Swordsman Archive

Thread: stun weapons

soulcollector58
Tue Mar 16, 2004 3:30 am
#1

scince stun is the UBER damage that by passes most armor.. why cant we of all classes have a stun weapon .. like a big Blackjack for we are the Heavy hitters . i thought the stun batton would be electricty damage. but hey i guess i am useing my brain to imagine . any ideas on a Special stun weapon for us to use guys? maybe the devs will look and take note ..... probally not but hey why not try it .



G-man



Geemiesif has returned fore more punishment
I am tired of broken promices.
i am tired of nerf bats to the nuts.
i am tired of chosen chaos's SKITE
WarFerret
Tue Mar 16, 2004 4:10 am
#2

We need a bean-filled whack-bonk!

What I would like to see are weapon powerups that let you change a weapon's damage type - so instead of powering up speed or damage, you modify your weapon to emit stun/electric/heat/whatever damage types, not as efficiently as the base weapon, but enough to be useful.

Alternatively weaponsmiths should be able to modify base weapons when they're created to alter a weapon's damage type from certain presets, but that would then be built into the weapon and wouldn't be changeable.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
ccmetal555
Tue Mar 16, 2004 6:11 am
#3

The reason we don't have a stun weapon is because it would be overpowered I think. What the devs need to do instead of adding more stun weapons is to remove the stun weapons, or at least make them hit like 200 damage max. Acklay Stun Batons,Krayted Jawasand Krayted Geonosian Sonic Blasters are outrageous.

WarFerret
Tue Mar 16, 2004 6:19 am
#4

What they need to do is let us change the bloody armour so that all composite isn't vulnerable to stun, let us have our own armour tailored to suit us, so that when you attack me you have no idea what configuration my armour's in. If I'm wearing 90% stun composite that might be vulnerable to blast damage you'll do sod all to me with your stun baton but you'd own me if you pulled your power hammer out.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
GStruepp
Tue Mar 16, 2004 6:48 am
#5

truly spoken


If they change armor protectionsthat way that you can freely choose eg2 high protections and 2 medium and the rest the armor is vulnerable it would balnce the stupid stun need for pvp.

Currently Armor is reduced on 2 types - get a high kinetic for hunting mobs and a stun protection base sliced for pvp.

Murphy_McManus
Tue Mar 16, 2004 7:19 am
#6

speaking as a fighter, having armor set to your own specific needs would be cool


but...speaking as an armorsmith- first, all other types of armor would instanty become moot, so there goes a lot of our income, and if you did manage to get it, chances are theyd change our experimentation so that unless it was the armors special protection itd be much weaker...so youd probably get like 60% resistance


for now though...get comp with trple stun layers...you can get like 50% resistance now tlaking to the right people



____________________________________________________________________

Mastered: Medic, Doctor, Scout, Marksman, Bounty Hunter, Ranger, Swordsman, Artisan,Armorsmith
Working on:TKA 2/0/1/2
Currently Master- Artisan and Armorsmith
And my holo said fencer back at doctor
WarFerret
Tue Mar 16, 2004 7:25 am
#7

Yep, you have a fair point there (mind you, composite has pretty much superceded everything else anyway), we'd have to come up with a way to stop the other armours becoming pointless, perhaps each armour type could have a general set of base stats, specialising in damage types, but that you could then customise into the relevant type, or give them some other kinds of advantage over composite armour.

Maybe comp armour should carry penalties to skills like dodge whereas lighter armours wouldn't ? But that's getting into nerf territory and I don't want to see that.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
xCruelAngelx
Tue Mar 16, 2004 8:31 am
#8

There probably should be some new drawbacks put in place to wearing armor. HAM encumberance was supposed to do that, but with the slew of doctors sitting at starports doing buffs thats become pointless. Heavy armor was highly restrictive upon movement, so lowering certain defenses like dodge considerably would keep the classes that depend on those mods out of heavier armor and those that have none would have more incentive to be in heavy armor (i.e. TKAs/Fencers shouldn't be in heavy armor because they have the ability to dodge attacks completely, where as Bounty Hunters, who have no innate defenses, would benefit from the damage reduction because they're going to get hit practically all the time).


I also agree that weapons/armor should be more customizable at the crafter levels, letting them make considerable (but logical) changes to the products. Like a weaponsmith could take a Scatter Pistol and change the damage type to heat, kinetic, or energy but not other damage types (this way you don't have people having a whole line of Scatter Pistols with one for each damage type). Stun damage should also be less of an achilles' heel than it is now, after all, the stun effects on blasters and such weren't what you would switch to when you wanted to kill someone.





Rion Mo'lay
Master Bounty Hunter, 0/3/3/0 Carbineer

"Fett had just under an hour to eliminate two Imperial detachments. The hunter turned and hefted his blaster rifle. He only foresaw one problem: what to do with the three minutes he would have to spare..."
Sotaudi
Tue Mar 16, 2004 7:21 pm
#9






xCruelAngelx wrote:

There probably should be some new drawbacks put in place to wearing armor. HAM encumberance was supposed to do that, but with the slew of doctors sitting at starports doing buffs thats become pointless. Heavy armor was highly restrictive upon movement, so lowering certain defenses like dodge considerably would keep the classes that depend on those mods out of heavier armor and those that have none would have more incentive to be in heavy armor (i.e. TKAs/Fencers shouldn't be in heavy armor because they have the ability to dodge attacks completely, where as Bounty Hunters, who have no innate defenses, would benefit from the damage reduction because they're going to get hit practically all the time).


I also agree that weapons/armor should be more customizable at the crafter levels, letting them make considerable (but logical) changes to the products. Like a weaponsmith could take a Scatter Pistol and change the damage type to heat, kinetic, or energy but not other damage types (this way you don't have people having a whole line of Scatter Pistols with one for each damage type). Stun damage should also be less of an achilles' heel than it is now, after all, the stun effects on blasters and such weren't what you would switch to when you wanted to kill someone.








No, I disagree. Damage type is not the problem. Armor is. Giving different professions access to different weapons gives the game diversity. As a Rifleman, I do not have blast damage. I do with Swordsman. As Swordman, I do not have stun damage, but I do as a Rifleman. With my build, I do not have electrical damage, so if I need to face something that is strong against my damage types but weak to electrical damage, I either have to pass on fighting it or bring a pikeman or bounty hunter.Heat damage? Bring a commando or Pistoleer. No, not every class should have every damage type.


On the other hand, armor should not make players invulnerable to all damage types. There needs to be a variety of amors out there that have different strenghts and weaknesses. Composite should not be allowed to have 80% resists to everything, including Stun (which is not possible right now). Somebody should be able to find a weakness. Thus, one of the parameters of building armor should be that to add protection in one area, you have to remove it from another, and no armor can have resists to all damage type.


This would prevent one damage type from being the one damage type to use in PvP. There is no need to give everyone Stun damage if composite armor was not so ubber.


Armor is what is ruining PvP right now. And adding stun weapons will just mean that they need to add more stun protections to Composite, meaning eventually PvP battles will take months to complete because nobody can do enough damage to get though the armor everyone is wearing.


Making it so that all armor had some weaknesses and no armor could be built to nullify every attack done against it will open up the game far more than giving all professions the same weapons.



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Gimperial666
Wed Mar 17, 2004 12:15 am
#10

No i dont think they need to change composite... Im so sick of seeing people running around in composite tin cans....Id like to see MORE armor. Composite has its advantages stun just isnt one of em... So howbout somthing else? Like a diferent suit of armor thats GREAT against stun but not as allorund good as composite???

I think this 80-90% resist composite is WAaaaaY outta hand and im sick of seeing it... Just cuzz its not as uuber as youd hoped you cry NERF STUN WEAPONS!!! ughhh



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