Smuggler Archive
Thread: The REAL Missing publish 20 patch note (no joke)
Ciridian
Wed Jul 13, 2005 4:02 pm
#16
As always, a FOTM, cheap PvP exploit (chaining the right shots to ensure a PvP foe can never fight back, ever, from start of fight til his death), ends up crippling a hurting profession even further. WTG FOTMers... have fun as you move on to the next "I win" exploit! And doubleplusultra WTG, devs, as you take the easy road to fix a problem again, without care or concern about the long term effects on the profession involved.
Message Edited by Ciridian on 07-13-2005 07:04 PM
ShrekECPI
Wed Jul 13, 2005 6:59 pm
#17
Looks like this will be the final straw, I've been using Concussion shot to survive Rebel missions on Dantooine. Each mission only has 2 or 3 mobs andI was dazing them as I picked them off. So concussion shot has gone from a Root to a Daze/Root that breaks on damage and will now be Daze/Root that breaks on damage andonly work once every 30 seconds? So we go from a 4 in crowd control to a 4.5 down to a 3?
So what goes well with TKM again...'cause it looks like every bit of useis just about to getnerfed out of Smuggler.
I really enjpy this profession and I just figured out how to solo effectively. Now they brek Soloing again. Whats the point in being a Smuggler anymore? I don't get a lot of time to oin groups and even if I did my biotch wife likes to interrupt my game when she knows I'm in a group because she a hateful witch.
TKM/Master Swords/4000 Doc here I come.........
DivNotDed
Wed Jul 13, 2005 7:43 pm
#18
maxtheusher wrote:
If this is going to stay in any form, I think the Special timers should be reduced on them. They're pretty slow specials.
If they kept the action costs high like they are, kept some kind of mob-bound timer, but made the specials really REALLY fast, we could be crowd control gods, without any griefery, because we couldn't chain root an individual.
But as it stands, this is BS.
QFE once a timer is placed that prevents the Chain or single target issue. gets placed in game there is no longer the need for the Cool down timer on the special itself. This is a fix that should supercede the cooldown timer to allow the Crowd Control aspect of the move.
Taln2
Wed Jul 13, 2005 8:03 pm
#19
Well, times like this show how far behind convention the devs are. If the idea of mesmerizing was of any importance to the developers in defining combat (of which mesmerizers are a very vital component), they would've thought up something a lot more efficient (and, not to mention, earlier) than this.
maxtheusher wrote:
If this is going to stay in any form, I think the Special timers should be reduced on them. They're pretty slow specials.
If they kept the action costs high like they are, kept some kind of mob-bound timer, but made the specials really REALLY fast, we could be crowd control gods, without any griefery, because we couldn't chain root an individual.
But as it stands, this is BS.
BuhamutLotde
Wed Jul 13, 2005 8:03 pm
#20
Red-Dwarf wrote:
Drakenya wrote:
Does this apply to Rifleman's Startle Shot Yes, gets the "Anger" effect
and/or Pistoleer's Disarming Shot Don't know
Diarming shot DOES cause anger. Reb NPCs use it on me all the time.
My opinion on this is: For PvP, good, Concussion spamming was too powerful.
For PvP, pretty bad, since for a "crowd control" (think thats what wewere...not sure)class mezzing is our only attack that seems to affect crowds... if only by breaking them up.
sas-quatch
Wed Jul 13, 2005 10:00 pm
#21
GanymedePharuu wrote:
maxtheusher wrote:
If this is going to stay in any form, I think the Special timers should be reduced on them. They're pretty slow specials.
If they kept the action costs high like they are, kept some kind of mob-bound timer, but made the specials really REALLY fast, we could be crowd control gods, without any griefery, because we couldn't chain root an individual.
But as it stands, this is BS.
yes, i see no reason why i should have to wait any amount of time to Mezz separate targets.
chain mezzing = bad.
group mezzing = neccessary.
No offence but i think you are misinturpreting.
From the way i read it. they are talking about panicing/concussing a single target multipul times.
1 - panicshot tk-123
panic runs 25 secs
tk-123 gets "angry" so panic wont work on THAT stormie for 20 sec. bnut you can use concussion on tk-123
concussion enrages tk-123 not..THAT stormie is immune to concuss ADN panic for 30 sec.
i didnt read where concussing one target after the other wont work. as long as they are all different targets id think you can goout and mezz all the folks you wanted to
Spiderhammer
Wed Jul 13, 2005 11:11 pm
#22
sas-quatch wrote:
GanymedePharuu wrote:
maxtheusher wrote:
If this is going to stay in any form, I think the Special timers should be reduced on them. They're pretty slow specials.
If they kept the action costs high like they are, kept some kind of mob-bound timer, but made the specials really REALLY fast, we could be crowd control gods, without any griefery, because we couldn't chain root an individual.
But as it stands, this is BS.
yes, i see no reason why i should have to wait any amount of time to Mezz separate targets.
chain mezzing = bad.
group mezzing = neccessary.
No offence but i think you are misinturpreting.
From the way i read it. they are talking about panicing/concussing a single target multipul times.
1 - panicshot tk-123
panic runs 25 secs
tk-123 gets "angry" so panic wont work on THAT stormie for 20 sec. bnut you can use concussion on tk-123
concussion enrages tk-123 not..THAT stormie is immune to concuss ADN panic for 30 sec.
i didnt read where concussing one target after the other wont work. as long as they are all different targets id think you can goout and mezz all the folks you wanted to
er i think your missing his point... if there is a target side timer that prevents chain mezzingthen there should be a very fast timer on the special so you can move on to messing the next target instead of waiting for your cooldown timer to run out
Red-Dwarf
Thu Jul 14, 2005 12:44 am
#23
Thefix for chaining dazes is in.
Now when you attack using a daze (I tested with panic and concussion on my Master Smuggler, I heard reports from riflemen that startle shot has a similar side effect) then once the daze has finished (either broke from damage or time) then the victim becomes angry (Panic/Startle) or enraged (Concussion) and is resistant to the daze being reapplied. I filed a full detailed bug report below and in the bug thread, but I thought it wise to give you a heads up that this is coming and to mention it so our Bloodfin brothers can do some testing on TC2. I've added in below where I think bugs are, but with no detailed patch note I can'tbe sure
When attacking with panic shot a second or two after the effect finishes the NPC recieves an icon "Anger" this is described as "Grants Immunity to minor Daze effects" and lasts 20sec. If attack with panic shot again the effect is not added, but no feedback is given(bug). If attack before the "Anger" symbol appears panic shot does stick (bug) just as if attack when panic shot still in effect(possible, but slightly less buggy bug), Anger than appears alongside the Panic and expires before the panic shot does (Anger lasts 20sec, panic shot 25sec). Attack with Concussion shot during "anger" and the daze and root stick (not bug as Anger is only immunity to "minor Dazes")
When attacking with concussion shot a second or two after the effect finishes the NPC receives an icon "Rage" described as "Grants Immunity from Daze attacks" and lasts 30sec. If attack with Concussion shot during "Rage" the feedback "-No Effect-" is received. If attack with Panic shot then the Daze does stick (bug, as Rage describes as immunity to Daze, while Panic shot is a minor daze). As with Panic shot you can get the Concussion shot in before the Rage starts (bug).
The delay in starting the Rage/Anger may be linked to other problems on TC (linked to perma invis cover and missing animations) or may be a code error specific to this. Needs to activate as soon as the Daze is removed not a while after.
/bug report filed no.124048
Since doing the bug report I bumped into what I thought was a new player (turned out to be a QA) who was happy to help me confirm that the above is the same in PvP as in PvE.
So...
Be aware this is coming, discuss either here or in the discussion thread for TC (Not the bug thread please, that is for reporting bugs not discussion, when mods get time the one there will be tidied up and I don't want anyone risking a ban by posting in that thread).
Any TC/Bloodfin smugglers/riflemen/riflewomen please help watch for any fixes for the above bugs in the next build on TC, planned release is Tues so we have time to get this working.
Thanks for reading.
Drakenya
Thu Jul 14, 2005 12:54 am
#25
So the anger thing takes effect *after* the mez/daze wears off? If so, that means they can be concuzzed/panicked for 25-40 seconds (depending on what move you use), then after that wears off naturally they cant be mez/dazed again for 20ish seconds? If so, this is much worse than a timer like KD has 
I do understand there are different effects, but I didn't feel like typing it out twice, one for panic and one for concuss.
I do understand there are different effects, but I didn't feel like typing it out twice, one for panic and one for concuss.
Xoreshear
Thu Jul 14, 2005 2:22 am
#26
So imp concussion shot is a root/mez that breaks on damage and can't be used for 30 or so secs again on the same target?
They ought to at least put a KD back in low blow with all this adjusting/tuning they are doing. I am a pistol using Smuggler too.
/sigh
One important thing to note is Panic shot does NOT control proximity. A creature will still run right up to you,yet not attack. Imp concussion shot does root until damage is taken.
Think of disarming shot and these things from the point of a pistol user. So we have crappy range, low damage and slightly lower SAC cost.
Guess there will be even more rifle users soon.
Message Edited by Xoreshear on 07-14-2005 05:28 AM