer wrote:





TheSillyOne wrote:
however, if there is a timer on it, I'd really like to see the recovery time SIGNIFICANTLY reduced.





QFE!




This has been mentioned to Badger before, and he agreed with it.




Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Zimal
Fri Jun 17, 2005 5:48 pm
#11

if you look in our issues thread, one of the things in there is to get re-use timer on stopping shot droped, and an imunity timmer added to the root state



=============================================
Xil - MCM, Mpistol
Instant Aggro Master
Where Mihosi is, Chaos Reigns
Jedi shmedi, I got me a wookie
Don't piss off a programer, WE READ YOUR EMAIL
velocity-x
Sat Jun 18, 2005 12:00 am
#12

on top of that, if I fire a shot, and I don't have action to complete it... why do I have to wait on the timer!!!



Morbious Nemes



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