Smuggler Archive

Thread: Concussion shot vs Stopping Shot?

Enix_Dayspring
Sat Jun 25, 2005 10:25 pm
#170






Blixtev wrote:





Zorron wrote:


Blixtev, if you think people use daze attacks primarily so they can back out and rest up, you are living in tra-la-la-land. Chained together with other attacks, they are used to kill opponents who are unable to fight back or heal themselves. You call this balance?






Didn't make in time for Pub 19 but Daze effects will not be able to be chained in the future. Similar to how you can't chain knockdowns one after the other there will be a timer on the target that prevents chain Dazing. This should be out in time for Pub 20 or 21.






Ummm, so why are you putting something out that you know is broken?


We have to suffer through a month or more of chained Dazes where smugglers will dominate PvP without their opponents even being able to fight back.


If you know this is messed up and shouldn't be this way, WHY are you putting it in the game anyway? Why not either put off the changes until you get the timer fixed, or get someone moving on getting the timer done in time for Pub. 19?


Why the heck do you guys insist on pushing out half assed systems that you KNOW are broken? Why the heck can't you fix it right before you release it?





**************************************************************************
Pyrrhus
Sunrunner

Lord_Eoin
Sat Jun 25, 2005 10:26 pm
#171






Juspar wrote:





Lord_Eoin wrote:


Agreed, nothing should have an "I Win" button but as people keep pointing out, the shot will dominate with Multiple Enemies vs You but only if you have Commando! There isway for smuggler alone that allows you to daze the 5 Unisoris attacking you with the Renegade Pistol. Not possible.





No. But my Master Smuggler Master Combat Medic can concuss one, daze another and paralyze a third. Then I only have to deal with two of them. Knock one down, infect, flame and poison him, then focus on the fifth - healing myself as I go. By the time the fifth is dead, the fourth has only 1 health left and takes one shot to kill. Rinse and repeat. You get the idea even if it doesn't ever work quite that smoothly.


As smuggler you are not supposed to be able to solo a group of five anyway. A good smuggler will use concussion to run away, then hit them with a dirty shot in an alley 9 days latter.







one flaw- the timers on paralyze and panic shot arn't nearly as long as conc. by the time you can knock one down, infect, flame and poison the 4th, paralyze will have broken. If your lucky, you will be able to kill the 5th before panic wears off. Now you have 2 to deal with, and no daze(cooldown). You might be able to kill one then the conced one is free and again 2v1...



Eclipse - Halleroder- Master Commando (MC/MS Pre-NGE)

Eclipse - Ja'nae Aldernaci - 90 Smuggler

Bloodfin - Radnor Waypeg - Master Medic (MD/MCM Pre-NGE)

Kettemoor - Shidem Edgarwado - Master Officer (TKM/MSW/Pikes Pre-NGE)
Lord_Eoin
Sat Jun 25, 2005 10:29 pm
#172






lspiderl wrote:

u know i hear all this yeah but a m sumb m comando


or yeah but an m smug m cm


or what ever bs


but thats just it were not talking about m smug/whatever


were talking about SMUGLER PERIOD so pls dont bring in all the combo prof because not every smug has that combo heck some even have belive it or not NON COMBAT profesions


so we realy need to focus on where this will leave the normal smugler


and yes if concussion shot as a root TOO powerful then hey great fix it but dont leave us defenceless


right now root is our defence w/o it n e melee can kill us in a few hits so if u take root then at least give us like a ton of dodge or much higher defs after all smuglers could always take a beating and keep on truckin its in there nature there just to cocky to give up and cry because they got hit







THANK YOU! As ive been trying to point out, everybody is trying to make the abilty sound so good with MC/MS and I CAN DAZE 15 targets at one WOOT.... THATS UBER! But somebody grinding smuggler without commando(or even with) will be using pistols, not heavy weapons.





Eclipse - Halleroder- Master Commando (MC/MS Pre-NGE)

Eclipse - Ja'nae Aldernaci - 90 Smuggler

Bloodfin - Radnor Waypeg - Master Medic (MD/MCM Pre-NGE)

Kettemoor - Shidem Edgarwado - Master Officer (TKM/MSW/Pikes Pre-NGE)
Lord_Eoin
Sat Jun 25, 2005 10:33 pm
#173






sas-quatch wrote:





Lord_Eoin wrote:






Ternque01 wrote:



Concussion Shot is the ultimate solo'ers tool as a mez that breaks on damage. People who solo must, in a lot of cases, fight enemies one-on-one. If a smuggler is EVER swarmed, they have the ultimate tool to deal with multiple attackers by using Concussion Shot on the ones surrounding your target.


For those who used Concussion Shot to root a creature then run back out of melee range, that is a lame way to play the game. Conc. Shot was never intended to be used as a sure fire way to beat melee opponents.


It needed to be changed because no special should be used as an "I win" button. A Smuggler can be just as deadly with it turned to a mez that breaks on damage, but only this time the smuggler might get a little beat up, scratched, and have to give a LITTLE more effort into keeping multiple enemies at bay.


Smugglers need a good challenge and aren't afraid of getting a scratch or two on them. Using Concussion Shot as a way to completely avoid danger like a wimp IS NOT the smuggler way.



Message Edited by Ternque01 on 06-24-200501:50 PM





exactly, in one on one fights, this is going to be ultimatly useless now. Sure, youcan completly stop their actions(no heals, moving, attacking etc) but there still is a problem. If we plan to use this we must turn off our Auto-Attack. Tried with CM paralyze before and it goes something like this-



Radnor Waypeg attacks a dewback with improved paralyze.


(pause 1 second)


Radnor Waypeg attacks a dewback with Ranged Shot for 56 damage.(nullifying the mez).



What a useful ability!!!!!!11111!!!1!11! I just mezed the target for 1 second during my cooldown!!1!1!!!1!1!! YAY!!!!11!1!! I also got 56 damage off on him while he was stunned, this rules!1!11!!!!1!!


And i find that it will be much worst for smugglers. On adverage, I can get a few different shots off in succession(getting low blow and panic shot off in two different shots right in succession before a innate cooldown happens). So, this would cause something like this-


Halleroder- attacks a dewback with improved concussion shot
Halleroder- attacks a dewback with ranged shot for 98 damage.


WOOOT!!1!1!!!1! My uber l33tness conc shot is the b35t35t!!!1!1!11 I froze my opponent for a third of a second!!!111!!1!1 Thats @5\/\/50/\/\3!!!11!!11!1111!!!


And for the commando/smuggler template vs multiple targets you attack the group with the mez and it gets them all, attack again in the attack techniclly attacks them all without damaging the group : | great








you obviouslt dont know how to use this kind of move.

i DONT use CS in pvp...at all...BECAUSE its not working as intended.

it IS u sefull in 1vs.1 AS A GETAWAY>

dude fire cuncussion when you got aeasy out near by...(be sure to DESELECT YOUR TARGET)

/burstrun

they can move for 40 seconds CUS YOU LEFT THEM THAT WAY!!

bye
cya
nomore fight.




so our master level move becomes something we can achieve with feign death.... interesting... maybe ill use it as well.



Eclipse - Halleroder- Master Commando (MC/MS Pre-NGE)

Eclipse - Ja'nae Aldernaci - 90 Smuggler

Bloodfin - Radnor Waypeg - Master Medic (MD/MCM Pre-NGE)

Kettemoor - Shidem Edgarwado - Master Officer (TKM/MSW/Pikes Pre-NGE)
Juspar
Sun Jun 26, 2005 12:54 am
#174


Wow


What a lot of BMW (B**ch Moan and Whine)


The developers are trying to balance 26 elite/ hybrid ground professions. Not one of these should be uber at all things. Stop expecting it, and start realising that this is not a one person twitch game, it is a MMORPG. Immersion, and role play are it's key aspects, and you all form a part of the fabric of the galaxy.


These changes and fixes to Smuggler bring it in line with what the charcter would be like and capable of in the movie galaxy. Just the way it should be. The slice modifications heading our way will increase player involvement and effect on the game environment. Just the way it should be.


Nothing will ever be perfect, it's always going to be compromise, but when it relates to devs trying to get the in-game balace right I say Bravo and thank you. It's an ongoing process as they constantly tweek it,they don't have a crystal ball, all they have is our constructive feedback. Stop whining that you're being nerfed, and making mountains out of molehills. Overall this game is so amazing you should be bowing down in praise. And if you don't feel that way, why pay your subscription?





Juspar - DELTA : Rebel Combat Medic/ Smuggler, Bria

After CU I stuck it out because my guild friends were still here, the good was good enough and the bad could be worked around.
With NGE:
  • My guildies hated it so much they quit
  • They nerfed my uniquness
  • They nerfed my ability to role play
  • They nerfed my strategic combat
  • They disregarded Star Wars canon
  • As a level 80 smuggler, I have out dueled every level and every profession. Only beated since NGE by a level 90 Bounty Hunter.
QuantumArtist
Sun Jun 26, 2005 1:42 am
#175






HOTDOG wrote:





maxtheusher wrote:

Sooooooooooooooooooooo what's the point of Panic shot then?





Um, maybe it has a shorter timer. Cost less action (might be handy for a getaway situation). It tickles your target a lil' bit- Oh waitaminute- IT'S A CONE!


I cannot wait til' this goes in, man. Smuggler is SOOOOOOO going to be bawd awhssed in teh battlefield (DWB).







I currently use Smuggler with some pistoleer skills for fallbacks. By fallbacks, I mean, if one fails, I can try another and wait for the other to cycle again for another attempt. For example, if my concussion fails, its REALLY handy to toss stopping shot at them! If that fails I use restraining shot to at least slow them down so I can run and wait till I can retry concussion.


I suspect it will be the same thing for concussion and panic shot. If you fail to root+daze with your target with concussion shot, you can at least try to daze them with panic shot. This is also how you root/daze multiple targets quickly. More roots, snares, direct damage and disarming abilities... the better!





QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
QuantumArtist
Sun Jun 26, 2005 1:55 am
#176


Wouldnt a Combat medic be able to concuss a victim after applying their DOTs? Would the victim snap out of their Daze/Root state upon taking DOT damage? If not... it could be a WICKED combo!


If it were me and I was acombat medic, I'dreally enjoy tossing fire, poison and whatever other DOTs they have onmy victim, just to whipout mygunand concuss them... and watch them die helplessly... unable to heal, eat food, run or anything...


While you kick back, heal and laugh mercilessly at them.


Ugly!

Message Edited by QuantumArtist on 06-26-2005 02:01 AM



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
cpz
Sun Jun 26, 2005 2:10 am
#177

This thread has become absurd. Are we going to have to teach fellow Smugglers how to fight?


We will have:



  • a snare - RestrainingShot -[slows movement]

  • a delay - LowBlowt - [slows attack speed]

  • a rooting daze - ConcussionShot - [paralyses]

  • a daze - PanicShot - [nullifies]

  • a damage shot - OverwhelmingShot

With these tools, we become very, verycapable crowd controllers. We do not need a root, we do not need a KD. I think giving us either would make Pistoleers orCarbineers redundant.


Now all you guys who seems to be complaining that we're no longer viable in combat, where are you coming from? I honestly don't understand. You can't expext Smuggler to be everything, to be a standalone kickass combat profession against all possible enemies, because none are. But with this array of specials up our sleeves, we become probably the single best combar profession to have...all we need augment our skills is a real damage shot and one of the missing CC skills, a root and a KD. These you can get for a small skill point investment into Pistols or Carbs. Seeing as KD only really operates as a slight delay and damage modifier, I would seriously recommend all Smugglers grab StoppingShot.


Yes, you'll probably struggle alone in high end PvE. But guess what, most solo players will with a single combat profession - that's the way of this wirld now. Send a Rifleman into a group of level 80 whatevers, and you'll probably see him again in the cloner. But give us a damage shot and a root, and you'll be laughing, simply by not relying on AutoAttack and changing your mindset away from SpamCentral. Learn to use the skills your profession has given you, and also be aware this game is trying to encourage grouping, so if you're worried about getting caned, hook up with a Rifleman or Carbineer and serve him up a plate of freshly prepared targets and watch his back.


We are not lethal killers


We are master manipulators, and I feel with the skills we will have, we will be the best single crowd control profession out there, and you can't ask for more than that . To do so is absurd.




oooooooooooooooooo
Colonel Narayan Darkfly (RIP)
Master Smuggler
Eclipse

The Awful Truth [now santized for family friendly fun]: One Two Three Four Five Six
saintchuck
Sun Jun 26, 2005 2:54 am
#178

Any chance of fixing it so I can't be knocked down repeatedly by NPCs? It's annoying when I can't plant state effects on multiple opponents but when 1 opponent repeatedly plants states on me it is just ridiculous.



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
QuantumArtist
Sun Jun 26, 2005 3:33 am
#179







saintchuck wrote:
Any chance of fixing it so I can't be knocked down repeatedly by NPCs? It's annoying when I can't plant state effects on multiple opponents but when 1 opponent repeatedly plants states on me it is just ridiculous.





Are you kidding? Thats just the way combat is! I've really enjoyed all the variables that we're now faced with in combat. I like having to adapt to my foe, thats part of the fun of our new combat system. Its not perfect, but its certainly more fun then before.


Maybe I'm a glutton for punishment, but I enjoy having todaze multiple targets from off my teammates, as I try toinflict damage,or clearinganycombat states inflicted on me, all whilewhile running to avoid hitsand making sure I dont aggro the kimogilas just 150m away...


LOL


Yep, thats tactics and gameplay at its best.



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
Punj
Sun Jun 26, 2005 7:58 am
#180






Blixtev wrote:





Zorron wrote:


Blixtev, if you think people use daze attacks primarily so they can back out and rest up, you are living in tra-la-la-land. Chained together with other attacks, they are used to kill opponents who are unable to fight back or heal themselves. You call this balance?






Didn't make in time for Pub 19 but Daze effects will not be able to be chained in the future. Similar to how you can't chain knockdowns one after the other there will be a timer on the target that prevents chain Dazing. This should be out in time for Pub 20 or 21.






why is it we see things pushed live that clearly aren't working as intended and have to wait severtal publishes for a fix.


are you not digging yourself into a deeper hole by doing stuff like this?


sometimes i really don't understand why things like this happen,i've played alot of mmorpg's and situations like this just don't happen,surely it would be better just to pull the daze effect out till it works properly





Punj
"the darkside i sense in this one"
-i support me going to a new game Nov15th 2005

QuantumArtist
Sun Jun 26, 2005 9:24 am
#181






Punj wrote:





Blixtev wrote:





Zorron wrote:


Blixtev, if you think people use daze attacks primarily so they can back out and rest up, you are living in tra-la-la-land. Chained together with other attacks, they are used to kill opponents who are unable to fight back or heal themselves. You call this balance?






Didn't make in time for Pub 19 but Daze effects will not be able to be chained in the future. Similar to how you can't chain knockdowns one after the other there will be a timer on the target that prevents chain Dazing. This should be out in time for Pub 20 or 21.






why is it we see things pushed live that clearly aren't working as intended and have to wait severtal publishes for a fix.


are you not digging yourself into a deeper hole by doing stuff like this?


sometimes i really don't understand why things like this happen,i've played alot of mmorpg's and situations like this just don't happen,surely it would be better just to pull the daze effect out till it works properly









Oh come on guys! Its clearly a work in progress! SWG has not yet reached its pinnacle! What can the Devs tell ya?


When I first created GameReformer.Com, I thought the devs were silly. Thats not to say they arent at times, and about certain things. However! You have to give them credit for the shear MASSIVE scale of the game! Its HUGE!!!


Holy cow! I had no idea! When GameReformer.Com first started to function, it blew my mind just how many people had something to say... about concepts I hadnt considered!. There were even more great ideas which contradicted other peoples great ideas! Its simply amazing how many people really care about their Star Wars experience. Every single person on GameReformer had a great idea, a fantastic vision, or superb concept on how SWG should be.


And I learned that they're all different!


For sure, there are obviouis issues that the devs should remedy immediatly, you have to give them credit for the insurmountable task they face on a daily basis. Think about it! They clock in for work just like you! They eat food just like you! They hold meeting they'd rather not attend, and deal with coworkers they'd rather not give the time of day to!


They feel just as unapreciated as you do!


Yet, they have created something of a modern masterpiece. A true pioneering marvel for this medium... have they not?


So come on guys, spare em the scorn and lets just talk about how we can play the game better OK?




QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
ravisher
Sun Jun 26, 2005 9:39 am
#182



Blixtev wrote:


Zorron wrote:


Blixtev, if you think people use daze attacks primarily so they can back out and rest up, you are living in tra-la-la-land. Chained together with other attacks, they are used to kill opponents who are unable to fight back or heal themselves. You call this balance?



Didn't make in time for Pub 19 but Daze effects will not be able to be chained in the future. Similar to how you can't chain knockdowns one after the other there will be a timer on the target that prevents chain Dazing. This should be out in time for Pub 20 or 21.



WTG on making it easy for ppl to grief each other. YAY!







Meat, the Rorwook

Oft-disputed lord of the crappiest planet in SWG.

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