Rifleman Archive

Thread: Well, there went our knee-cap shot.

ParadigmRed
Fri Aug 05, 2005 2:33 am
#1


I don't know if anyone has noticed, butas ofpublish 21 most, if not all, high level melee mobs now have rage/anger which nullifies/prevents sticking of Knee-cap shot.


So, unless you used it in PvP, its usefulness pretty much just went to ZERO. Mobs counter the shot instantly, so it's now a waste of time to even try to apply it, given the low damage.


Ok, so the devs decided that we shouldn't be able to apply Knee-cap with impunity. That's fine. However . . .


the only time I ever used the shot to begin with, the only time it was of any use, was when I was fighting a very high level Melee mob for which a little extra slowdown could make a big difference. Now it doesn't work for that at all, and I mean not at all, so I might as well find something else to put on my hotbar.


I guess what I'm getting at here is that there is a difference between adding a certain failure rate to a shot and just plain rendering it worthless. I mean, c'mon, it wasn't that great a shot to begin with.


I can still kill the same mobs as before, now I just have one less option to use while fighting them. I suppose I should be happy that I'm now rotating between fewer specials, yet somehow, I'm not. It is the complexity I find interesting, perhaps, and now it's . . . well, less interesting. I fought several Krayts without Knee-cap and somehow it didn't make it more intense, instead it just seemed kinda . . . blah. Without it, (and this is partly the fault of my current template) I could never get far enough away to land a sniper shot, so I just ended up rotating between the same stale specials over and over.


Well, I'm done ranting. Comments? Does anyone care that this shot has been made officially worthless? Or did no one use it anyway?


Seraphim
Puttley
Fri Aug 05, 2005 4:02 am
#2

tis annoying - double by me getting CM4004 yesterday for the movespeed reduction there (hoping to stack with leg hit) now its one or the other - suppose its lucky i did get the CM movement speed de-buff as the leg hit never sticks for me- period, it lasted only a short while anyhow and the CM version lasts over 2 min!
dalessit
Fri Aug 05, 2005 5:22 am
#3

Knee-Cap shot has always sucked. I notice almost no slow down at all.


I have Carbines 0440 an the Carbine Snare is a lot better than the Rifleman one which I almost never use.


Omaplata

MMarksman/MRifleman/MPistols/Carb0440



Omaplata
Guild Leader: New Dawn Adventurers
Mirage City, Dantooine
What is best in Life?
To crush your enemies, to see them driven before you, and to hear the lamentation of the women, ha, ha ha!


Ackehece
Fri Aug 05, 2005 8:54 am
#4

is rage/anger affecting kneecap shot? If so that is a bug.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




lancamaru
Fri Aug 05, 2005 9:47 am
#5


I was using knee cap on bols out of MO on dant last night. I noticed a huge dif in thier speed. There were 3 other rifleman in the group. We'd slap em with specials, and hammer em' before they could even get to us. I am so loving the Rifleman profession.



*edited by admin*
ParadigmRed
Fri Aug 05, 2005 2:34 pm
#6


It sure seems to be, Ackehece.Rage/Anger was definetly preventing it from sticking on Krayts. I used to use it all the time combined with combat medic ED. ED still sticks fine, but Knee-Cap? Not once . . . not even once out of a multitude of shots. Maybe it is a bug, I hope so. Otherwise the shot is pretty much useless.


Oh, and Iancomaru, I never used the shot against bols. Even level 80's are weak, and generally dead by the time they reach me. So I didn't consider Knee-cap against them. I did test it on some level 81 voritor hunters, and it stuck on them, permitting me to kite. However, I could kill them before they reached me as well, so why bother? Like I said, its not sticking anywhere where it would actually matter.


Seraphim

Holbrook
Fri Aug 05, 2005 8:45 pm
#7






Ackehece wrote:

is rage/anger affecting kneecap shot? If so that is a bug.





anger makes it so you have to use kneecap and/or crippling shot more then once to get it to stick, if you dotn kite it can be a problem when hunting
Skronnie
Fri Aug 05, 2005 11:10 pm
#8

If you were using the CM electrolyte drain constantly, I'd wager that that was actually your problem. They dont stack anymore. I was still able to stick kneecap every time even with anger up as long as ED wasnt up. This was on Krayts, post pub 21.
ParadigmRed
Fri Aug 05, 2005 11:17 pm
#9










Ackehece wrote:

is rage/anger affecting kneecap shot? If so that is a bug.





anger makes it so you have to use kneecap and/or crippling shot more then once to get it to stick, if you dotn kite it can be a problem when hunting








That may be so, Holbrook, but as I said, I used it a multitude of times during a long, kiting battle, and it didn't stick, not once, ever. The Icon for Knee-cap never showed up under the Krayt's indicated states. It did seem that that the "anger" icon appeared many times the instant I used the shot, though.


My point is that whatever they have done has rendered the shot less effective than it was, and it wasn't real effective to begin with. In fact, to say "less effective" is being kind. I guess the only time it will be usefull now is if I want to amuse myself kiting a voritor . . .
Skronnie
Fri Aug 05, 2005 11:19 pm
#10

The anger state shows up after you break the Startle Shot daze. This was implemented to prevent chain dazing.
ParadigmRed
Fri Aug 05, 2005 11:42 pm
#11







Skronnie wrote:

If you were using the CM electrolyte drain constantly, I'd wager that that was actually your problem. They dont stack anymore. I was still able to stick kneecap every time even with anger up as long as ED wasnt up. This was on Krayts, post pub 21.






If that is the case then it looks like that solves the mystery. I certainly was using ED. It never even occurred to me that the two wouldn't stack anymore, particularly since with the long duration of ED, and the fact that I reapplied it as soon as it started flashing, prevented me from ever firing Knee-cap on the Krayt when it WASN'T under the influence of ED. So there wasn't any feedback to help me realize what was going on.


Ok. So they don't stack anymore. I'm a little irked by this. Whatwas the point in diversifying my skill points again? I understand the need for "balance", but was ED stacking with Knee-cap really that big a deal? I can't say it made that much of a difference, anyway. I can still kill the Krayts with ED alone, Knee-cap just added a little spice to the battle by allowing me to occasionally get far enough away to land a sniper shot. It was fun. Now it is . . . less fun.


I can't fully explain how annoying this is. I'm a MD/MR, and after examining my options,I put my remaining points into CM 0004 primarily because Knee-cap shot wasn'tcutting it on its own. I was specifically looking for something I could COMBINE with Knee-cap, not something to replace it.


Maybe I'm just being morbid, and before the CU it didn't feel this way, but lately it seems whenever I try to work something out to make the game more fun, to do the things I want to do, along comes the nerf bat to swat me back down to mediocrity. Grrrr. I'll stop now. I guess there's no point in getting all worked up.


Anyhow, thanks for the info, Skronnie. I appreciate it.


Seraphim

ParadigmRed
Fri Aug 05, 2005 11:43 pm
#12

Yeah, I gathered that. I never did the chain-dazing, so I didn't think about that aspect much.


Seraphim

Skronnie
Fri Aug 05, 2005 11:49 pm
#13

Yeah man, sorry to bear bad news and all. GL with finding the new thing and then getting swatted just as you work the kinks out. ^^
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