Smuggler Archive

Thread: Concussion shot vs Stopping Shot?

SwenLaransa
Thu Jun 23, 2005 11:44 pm
#66

I just have to say that I will use this power for awesome. Every time a bounty hunter comes for me now he will have to stand there like a fool for a minute as I carefully prepare myself, heal from his initial attack, get my food buffs all clammered down, and get out my own bomb droid to make him one with the force. And I will no longer have to run when two or three show up. Shut 'em down and deal with 'em one by one the way it should be. I can also take the time to roleplay a situation out. "Who are you? What do you want? Who is number one?!"

For the person who said jedi won't have anything to fear in pvp, I say you're deeply mistaken. Stasis is a skill in a master jedi box and is something to be feared. It is exactly what we have, except it costs us no force to use. And we have a backup. In a well oiled group pvp is won through teamwork and consentration of firepower. The ability to instantly remove a member, two members in our case, of the opposing side is very very powerful. You won't be able to hold a jedi in place indefinantly while pounding them with rifle fire anymore, but with stopping shot, snares, and a well timed KD it won't be much different.

Drop the healer in a group of glass cannons. Freeze the enhancers feading the AI'ed defender force. Make the defender wait out his AI even. This is gunna hurt in PvE. PvP it's a godsend.




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
Master Shipwright & Smuggler
Ships and Jedi Resources at -387 2901 Dantooine

Wraith-X
Fri Jun 24, 2005 1:04 am
#67

5 in CC REQUIRES a root. Period. No root, no 5.


Why not make Concussion shot both our Mezz AND our root?


So have Concussion work as a Mezz first... then when it breaks on damage apply a root for say, half the time the mezz would have continued had it not broken. So if the target takes damage with 10 seconds to go, they would be +Rooted+ for five seconds starting when the mezz breaks.


Also, by all means please fix Low Blow so that the knockdown is working.


Finally, I've said it before and I'm sure I'll say it over and over again, but RECKLESS SHOT is working!!! Yes, its damage should probably be more on par with Advanced Critical but it is supposed to debuff the USER, not the victim. Its RECKLESS, ie you sacrifice your own safety (Defense) for an attempt to do serious damage. Someone please up the damage on this but leave the self debuff alone!





I aim to misbehave!
Rhu
Fri Jun 24, 2005 1:09 am
#68


Okay... with my template, I'm pretty sure I can pull out a acid rifle, put a speed pup on it, spice and brandy up and probably keep alternating between improved disarm and panic shot for a good long time, effectively keeping all the mobs in front of me blind and unarmed until I run out of action.


I may need to pick up an acid rifle with all experimentation in sac and speed to keep this up for as long as is needed...


I'm pretty sure I could use this for awesome.


Side note: someone should add a :strongbad: emoticon.
Ternque01
Fri Jun 24, 2005 1:46 am
#69






fishbrains wrote:

/shrug, I'm just pissed cause from what I see on PvP on my server..concussion is the #1 thing and possibly ony thing jedi are fearing in PvP. With this change they will fear nothing.





NO! When all ten of his buddies are mezzed, leaving an entire army to beat his ass, the new Concussion Shot will be more powerful than you can possibly imagine.


Plus, if you need a Jedi taken out of the action, then it is VEEEEEERY easy to do.


Concussion shot getting changed is WAAAAAY more better.


The only difference is that you will start to see snares become muuuch more used than they used to be.


I am telling you that I will be able to neutralize 75% of an army in one shot with smuggler/commando, leaving the remaining 25% to die to my friends.


One word.


Powerful.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Fri Jun 24, 2005 1:48 am
#70

I don't think you people are really aware how much of a "5" Concussion Shot will be. If it misses, just apply Panic Shot in rapid succession.







Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Nezodon
Fri Jun 24, 2005 2:09 am
#71






Ternque01 wrote:

I don't think you people are really aware how much of a "5" Concussion Shot will be. If it misses, just apply Panic Shot in rapid succession.










Unfortunately it makes a smuggler useless solo and unable to kill anything relegating them to a group role, i used to only play in a group and that was my character who was involved in a war as a carbineer/cm now im a smuggler/bh and i like to play solo for day to day things.


I dont pvp and if i do it isnt against a group so again the"daze" doesnt have much point to it in this capacity, i think as a smuggler we will no longer have the capabilities to make money which other professions are because we will have all the good loot drops withheld from us and of course they have plans to make the slicing components lootable so we will have to buy these in but the loot monkies wont make these cheap, So i will have to go and get them myself and that will require a group which is completely against my charactersplay style.


All in all i would prefer a root it seems to help me solo better than a "daze" then again i have yet to test it out but my initial impression isnt a positive one.





Jorrai Takkori
Elder jedi
Force explorer

Marcus-
Fri Jun 24, 2005 2:13 am
#72






Ternque01 wrote:





fishbrains wrote:

/shrug, I'm just pissed cause from what I see on PvP on my server..concussion is the #1 thing and possibly ony thing jedi are fearing in PvP. With this change they will fear nothing.





NO! When all ten of his buddies are mezzed, leaving an entire army to beat his ass, the new Concussion Shot will be more powerful than you can possibly imagine.


Plus, if you need a Jedi taken out of the action, then it is VEEEEEERY easy to do.


Concussion shot getting changed is WAAAAAY more better.


The only difference is that you will start to see snares become muuuch more used than they used to be.


I am telling you that I will be able to neutralize 75% of an army in one shot with smuggler/commando, leaving the remaining 25% to die to my friends.


One word.


Powerful.








Ouch, you can almost feel the nerfbat allready when it isn't even in the game yet




Marcus- Laurentius @ Chimaera
>> Scoundrel,>> Smuggler Alliance Ace Pilot
Dwebis @ Chimaera
>> Demolitionist,>> CorSec Fighter Pilot
uselessn00b
Fri Jun 24, 2005 2:30 am
#73






Blixtev wrote:





maxtheusher wrote:
Yea, what about Commandos? They're going to be very unwanted.





Does fixing new Proton Rifles help with being wanted in groups with Smugglers?








"New" Proton rifles? Does that mean the old ones are going to remain broken?


When does Commando/Smuggler get the damage dealing to match crowd control as we were promised?


When are we gonna see a red name in the commando forums?






My lack of faith... completely and utterly justified.
My subs, now being paid to Eve Online.
uselessn00b
Fri Jun 24, 2005 2:32 am
#74






maxtheusher wrote:


Also, that doesn't really address that the AoE weapons are basically useless then, I mean, without a Smuggler, a Commando using an AoE weapon in a group is going to get the entire group killed...

With a smuggler in the group, a Commando using an AoE weapon is going to break all the Dazes and get the entire group killed.

Alone, the Commando is going to get himself killed using an AoE weapon...

The only use for nearly every weapon in the Commando's arsenal that I can see is wiping out dangerous packs of Gubburs...

/shrug. I dunno, I'm not a Commando, and this isn't the Commando forum, sorry for the OT...





Thx Maxtheusher... glad to see others recognise commandos got screwed



My lack of faith... completely and utterly justified.
My subs, now being paid to Eve Online.
AngusMacGregor
Fri Jun 24, 2005 3:49 am
#75

Thanks, Blix... you da man!


Two things, though... I'd really like to see Smuggler have a root, too. Just a plain old root with no extra frills. Nothing major, maybe just a short, 15 second root. That's be nice. Just a request from yours truly. Promise me you'll think about it.


That aside... you really need to put the KD back into Low Blow. I don't know why it was taken out, but that was just wrong. If someone shot me in the crotch, I guarantee it'd put me on the floor.






"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
GadonThek
Fri Jun 24, 2005 4:04 am
#76



Blixtev wrote:


maxtheusher wrote:
Yea, what about Commandos? They're going to be very unwanted.


Does fixing new Proton Rifles help with being wanted in groups with Smugglers?






Oh wow, you're going to fix the Proton Rifle, now we are saved /sarcasm

No offense mate, but have you seen commando lately? We have less damage output than a TKM, and that's WITH specials from Rifleman. You stated Commando would be a 5 in damage, to me that means I should be doing 1.2-3k damage without having to dabble into another profession at all(as Rifelman, also a 5 in damage, can).

You tried an interesting idea with commando. It doesnt work. Give us our specials back.
Quiet420
Fri Jun 24, 2005 4:06 am
#77

roots, paralyze, and daze are complete garbage....theyre all 20x more useful than kd, which obviously was deemed too powerful a long, long, time ago....how long is it gonna take you knuckleheads to wise up and realize that immobilizations are trash?
Kylania
Fri Jun 24, 2005 4:16 am
#78

Hmm.. how does fixing a Master Commando weapon help Commandos? There are non-Master Commandos right, and if you're not welcome in groups unless you're already Master.. how do you become Master?
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