Pistoleer Archive

Thread: Devs, is it really that hard to implement disarming shot and multitargetattack?

Alessandra
Thu Sep 04, 2003 8:52 pm
#1

Now that the pistol descriptions have all been updated, I think it should be valid to actually go by the descriptions and expect skills to match.

/disarmingshot1: This ranged attack is used to hit your opponent's weapon.
/disarmingshot2: This ranged attack is used to hit your opponent's weapon. This is more powerful than disarmingshot1.

The entire pistoleer community and everyone else has already screamed that we don't want to damage the weapon. In the description for the Techniques line, it states "new methods for different effects, like disarming or stopping a target." There is no mention of destroying the weapon. According to YOUR OWN descriptions, disarmingshot should disarm the weapon. There is already a similar effect in the smuggler line called 'Panic Shot' (which I should note is an area cone attack). Add this effect on disarmingshot1, rename the status to 'Disarmed' and that skill is fixed. For disarmingshot2, just increase the duration of the 'Disarmed' status and the percent chance of success and maybe even add the cone area effect.

/multitargetpistolshot: This ranged attack for pistols can hit multiple targets at once.

The current implementation is very bugged and rarely works. Even when it does work, the damage/HAM cost/speed ratio is far worse than tabbing through each target and hitting fan shot. If this attack automatically shot every red dot within pistol range simultaneously or at least faster than 1 shot per second, it would be worth it. But until then, can't this attack simply hit all targets in a cone area? There are numerous other attacks that you use to copy the code over to this special.





Alessandra Viel
Master Gunfighter on Eclipse

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