Smuggler Archive
Thread: Can anyone that has tested Concussion & Panic Shot on TC explain?
The main problem is not that you have a paralzye / stasis type attack, but that you have TWO of them which can be alternated back and forth.
Nezodon wrote:
And so it starts!
Enix_Dayspring wrote:
I know smugglers have had it rough over the years, but a recent change being made to 2 of your moves, Concussion Shot and Panic Shot seem that they would be the biggest "I win" button any character has ever had.
As you know, Concussion Shot = Root + Daze (no healing, no attacking) and breaks on contact.
Panic Shot = Daze only
The main problem is not that you have a paralzye / stasis type attack, but that you have TWO of them which can be alternated back and forth.
I see PvP post Pub 19 going something like this:
Most powerful attack
Concussion Shot
Most powerful attack
Panic Shot
Most powerful attack
Concussion Shot
Most powerful attack
Panic Shot
Most powerful attack
And on and on and on until your opponent is dead. No chance to heal or attack back.
Can someone who has tested this possibility on Test Center tell me how this will not be game breaking? I know they break on damage, but as you can see, you can just switch to the other mez and theyre locked up again.
No see, you got it all wrong... In those times in between with "most powerful attack" they can probably heal for a second or so before you mez them again (there's also probably a timer on when the same state can be applied again) That's why you do this:
Concussion Shot
Firearm Strike (to knock down)
Most Powerful Attack
Panic Shot
Firearm Strike (to knock down)
Most Powerful Attack
(and so on)
Here's my issue...
I group and do PVE. I dont' PVP.
I would LOVE to have concussion shot and panic shot as dazes so I can do my prescribed job of crowd control in PVE.
The writeup that was last given would make them PERFECT for that. I can keep the adds mezzed whilst the group takes out one target at a time.
The problem is, as it is in many other aspects of every MMORG I've ever been in, is that if it doesn't also work in PVP it gets nerfed into oblivion.
Message Edited by Inamalcus on 06-25-2005 02:11 PM
/concussion
*get out 57 rating bomb droid and start countdown*
/pistolWhip
/runLikeHell
Rinse and repeat.
gassygunslinger wrote:
Enix_Dayspring wrote:
I know smugglers have had it rough over the years, but a recent change being made to 2 of your moves, Concussion Shot and Panic Shot seem that they would be the biggest "I win" button any character has ever had.
As you know, Concussion Shot = Root + Daze (no healing, no attacking) and breaks on contact.
Panic Shot = Daze only
The main problem is not that you have a paralzye / stasis type attack, but that you have TWO of them which can be alternated back and forth.
I see PvP post Pub 19 going something like this:
Most powerful attack
Concussion Shot
Most powerful attack
Panic Shot
Most powerful attack
Concussion Shot
Most powerful attack
Panic Shot
Most powerful attack
And on and on and on until your opponent is dead. No chance to heal or attack back.
Can someone who has tested this possibility on Test Center tell me how this will not be game breaking? I know they break on damage, but as you can see, you can just switch to the other mez and theyre locked up again.
No see, you got it all wrong... In those times in between with "most powerful attack" they can probably heal for a second or so before you mez them again (there's also probably a timer on when the same state can be applied again) That's why you do this:
Concussion Shot
Firearm Strike (to knock down)
Most Powerful Attack
Panic Shot
Firearm Strike (to knock down)
Most Powerful Attack
(and so on)
The way I see it, you'll never have to heal because the other person will never be able to attack. When they do get a small window open after you hit them, THEY will heal and then the other Daze is applied.
It virtually eliminates your opponent from ever being able to damage you unless you just happen to miss.
If there is a long cool down timer or a timer to prevent another daze from being applied or a high miss ratio, then those are all good steps towards correcting the potential imbalance. But I don't know if these things exist or not.
Thats what I'd like to know.
Concusssion shot is on a 20 secondish reuse timer. Panic shot is on something like 5 but your opponent can also run around. So if We're patient we can do what you said. One damage shot every 20 seconds. Yeah. Doable. But you'll regen any damage we do to you back up in that time.
Also, it seems jedi healing works while dazed. Just a rumor I read on the forums there.
Enix_Dayspring wrote:
The way I see it, you'll never have to heal because the other person will never be able to attack. When they do get a small window open after you hit them, THEY will heal and then the other Daze is applied.It virtually eliminates your opponent from ever being able to damage you unless you just happen to miss.
If there is a long cool down timer or a timer to prevent another daze from being applied or a high miss ratio, then those are all good steps towards correcting the potential imbalance. But I don't know if these things exist or not.
Thats what I'd like to know.
Kind of like a jedi with the right skills...
/stasis
/saberPower
/stasis
/saberPower
/stasis
/saberPower
/stasis
/saberPower
......
This ubercombo already exists in game. If it hasn't been a problem yet, why would it be a problem now? Smugglers are supposed to be the single absolute no questions asked best at controling a combat situation. Heaven forbid we use it to any sort of advantage. Why don't we take away sniper shot and head shot from riflemen next or put them on really long timers or make them miss a lot? The potential imbalance needs to be addressed!
You see.... there's this thing in the game called a "cool-down timer." Perhaps you've heard mention of it. Since you obviously didn't pay attention, I'll explain about it again.
This timer exists on specials to keep them from being fired in rapid succession. One of these "timers" is on each and every special attack. They were put there specifically to prevent what you're describing. Now... let's apply what we have just learned to the battle you incorrectly described:
/mostPowerfulAttack/concussionShot
/mostPowerfulAttack
/take damage while waiting for cooldown timer to expire.
/take more damage
/repeat
Thanks for playing. We have some lovely parting gifts for you.
Message Edited by dlc3007 on 06-25-2005 02:31 PM
Don't worry your sweet lil' britches there Enix.
One on One in PvP the fixes to Concussion shot are kinda nerfy- in that we won't be able to juggle the two as you described. You have a long timer on Concussion Shot and Panic Shot is not as strong and the victim is allowed to move. Melee is going to get a hell of a break now.
When the Smuggler is rollin' with a group is when you have to worry. We will be able to lock a number of people down and together with our friends we can spank each member one at a time.
Then again Mezzers are in most MMORPGs with no problem and this really shouldn't be any different. So let's put our nerf bat away until we can actually get a chance to even see what the special does, mmKay?
Lipowitz wrote:
You mean "game breaking" like how you jedi run into a house and regen health and force
power after combat has started? Is this what you mean by game breaking?
I've never had to run from a fight so I've never done this.
Thanks, try again.