Smuggler Archive
Thread: Way to pull you out of FD
Page 1 of 4
Selko
Tue Nov 16, 2004 7:41 am
#1
have confirmation that this does indeed work. Is this an intended game mechanic or a bug like the rifleman tricks of old?
Clicky
Message Edited by Selko on 11-16-2004 06:42 AM
kgmkiorys
Tue Nov 16, 2004 7:53 am
#2
So the war is still going on? with now the advantage on the jedi's side (why am i not surprised?) a jedi can pull out of FD, but can't be pulled, except by another jedi...
Well, so now, what do we do? just cry waiting ofr our last half usefull skill to be nerfed? what are the other possibilities?
Jaguarrr
Tue Nov 16, 2004 7:57 am
#3
Uh, no there is nothing that should pull you out of FD. If something does it is a bug or exploit.
DrevenStrobe
Tue Nov 16, 2004 8:28 am
#4
Uh...guys...if you give this some serious thought, this isn't an all bad situation...
The only way it'll work is if the Jedi is "friendly"...meaning that a Jedi of the opposing side can't do anything to you. Now, if there's a friendly Jedi that has a grudge against you, then you might have a problem.
This could also serve as a way to get you back into a fight quickly...
Credit to Ipseck for this scenario:
Say, you've got a group of bad guys baited and you FD so you can call in reinforcements. Your group arrives, complete with a Jedi buddy. He does a quick heal other, then follows it with a heal all states on you, and you're up and in the fight without the usual delay of /stand.
On a side note...if you really want to stay feigned, all you have to do is hit FD again and you're right back down.
In the grand picture of things, this is not a huge deal...
kgmkiorys
Tue Nov 16, 2004 8:38 am
#5
seen from our point of view, not really, but if you consider that BH will whine about having a feature that should be theirs (don't ask me why it should, but i guess they'll say it this way) given to their enemies and not to them, it will once again argue and ask for the nerf bat to come down onto us.
This way a jedi can't be pulled out of FD, but a BH can, so it will likely be considered "unfair" by the losing part.
Hawka88
Tue Nov 16, 2004 9:18 am
#6
When you FD, I think you should show up as a actual corpse. So they can't continue to beat on your limp body. Also, there should be nothing that can pull you out of FD no matter what. And BH v. Jedi will be the end of smugglers. >.<
yimaz
Tue Nov 16, 2004 9:52 am
#7
Jedi should not be able to use this skill, rather then Nerf it (which Im sure they will do
) they should just make it a Master Smuggler skill and improve the over all effectiveness of it. Kinda like Meditate for TKA.Meditate is for the most part pointless skill unless your a master and FD should be the same way.
Eked
Tue Nov 16, 2004 10:27 am
#8
So if a master healer can pull you out of it that means you will have full life right? so whats stopping you from fd'ing again and again?
Geevo
Tue Nov 16, 2004 11:23 am
#9
On a side note, Jedi should be able to use the force and 'sense' the life within you.
I would much rather Jedi be able to do this than any other profession...it limits how many can actually stop us but yet answers the community 'demand' to make a way to break FD.
Sengis
Tue Nov 16, 2004 12:24 pm
#10
READ THE THREAD IT WORKS AGAINST OPPOSING FACTION LOOKS LIKE A POORLY decided upon feature. Sorry for caps.
DrevenStrobe wrote:
Uh...guys...if you give this some serious thought, this isn't an all bad situation...
The only way it'll work is if the Jedi is "friendly"...meaning that a Jedi of the opposing side can't do anything to you. Now, if there's a friendly Jedi that has a grudge against you, then you might have a problem.
This could also serve as a way to get you back into a fight quickly...
Credit to Ipseck for this scenario:
Say, you've got a group of bad guys baited and you FD so you can call in reinforcements. Your group arrives, complete with a Jedi buddy. He does a quick heal other, then follows it with a heal all states on you, and you're up and in the fight without the usual delay of /stand.
On a side note...if you really want to stay feigned, all you have to do is hit FD again and you're right back down.
In the grand picture of things, this is not a huge deal...
O_Shua
Tue Nov 16, 2004 12:51 pm
#11
I don't think its fair that other professions (namely BH and Jedi) are able to use FD. This causes for people that do not have the skill to whine and complain and the Devs will almost inevitable nerf it. This is retarted because the smugglers (that dont have BH or Jedi on the side) will be at a serious dissadvantage in the game.
Now someone before me said that FD should be a Master Smuggler skill, now I would agree with him if not for that some people don't go BH or Jedi but might dabble in smuggler for the FD skill and they would get mad at Master Smugglers and it would still get nerfed. Other wise I think that Master Smuggler should get a signifigant bonus to FD.
The following is not very well thought out so dont flame, I will try to edit it when i get my thoughts straight.
Keep FD at dirty fighting 1. Anyone who is not Master Smuggler will appear as Incapped. A MS with FD will appear as a corpse (if he/she disires). Master Cannot be taken out of FD unless he/she disires. Anyone with a BH skill or anyone with Jedi skill (force sensitives excluded) cannot use FD.
Thats all I can think of to improve it atm. Dont flame but constructive critisim and other ideas for it would be great.
Smuggler_Caylin
Tue Nov 16, 2004 2:14 pm
#12
First off, this is true. TotalHealOther at Master
Healing for Jedi does remove the feigned status of the player. I don't find it
acceptable for various reasons though.
Healing for Jedi does remove the feigned status of the player. I don't find it
acceptable for various reasons though.
- The player is being 'cured' of death.
- It is there for Jedi but no counter exists for
Bounty Hunters. So what we will possibly see are bounty hunters taking up
Master Healing. I'll mark one under 'absurd' there. - A smugglers skill has *no factor whatsoever* and
if it is used, they will be standing back up. This is not a detection skill,
this is a cure and anything we do is pointless. - The player is healed, so they can just feign death
again. Meaning they will probably'fix' the skill more, before they make
it better (ie a refresh timer). Something that probably needs to be done, but
I'd have preferred we fixed the problems first.
So what we have are jedis dabbling in necromancy.
Raising the 'dead' without really checking to see whether they are aliveor
not. The technique as it is, is only capable of healing us because of a deeper
issue regarding players knowing we are alive, even though we should be 'dead'.
This is not the detection abilities I've seen requested so often, this is an
automagik trump card. I find the decision to put this as part of the ability not
very will thought out to say the least, nor do I find it showing any form of
respect or possitive regard for the Smugglers and their abilities. This change
was not discussed with us, or even hinted to us for months. I find that
particularly upsetting and I hope that this is adjusted in the combat upgrade to
bring a good form of balance to the use of feign death without the use of an 'I
win' card.
Raising the 'dead' without really checking to see whether they are aliveor
not. The technique as it is, is only capable of healing us because of a deeper
issue regarding players knowing we are alive, even though we should be 'dead'.
This is not the detection abilities I've seen requested so often, this is an
automagik trump card. I find the decision to put this as part of the ability not
very will thought out to say the least, nor do I find it showing any form of
respect or possitive regard for the Smugglers and their abilities. This change
was not discussed with us, or even hinted to us for months. I find that
particularly upsetting and I hope that this is adjusted in the combat upgrade to
bring a good form of balance to the use of feign death without the use of an 'I
win' card.
yimaz
Tue Nov 16, 2004 2:22 pm
#13
Smuggler_Caylin wrote:
First off, this is true. TotalHealOther at Master Healing for Jedi does remove the feigned status of the player. I don't find it acceptable for various reasons though.
- The player is being 'cured' of death.
- It is there for Jedi but no counter exists for Bounty Hunters. So what we will possibly see are bounty hunters taking up Master Healing. I'll mark one under 'absurd' there.
- A smugglers skill has *no factor whatsoever* and if it is used, they will be standing back up. This is not a detection skill, this is a cure and anything we do is pointless.
- The player is healed, so they can just feign death again. Meaning they will probably'fix' the skill more, before they make it better (ie a refresh timer). Something that probably needs to be done, but I'd have preferred we fixed the problems first.
So what we have are jedis dabbling in necromancy. Raising the 'dead' without really checking to see whether they are aliveor not. The technique as it is, is only capable of healing us because of a deeper issue regarding players knowing we are alive, even though we should be 'dead'. This is not the detection abilities I've seen requested so often, this is an automagik trump card. I find the decision to put this as part of the ability not very will thought out to say the least, nor do I find it showing any form of respect or possitive regard for the Smugglers and their abilities. This change was not discussed with us, or even hinted to us for months. I find that particularly upsetting and I hope that this is adjusted in the combat upgrade to bring a good form of balance to the use of feign death without the use of an 'I win' card.
When have they ever shown us any respect or had any regard for the Smuggler Profession, ever.
Nicepost thoughmy Blue Glowie friend.
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