Smuggler Archive
Thread: Suggestion for Smuggler skill /getaway
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Ranende
Tue Oct 12, 2004 8:51 am
#1
/getaway
This command would executeonefinal powerfulknockdowncone attacktowards your target/s andmake your dotdissapear from the mini-map for60 seconds.
It would also makeyou untargettable for60 seconds andgive you a 2x speed boost to /burstrun and/or the vehicle you are riding (again for 60 seconds)
During this time you cannot attack and cannot be attacked by the targets that were hit by the cone KD attack.Again, this affects only you and the targets that were hit, you canboth still attack others players/npcs.This skillwould have a refresh time ofa fewminutes and require a large amount of Action to execute.
More Details
-The knockdown attack would have to be extremley effective 90%+ and have the damage of at least/lastditch
-The time for this command to refresh would have to be tested, I think a 5 minute refresh is good.
-You can still be seen on the screen by the targets you hit, but not attacked or targetted.
-Any other targets that were not hit by the cone attack are not affected in any way. You can both attack each other.
Can anyone see any drawbacks to this? I dont see how this is more powerful than Feign Death. The person can still try to follow you, they just wont be able to track you using the mini-map or by targetting you while you make your getaway. The only problems I see are on the technical side.
Boycarino
Tue Oct 12, 2004 8:59 am
#2
I like it. I had an idea similar to this not long ago. In my idea you would appear as an NPC on radar and could /blendin with a crowd in busy areas. However, you could still be targeted should yourpursuer be able to pick you out.
Cool idea. Wish some of these would get some action.
JTGAlpha
Tue Oct 12, 2004 9:51 am
#3
WAAAAYYYY overpowered. The timer for this would have to be LONG LONG LONG. You just combined Last Ditch, Low Blow, and added a "stealth" function AND an increase in Burst Run? The HAM would have to be crippling.
First of all, get rid of the massive damage. Make it just AoE knockdown.
Second, you'd have to signifigantly lower the time you are "invisible." Say 30 seconds.
Third, you'd have ditch the burst run thing. I mean, 60 seconds is long enough to pull out FOUR vehicles.
It's a good idea, the stealth function but you've got wayyy too much functionality.
Ranende
Tue Oct 12, 2004 10:24 am
#4
Lets see, i execute /getaway
Ihit for 300 dmg, and knockdown the target. Now I cant attack him anymore. I can either stand there andwaitit out or runaway. Either way he will already be standing and ready to fight again andIcannot execute the command again.
Meanwhile a speed capped pistol user could have spammed last ditch 45 ( for ~13.5k damage total)times and low blow 15 times in that minute.
You seriously think that is overpowered?
The whole point of this is to getaway safely (which is what a smuggler would want to do) rather than lay there "feigned death", maybe the 60 seconds is too long, but again that would have to be tried and tested.
JTGAlpha
Tue Oct 12, 2004 10:56 am
#5
30 seconds later you've hit the peace button, pulled your bike and ran away.
It's to get away, right?
Look at it again. You've combined Last Ditch AND Low Blow. Both are upper level smuggler abillities and VERY sweet in their own right. THEN you've tacked on an escape abillity that's arguably as good, if not better, than feign death, as, while it's not permanent DOES allow you to actually GET AWAY. AND you want to be able to burst run twice as fast with it, which is a JEDI abillity. And it's a AoE cone. That's like, what? 4 or 5 abillities in one? I like the radar camoflage, I really do, but this is way way way way way overpowered. The abillity to stop their motion, disallow further attack, and /peach out is enough for a getaway.
Ranende
Tue Oct 12, 2004 11:59 am
#6
You cant spam this, it's a one time thing. You are comparing a single attack that can be spammed up to 1 time every second compared to something that can only be used once every few minutes.
How long does it take someone to get up from a knockdown a few seconds? It is impossible to get away unless you can move faster than them. You cannot take out a vehicle in battle, and evenafter you end the battle it takes like 25 seconds for thevehicle to show up.
Once youdo feign death you are free, you cannot die; youcan call your friends to help fight off the attacker if he decides to stand around. With this, the attacker has a chance to catch you.
What i am trying to do is come up with something more realistic than feign death, which seems to be on it's way to being nerfed.And I think isinherently dumb, since everyone knows you are not really dead, but faking dead.
I think getting away from danger should be something a smuggler should do with efficiency. Maybe this skill can even have efficiency rating like feing death, where at low levels the timer is lower and you dont run as fast,until master smuggler were you are able to get away with more efficiency.
JTGAlpha
Tue Oct 12, 2004 1:04 pm
#7
It takes 15 seconds for a vehicle to spawn. In that time that you are unattackable you can hit the peace button. If that doesn't work then make it an option. If the pause is 30 seconds of being totally untargeted that's time enough for you to pull your vehicle out twice. There doesn't NEED to be damage done with this. The point is to make all attacks against you pause long enough for you to get away, right? Again I like the idea of making us untargetable for a brief period just long enough to get on our bikes and ride away, or run to the next goal line, like disabling a base.
Smuggler_Caylin
Tue Oct 12, 2004 1:09 pm
#8
Ranende wrote:
Actually your initial concern was not really valid, since the effects only apply to the Smuggler who made the attack. Everyone else is still free to fight. So while a group of Smugglers could spam this, only the one making the attack would be protected against those who were hit.
I remember the days of panic shot quite well and how we used it to lock down groups of enemies from attacking us. If one person missed, someone else would hit and you are talking about a cone damage attack with a damage multiplier similar to last ditch... I think I'm quite right to be worried.
Planeseeker
Tue Oct 12, 2004 1:10 pm
#9
What if it preformed a delay instead of a knockdown and then either removed the aggro, or re-targeted them to something else within range (not sure how to make this work when there isn't anything in range) allowing you the 30 secs to pull a bike and high tail it outta there.
I also feel that it shouldn't work more than once per npc/pc per 24 hours game time, not real time. My feelings are that getaway says you are distracting them, then using that distraction to "getaway." I think the npc/pc's wouldn't fall for it very often (exception: any npc with the clod/buffoon/etc. title and any player with any form of l33t speak in their names
).
Feelings anyone??
Graby
Ranende
Tue Oct 12, 2004 1:27 pm
#10
You can spam /panicshot every second or two, so I understand how that could happen.
In this case however, the effect is only between the people hit and the target, while panic shot delayed the persons attack so he could not attack anyone.
In other words, the people hit by /getaway can attack the rest of your group, just not you.
Hollow
Tue Oct 12, 2004 1:29 pm
#11
Smuggler_Caylin wrote:
Ranende wrote:
Actually your initial concern was not really valid, since the effects only apply to the Smuggler who made the attack. Everyone else is still free to fight. So while a group of Smugglers could spam this, only the one making the attack would be protected against those who were hit.
I remember the days of panic shot quite well and how we used it to lock down groups of enemies from attacking us. If one person missed, someone else would hit and you are talking about a cone damage attack with a damage multiplier similar to last ditch... I think I'm quite right to be worried.
I remember those days, even when ATSTs were something to be feared, a small group of smugglers could take one out easily and never get fired on.
Smuggler_Caylin
Tue Oct 12, 2004 1:34 pm
#12
I understand that, what I'm saying is groups will still be able to lock down other players. So he can attack the other, thats nice, the person can then use the attack to keep him off. Meanwhile he is getting mauled from behind by another player... it turns into games of ping pong while the smugglers wait for their skill to reset.
Jakkal_Darkwind
Tue Oct 12, 2004 2:46 pm
#13
Ranende wrote:
/getaway
This command would executeonefinal powerfulknockdowncone attacktowards your target/s andmake your dotdissapear from the mini-map for60 seconds.
the devs (on some forum, ranger i THINK) said disapearing from the map wouldn't be implemented
It would also makeyou untargettable for60 seconds andgive you a 2x speed boost to /burstrun and/or the vehicle you are riding (again for 60 seconds) i think a 100 second burst run would be more appropriate with a 100 +40 to terrain negotiatian (a getaway is pretty pointless if it dosent get you up a small hill isnt it?) , that's more than enough time to get outta or else people would exploit run through stuff like the vette (unless the devs can make this pvp applicable only, and hence NPCs can still fire at you,)
During this time you cannot attack and cannot be attacked by the targets that were hit by the cone KD attack.Again, this affects only you and the targets that were hit, you canboth still attack others players/npcs.This skillwould have a refresh time ofa fewminutes and require a large amount of Action to execute. i think the move shoudl work against NPC's aswell, but i dont know about how to systematically make them not attack you, but that's designer area, not my bag
More Details
-The knockdown attack would have to be extremley effective 90%+ and have the damage of at least/lastditch um.... kd/lda/teammate attack would slaughter groups, maybe a very effective KD instead seeing as how it's a "getaway"
-The time for this command to refresh would have to be tested, I think a 5 minute refresh is good.
im not much of a pvper (anymore) so i dunno how long the "average" pvp battle is
-You can still be seen on the screen by the targets you hit, but not attacked or targetted.
perhaps instead the people hit by the cone recieve a temporary -x accuracy w/ all weapons (if possible against only YOU, seeing as how you're doing the getaway)
-Any other targets that were not hit by the cone attack are not affected in any way. You can both attack each other.
kinda hard to decide on this, if i could kd about 5 guys in front of me and then go toe-to-toe with the 1 lucky guy who got outta dodge then groups of 5+ smugglers would gank (stranger things have happened *cough* JED-EYE GANK SQUADS *cough*
Can anyone see any drawbacks to this? I dont see how this is more powerful than Feign Death. The person can still try to follow you, they just wont be able to track you using the mini-map or by targetting you while you make your getaway. The only problems I see are on the technical side.
not trashin you're ideaat all, just pointing out how we can realilistically implement this without jedi's screaming "OMG IT PWNz0rZ Mi ForSe RUN 3!!!1!1!!11!!one!11"
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