Smuggler Archive

Thread: Smuggler Root Nerfed

Ihovo
Wed Jun 29, 2005 7:34 am
#27

lol, I did FD, but like LD, it seems to fail always if ya REALLY need it
FIXBUGS
Wed Jun 29, 2005 8:04 am
#28


So are you guys jedi, developers, or smugglers. Sounds like you like the "fix". Since they made this game more group oriented (which is great) it is hard to get these "dazes" to work for you. Everyone and their dog is shooting the hell outta the thing you just rooted. I know there will be tons of responses saying: well get your group organized, your group need to be smarter, tell them to take off default shots, well it works if you not in a group to escape, etc, etc, etc.


This is my opinion and I will stick to it. Glad all you other guys are happy. Oh well I'm jedi in few weeks anyways guess I should be happy too LOL.

Aenfer
Wed Jun 29, 2005 8:11 am
#29

It doesn't "sound like". Some of us actually do like this fix. And I began making a smuggler after the CU expecting to have a mezz, didn't like finding out it was broken.

And yes, like in every other MMORPG, expect that in pick up groups there will be people who will break mezzes, that's a usual complaint in crowd controlling class forums. But it still remains extremely useful and, quite simply, if it bothers you, you can try to avoid random groups.



--------

Char: Sennith Irys'nel (smuggler/combat medic)
Server: Chimaera
Phizuol
Wed Jun 29, 2005 8:14 am
#30



FIXBUGS wrote:

This is my opinion and I will stick to it. Glad all you other guys are happy. Oh well I'm jedi in few weeks anyways guess I should be happy too LOL.






Yeah, saves you the trouble of nerfcalling against overpowered moves.




- Starsider -
Phizuol :: Trandoshan :: Freelance Pilot
- Radiant -
Phizuol :: Trandoshan :: Master Smuggler :: Freelance Pilot
Kaemo Stormbender :: Master Shipwright :: Imperial Pilot
salieri90909
Wed Jun 29, 2005 8:15 am
#31

These fixes enable us to become our 'profession'. smugglers are supposed to get into and outta trouble and now we can. We're not supposed to be powerful. In my opinion many bh's became smugglers just for the root and found our profession a necessity. This is a move for the good of smuggler to prevent everyone becoming one. Only problem now is low blow!



Eba Darkrunner
European-Farstar server
Tatooine
Master Smuggler
BH 0444
Master politician
Pistoleer 0404

Arsani
Wed Jun 29, 2005 8:15 am
#32

After the tenth time I got shot to death in the Avatar station, I was laying on my back, looking at the ceiling, saying to myself 'Man, I wish concussion shot worked like its description says'

Now it does. I'm a happy honky. Round of beers on me.

Message Edited by Arsani on 06-29-2005 11:16 AM



N
Do Not Meddle in the Affairs of Zombies, For Your Brains Are Tasty and That Red Ain't Ketchup!
Arsani "Living Dead Girl" Co'lace ~ Starsider
salieri90909
Wed Jun 29, 2005 8:16 am
#33

not updated my sig for ages



Eba Darkrunner
European-Farstar server
Tatooine
Master Smuggler
BH 0444
Master politician
Pistoleer 0404

gojimbogo
Wed Jun 29, 2005 8:17 am
#34



FIXBUGS wrote:

So are you guys jedi, developers, or smugglers. Sounds like you like the "fix". Since they made this game more group oriented (which is great) it is hard to get these "dazes" to work for you. Everyone and their dog is shooting the hell outta the thing you just rooted. I know there will be tons of responses saying: well get your group organized, your group need to be smarter, tell them to take off default shots, well it works if you not in a group to escape, etc, etc, etc.

This is my opinion and I will stick to it. Glad all you other guys are happy. Oh well I'm jedi in few weeks anyways guess I should be happy too LOL.






Ah in that case...

We dont serve your kind here, youre going to have to wait outside.



Jamys Farstrider - Elder Commando, Talusian Resistance
PR Director, Spirit of the Fallanassi - http://www.sofgaming.net

"Sometimes, you have to roll a hard six."
- Commander William Adama

DarkPoet
Wed Jun 29, 2005 8:31 am
#35

Actually my concern is with the auto resist timer (20 seconds i think i read?) that is suposedly putting on dazes after they wear off in pub 20/21, i hope that is a PvP auto resist it makes total sence PvP but it will be painful PvE

if i can only keep a group of adds dazed for 40 seconds of a minute, that 20 seconds i cant keep the adds sleeping might be very painful, course advanced stopping shot might be able to be used as a bandaid during that 20 seconds,

Message Edited by DarkPoet on 06-29-2005 11:44 AM

Kelko
Wed Jun 29, 2005 8:36 am
#36






FIXBUGS wrote:

Damn I just repsec'd to smuggler (using my last respec) and now they nerf the root. They didnt just lower the time they made it break on damage. Why do they make the changed WELL into the CU. I thougth I was safe using my last respec. SIGH






HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA................


*sniff* [wipes a tear from his eye. looks at Fixbugs again]


HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA................


Oh man! good times, good times.


Anyhoo, just my opinion but I always thought that the daze effect should stick for the duration of the total effect (which it does)or for 10 seconds after the combatant takes damage. The root would break on damage as normal but the daze would stick for an additional 10 seconds after the break. To me that would be an ideal crowd control special. just a thought.





SWG+PUB 19+CU+NGE = Crap
Kelko
Wed Jun 29, 2005 8:44 am
#37

BTW, Fixbugs,


Don't take the flaming personal, it's just that you walked into a hornets nest. You see the Smuggler profession has had more nerfs to their specials (not referring to the present change of course) and profession due to other professions dabbling in ours to get our specials. We are Smugglers because we want to be Smugglers, not because we want a certain special of the profession. Most of the Smugglers here have been so sincelaunch and have had to deal with a broken profession the whole time. This just goes to show you thatif we were in it for the specials we would have quit Smuggler ages ago.


So my point is.... We don't take kindly to your types round har! [Pulls out his favorite pistol]






SWG+PUB 19+CU+NGE = Crap
Aenfer
Wed Jun 29, 2005 8:49 am
#38



DarkPoet wrote:
Actually my concern is with the auto resist timer (20 seconds i think i read?) that is suposedly putting on dazes in pub 20/21, i hope that is a PvP auto resist it makes total sence PvP but it will be painful PvE

if i can only keep a group of adds dazed for 40 seconds of a minute, that 20 seconds i cant keep the adds sleeping might be very painful, course advanced stopping shot might be able to be used as a bandaid during that 20 seconds,




If you get one or two adds, 40 seconds are enough to kill one at a time. With three adds, the last mob might escape the mezz before combat with the rest is done, but that's tolerable.

If your group aggroes a whole lair, then there should be no way to effectively mezz 10 mobs, that'd make things way too easy. Aggroing 5+ opponents should be considered a huge mistake and it should have its consequences.



--------

Char: Sennith Irys'nel (smuggler/combat medic)
Server: Chimaera
Kelko
Wed Jun 29, 2005 9:01 am
#39






maxtheusher wrote:
Actually yea I was about to say, I don't approve of groups that can't keep it organized.

I've been in fantastic groups, I've been in lousy groups.

The difference? The focusing of attacks on a single target at any given time, coupled with the effectiveness of the groups' CC.

That being said I have trouble with the n00b commandos. they just don't get that when they fire their heavy weapons facing the lair, they piss EVERYONE off...





Heh heh... Well having an alt that just made Master Commando and on behalf of the noob commandos I apoplogize. However not all the Commando weapons have a area attack. The rocket launcher has a knockdown affect, the particle beam cannon is supposed (notice I said supposed) to shoot through several targets in a straight line, the acid stream rifle (the lower level one) has a blinding affect (although most times the commando ends up getting blinded as well from splash back), none of these have an area affect so they are safe to use while facing the lair. Now the Plasma Flame thrower, lightning beam cannon, and acid beam rifle (the higher CL one) all have area affects at the standard attack. Those you don't want to fire while facing the lair. You will also notice that the lower CL certed Commando weapons just have some type of state affect while the Higher level Commando weapons have an area affect.


But as you point is, it's all about learning your profession and it various acpects to include specials and weapons.


Message Edited by Kelko on 06-29-2005 12:03 PM



SWG+PUB 19+CU+NGE = Crap
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