Rifleman Archive
Thread: Dizzy, Posture Change, and Knockdown
Now it was my impression that if you apply a Dizzy state, and get your opponent to voluntarily change posture, he would fall down. This is not the case. I have Dizzied a nice big ole creatue on Dathomir, sent suppression fire in on him, he stood up, and he did not fall down.
So, what is the actual application to properly keep an opponent (I'm primarily interested in PvE mind you) on the ground. I have heard Dizzy and then knockdown will keep them down. True?
What will keep them down the longest? I know Dizzy has to be applied for this to work, and it seems that the Dizzy I apply wears away very quickly: 10 seconds or so. That's not fast enough for me to Rifle the Dizzy on, Switch to a Pistol, PistolMelee The guy, switch back to a Rifle and Blast away, by that time he's fine.
Am I doing something wrong, or am I just not understanding how Dizzy and keeping a guy on the ground works?
Night4554 wrote:
I just got the Box that lets me apply a Dizzy state (Flurry Shot I think, whatever, I know I have it).
Now it was my impression that if you apply a Dizzy state, and get your opponent to voluntarily change posture, he would fall down. This is not the case. I have Dizzied a nice big ole creatue on Dathomir, sent suppression fire in on him, he stood up, and he did not fall down.
So, what is the actual application to properly keep an opponent (I'm primarily interested in PvE mind you) on the ground. I have heard Dizzy and then knockdown will keep them down. True?
What will keep them down the longest? I know Dizzy has to be applied for this to work, and it seems that the Dizzy I apply wears away very quickly: 10 seconds or so. That's not fast enough for me to Rifle the Dizzy on, Switch to a Pistol, PistolMelee The guy, switch back to a Rifle and Blast away, by that time he's fine.
Am I doing something wrong, or am I just not understanding how Dizzy and keeping a guy on the ground works?
As the others stated, Dizzy has no effect on creatures. It will only work on NPC's.
However, just because they do flop over they can still get up. The Dizzy just gives them a chance they will do the flopping fish act. It seems to be less effective on NPC's than players.
I also believe you can stack Dizzy's. If you get hit them with Dizzy it is suppose to add to the Dizzy timer. I don't know if it hits a cap or not though. I would suggest hitting them with two Dizzy's first, then the KD or posture change, then a couple more Dizzy's once they flop. Then alternate shots if you want. Dizzy than some other shot back and forth.
You know, they should tell people somewhere about these things, all these little quirks. Like, a manual, or online help. Gee, wouldn't that be swell?
Message Edited by Night4554 on 07-13-2004 11:43 AM
Waste93 wrote:
Night4554 wrote:
I just got the Box that lets me apply a Dizzy state (Flurry Shot I think, whatever, I know I have it).
Now it was my impression that if you apply a Dizzy state, and get your opponent to voluntarily change posture, he would fall down. This is not the case. I have Dizzied a nice big ole creatue on Dathomir, sent suppression fire in on him, he stood up, and he did not fall down.
So, what is the actual application to properly keep an opponent (I'm primarily interested in PvE mind you) on the ground. I have heard Dizzy and then knockdown will keep them down. True?
What will keep them down the longest? I know Dizzy has to be applied for this to work, and it seems that the Dizzy I apply wears away very quickly: 10 seconds or so. That's not fast enough for me to Rifle the Dizzy on, Switch to a Pistol, PistolMelee The guy, switch back to a Rifle and Blast away, by that time he's fine.
Am I doing something wrong, or am I just not understanding how Dizzy and keeping a guy on the ground works?
As the others stated, Dizzy has no effect on creatures. It will only work on NPC's.
However, just because they do flop over they can still get up. The Dizzy just gives them a chance they will do the flopping fish act. It seems to be less effective on NPC's than players.
I also believe you can stack Dizzy's. If you get hit them with Dizzy it is suppose to add to the Dizzy timer. I don't know if it hits a cap or not though. I would suggest hitting them with two Dizzy's first, then the KD or posture change, then a couple more Dizzy's once they flop. Then alternate shots if you want. Dizzy than some other shot back and forth.
*shrugs*
One more trap to throw at that krayt for Trapping XP I guess.