Smuggler Archive

Thread: Concussion shot vs Stopping Shot?

fishbrains
Fri Jun 24, 2005 5:38 am
#79



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.



Allright, I'm going to speak frankly Axob. I've seen the effectiveness of the root+ daze by PvP fighting with CMs post CU. Everything I have seen indicates that unless you are PvPing with a small group, and you are all on voice chat......there is a lack of fire controll that negates much of the effect of a special like concussion. I realise that commando/smuggler is going to be nice for you and all, however..given how I see PvP I see this as being not as effective as the old root.

With all the changes to jedi I fear that nothing will hold them back, the only thing that's stopping me from saying they will once again totally comprose 90% of the PvP scene is the healing changes. I just don't think they will fear the new root near as much. For example I can see them start to run with a con sp-forces person who just /duels em when they get concussioned....2 secs later they are back in the fight.



Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


cchabot
Fri Jun 24, 2005 5:43 am
#80




Blixtev wrote:

Fixed this today, Concussion shot is now a Daze + Root. Daze = Unable to perform any heals, buffs, attacks etc. The target can effectively not do anything until the effect wears off OR is hit by any form of damage.


Panic Shot was also not working correctly, as the description has read since CU it is now operates as a Daze instead of a Combat Slow. Again Dazes prevent actions but break on damage. Made no sense for panic shot and lowblow to do the same thing excep tpanic shot was a much weaker version.





Blixtev *PLEASE* be so very careful with these skills ... I am so sorry to all smugglers for saying this, but in pvp and jedi vs bh this skill is .... completely lethal, an example post from the BH forums:



Concussion as first strike, if it lands -> throw the 1hit kill bomb droid + highest attack when it blows for safe side. -> incap Jedi (don t forget to laugh during the count down for maximal effect).


If a friend comes with you...

Concussion as first strike, if it lands -> duel friend so he incap you, get up and last ditch the jedi with your best weapon.


The second one is less expensive, but the first one is more funny




Esta
Jedi Knight
Sunfall Rebels Chimaera


AngusMacGregor
Fri Jun 24, 2005 5:47 am
#81






cchabot wrote:




Blixtev wrote:

Fixed this today, Concussion shot is now a Daze + Root. Daze = Unable to perform any heals, buffs, attacks etc. The target can effectively not do anything until the effect wears off OR is hit by any form of damage.


Panic Shot was also not working correctly, as the description has read since CU it is now operates as a Daze instead of a Combat Slow. Again Dazes prevent actions but break on damage. Made no sense for panic shot and lowblow to do the same thing excep tpanic shot was a much weaker version.





Blixtev *PLEASE* be so very careful with these skills ... I am so sorry to all smugglers for saying this, but in pvp and jedi vs bh this skill is .... completely lethal, an example post from the BH forums:



Concussion as first strike, if it lands -> throw the 1hit kill bomb droid + highest attack when it blows for safe side. -> incap Jedi (don t forget to laugh during the count down for maximal effect).


If a friend comes with you...

Concussion as first strike, if it lands -> duel friend so he incap you, get up and last ditch the jedi with your best weapon.


The second one is less expensive, but the first one is more funny






Yes, be careful and make sure that our specials are even more effective against Jedi.


Or better yet, realize that this game is more than just the stupid Jedi vs. BH system, and just make it work well for us Smugglers.





"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.
Fitzhume
Fri Jun 24, 2005 6:11 am
#82



Blixtev wrote:

Fixed this today, Concussion shot is now a Daze + Root. Daze = Unable to perform any heals, buffs, attacks etc. The target can effectively not do anything until the effect wears off OR is hit by any form of damage.

Panic Shot was also not working correctly, as the description has read since CU it is now operates as a Daze instead of a Combat Slow. Again Dazes prevent actions but break on damage. Made no sense for panic shot and lowblow to do the same thing excep tpanic shot was a much weaker version.

Overwhelming Shot was non functional as well, it now works.

These changes should be rolling out to TC in a few days and should help the Smuggler in fufilling their Crowd Control role better.






Could you go over in a little more detail how overwhelming shot was fixed? If I remember correctly (not in game atm), overwhemling shot lowers state resists by about 50.. are these only for states such as dizzy/stun/kd? Or do they also help to get things like concussion and panic to hit/stick? If it is the former.. my only question is why do we have an attack that lowers resists to states when our profession lacks any specials to place those states on a target?

As for the power of concussion.. I think it is very powerful, but I hope you don't jump the gun when some players get upset since something like this is not in the game at all. I think its perfect to help define the role of what the smuggler is supposed to be (crowd control), but it is relatively useless in a 1 vs 1 environment. So it will be a very useful special, but is limited on the scope of useful situations with I feel will probably balance out.

-Fitzhume



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X Fitzhume Emit X
Obsidian Dagger Squadron



admiraljz
Fri Jun 24, 2005 6:18 am
#83






Nezodon wrote:





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.








I know everyone feels they have the god-given right to be able to enjoy a completely solo gameplay session, and they are probably right. However, I've always seen the combat capabilities of a smuggler geared more towards escaping with his life, more than winning the fight.


It's tough for any combat class to make a significant amount of money running destroy missions solo. It's much faster and more lucrative for almost anyone to make money in pickup groups or taking target practice in space.


My Pistoleer, however, who has only two pure damage-dealing specials (I grant you Smuggler has none and will get back to that), is still able to solo white and yellow con Bol lairs. Maybe not as fast as a Bounty Hunter/Rifleman or comprable melee profession, but it's not especially hard, either.


I guess the point is that a smuggler who wants to make a living kicking thing's a$$es by himself would be best served by picking up at least a couple boxes in a ranged profession for the specials, or an entire melee profession to live by. A pure, Smuggler-only template (what could be combined with Smuggler that can't make significant money on it's own? Entertainer? Doctor?) isn't going to make money in huge fistfulls by running solo destroy missions. It sounds to me like Slicing is going to become a commodity rather than an essential fact. There's money in commodities. In a setting where all slices are created equal, one slice is not typically worth more than another. But it's looking like slices are about to become less random and more about skill/available loot. This allows the good smuggler to charge a premium price for his slices.


I may be wrong on the economics of that, but it boils down to my belief that my Smuggler character is not a pure combat character built to demolish things for money. Not a soldier, either enlisted or for hire. Smuggling missions are planned and promised. Missions based maybe more on guile, subterfuge, and narrow escapes than blasting away 6 to 9 creatures who all want to eat you. In my opinion that fits the Smuggler's role definition more closely. As with any profession, a smuggler template will be made stronger by applying a second combat prof. A pure smuggler with nothing else, if designed and played correctly, may not WIN a PvP fight against an uberleetdood, but should never LOSE against one either.


That, to me, is a smuggler. I think the changes are going in the right direction.






Aucka - Eromi - Ecaro
Widowmakers
Test Center
New Aldera, Naboo
Officer - Jedi - Engineer

Daturaze
Fri Jun 24, 2005 6:23 am
#84

All righty -


Let's see which profession cries Nerf first!


Great news all around though!


Cheers
Dat



Saratoga
Fri Jun 24, 2005 9:37 am
#85

Now you just need to give carbineers their ability to crowd control like this.



Triston Jedi Fugitive (retired)
Nagamitsu 12 point WS/AS + arch (retired)
Jengi wookiee ranger (retired)
Medreka Doctor/musician (retired)
Caillech MBH (soon to be retired)
WesBelden
Fri Jun 24, 2005 10:01 am
#86

Thanks to Blixtev for stopping by! . I go to bed and 20 minutes later I miss out on a great discussion. Meh. Anyway, I'm glad about the changes and can see them being quite useful (thanks for the info Psionic ).


I here what Joras is saying about big battles and the confusion inherent within them, but I'm not entirely sure what to say about it. If you make it so that our abilities don't break on damage, it makes us over powered unless you substantially reduce the time for which the last. I could say the solution is practicing tactics and communcation more in combat, but that seemsa little arrogant.


All in all though, three more specials now working the way they're supposed to, puts a smile on my face



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
Ternque01
Fri Jun 24, 2005 10:11 am
#87






fishbrains wrote:

Allright, I'm going to speak frankly Axob. I've seen the effectiveness of the root+ daze by PvP fighting with CMs post CU. Everything I have seen indicates that unless you are PvPing with a small group, and you are all on voice chat......there is a lack of fire controll that negates much of the effect of a special like concussion. I realise that commando/smuggler is going to be nice for you and all, however..given how I see PvP I see this as being not as effective as the old root.

With all the changes to jedi I fear that nothing will hold them back, the only thing that's stopping me from saying they will once again totally comprose 90% of the PvP scene is the healing changes. I just don't think they will fear the new root near as much. For example I can see them start to run with a con sp-forces person who just /duels em when they get concussioned....2 secs later they are back in the fight.





I PvP with a team that uses Ventrillo voice chat. We selectively target individuals.


You seem to have no idea how powerful an area mez will be.


Combat Medics have to mez a group one by one by one, and even then you have morons breaking all of this hard work.


I'll just have to aim once, fire, then mez almost an entire army while my combat team kills whoever is still moving and shooting at us. In theory, we could take on armies MUCH larger than us.


If we come across a Jedi using Avoid Incap, I can mez everyone else in his group while we spend the 3 minutes necessary to kill the guy.


If a group iscoordinated, then Concussion Shot will be one of the most CRUCIAL parts of an assault.







Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Zeon_Zaku
Fri Jun 24, 2005 10:28 am
#88






Blixtev wrote:

Fixed this today, Concussion shot is now a Daze + Root. Daze = Unable to perform any heals, buffs, attacks etc. The target can effectively not do anything until the effect wears off OR is hit by any form of damage.


Panic Shot was also not working correctly, as the description has read since CU it is now operates as a Daze instead of a Combat Slow. Again Dazes prevent actions but break on damage. Made no sense for panic shot and lowblow to do the same thing excep tpanic shot was a much weaker version.


Overwhelming Shot was non functional as well, it now works.


These changes should be rolling out to TC in a few days and should help the Smuggler in fufilling their Crowd Control role better.







How about putting a knock down back in Low Blow? That was my favorite skill because of that. And besides, it isn't much of a "low blow" if the target doesn't fall over.



NDegwin Tze'Midak N
(Gorath) Smuggler/Commando/Rebel Space Pirate Ace
Captain of the Tokyo Mew Mew
"This flag stands for freedom. I live for what it stands for!"
(~Tze'Midak Family Biography~ * ~Degwin's Smuggling Site~ *~Blue Banshees~)


-PheaR-
Fri Jun 24, 2005 10:40 am
#89

Ok, so does mean that concussion shot will be made to working as intended? As it stands right now on live the root doesn't break, however the daze does. Meaning you can/will get rooted up to 40s (Improved Concussion).


Secondly, does your post about the Proton Rifle mean that it's going to be fixed come next publish, too?



-PheaR-/Writh'n/Ripreirum
RIP Tobbias 250505
cchabot
Fri Jun 24, 2005 10:43 am
#90






AngusMacGregor wrote:



Yes, be careful and make sure that our specials are even more effective against Jedi.


Or better yet, realize that this game is more than just the stupid Jedi vs. BH system, and just make it work well for us Smugglers.







This will be just as dangerous to smugglers, believe me .. if any move is abuse, it inevitably feels the nerf bat, and it hurts.. It would be by far better to make sure it can't be abused and is somewhat balanced now then to have it nerfed below what it should've been all along afterwards.


I'm sorry to give this a jedi vs bh spin, or a pvp spin. TBH i love smugglers, been one for a good while too, love their new moves, slicing changes sound exciting from my p.o.v., and having a few good moves this this is golden! Seriously i am so happy for smugglers that they finaly get some love and attention! After waiting *so long* for some love and attention you deserve it and so much more.


I hope you can have some understanding for my perspective too .. My worry is not that smugglers finaly get some good moves and new slicing systems (&loot!) and other tweaks and twiddles ... No my worry is that if the moves are able to be used against a not irrelivant percentage of the player base (i'm not sugesting we are so all important, but we have the same feelings, rights and human traits like everyone else in this game), then it could ruin a lot for us.


If indeed the next killer moves becomes concussion & bombdroid (atleast last ditch failed sometimes, and with good defences you stood a chance), and there is no defence anymore against people griefing me several times an hour ... Well i hope you can imagine and are compasionate enough to feel what that would do for my game enjoyment.


With the daze+root effect we couldn't even use the one 'tool' some of ushave at our disposal, statis or avoid incap .. No defence what so ever, one shot kills every time as soon as someone comes into 64m range.. Forgive me for being a little worried :-)


Now for a solution ... No please do not 'nerf' smugglers, you nice people deserve better ... But make last ditch hit a little less often still, or take away bomb droids that could one shot (/explosion) kills us. Or make BH take more skillpoints again so they are not able to pickup master smuggler alongside with it.


Seriously i'm sorry to cause any discomferting feelings asking about your new snazzy moves and fixes that are so well deserved. I'm just expressing my concern that reading the BH forums gaveme. Truely you have my appologies too.



Esta
Jedi Knight
Sunfall Rebels Chimaera


AngusMacGregor
Fri Jun 24, 2005 10:44 am
#91

Dude... it was just sarcasm. Not like I was totally serious. Sorry, thought it was obvious.




"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.
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