Bounty Hunter Archive

Thread: why are jedi allowed to wear PSGs ?

truewildman
Mon Jul 18, 2005 12:46 am
#27






GlargTheKelfn wrote:





StiflerPG wrote:





reading wrote:
Yes, why are jedi allowed to wear PSGs?
aren't they powerful enough already, don't they have extraordinary defenses already, but must they also be allowed to wear PSGs?
i hit them as a Master Rifleman/Master BH/Pistoleer 0404 with 300 accuracy and a 330dps t21 for 100-250 damage , not to mention i miss every 2nd shot, but they hit me for 400,600 and 1000 and my PSG won't do anything to stop their lightsabers enery damage!
i've got a around 2k PSG, and about 5.9 energy resist armor, but still they just armor break and i die in 3 hits.

why are jedi allowed to wear PSGs? PSGs are armor, their innate armor should be affected by that




Use a Kenetic weapon. What good will a PSG be then?







like say..... a scatter pisol? the mbh certed weapon.... i think it is knetic.. almost like the dev's intended it to be used against psg's




Or the Nullifier X. It's kinetic damage and has over 1100 damage with a pup, well over 1k without. MRifleman cert.

Message Edited by truewildman on 07-17-2005 02:49 PM





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
truewildman
Mon Jul 18, 2005 1:10 am
#28






ParisTeta wrote:
How many shots does a PSG last till it's useless and needs to recharge?





One good shot, usually. Anyone that doesn't have defender will have no protection after the first shot.





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
the_stampede
Mon Jul 18, 2005 2:49 am
#29






reading wrote:
Yes, why are jedi allowed to wear PSGs?
aren't they powerful enough already, don't they have extraordinary defenses already, but must they also be allowed to wear PSGs?
i hit them as a Master Rifleman/Master BH/Pistoleer 0404 with 300 accuracy and a 330dps t21 for 100-250 damage , not to mention i miss every 2nd shot, but they hit me for 400,600 and 1000 and my PSG won't do anything to stop their lightsabers enery damage!
i've got a around 2k PSG, and about 5.9 energy resist armor, but still they just armor break and i die in 3 hits.

why are jedi allowed to wear PSGs? PSGs are armor, their innate armor should be affected by that





QFE...why are tards allowed to speak?



Charisi
Jedi Padawan
Oblox
Mon Jul 18, 2005 2:59 am
#30

PSG's were made to not count as armour so TKA and Jedi could use them without negating the innate armour.

PSG's give evry little protection on the whole and only usually are effective for the initial shot.

PSG's only work vs ranged energy damage.

Its not like they are a huge issue to anyone and most jedi i know would rather wear a belt with CA's in it.



~ Ani'a L'o ~
Dune Sea Desperadoes
Lightsaber ~ ()(ts)() - Tri Sun Shipping ~ YT-2400
"Wandering the galaxy since November 5, 2003"
REDLION78
Mon Jul 18, 2005 4:26 am
#31

Works like a charm to...


I shot a Jedi in the back while he was at a vender. Anyhow, I was using Advanced Sniper Shot with my T21...I hit him for 0 pts of damage. I could see the shield bubble effect and thought to myself..."Oh well, so much for the element of surprise". It was not a haapy ending to say the least....


NkikHet
Mon Jul 18, 2005 4:54 am
#32







reading wrote:
Yes, why are jedi allowed to wear PSGs?
aren't they powerful enough already, don't they have extraordinary defenses already, but must they also be allowed to wear PSGs?
i hit them as a Master Rifleman/Master BH/Pistoleer 0404 with 300 accuracy and a 330dps t21 for 100-250 damage , not to mention i miss every 2nd shot, but they hit me for 400,600 and 1000 and my PSG won't do anything to stop their lightsabers enery damage!
i've got a around 2k PSG, and about 5.9 energy resist armor, but still they just armor break and i die in 3 hits.

why are jedi allowed to wear PSGs? PSGs are armor, their innate armor should be affected by that





get prepared for a jedi fight better or are you a respec BH? first your weapon: ignore the dps, get a rifle that has very high max damage and low SAC. second your armor: as master rifleman you can wear recon armor, 5.9 energy resist is low for recon, 7.0 should be possible. third: get some food for more accuracy if you miss every 2nd shot.


get some tactics for the fight: you got 65m range (35m more range than a jedi), you got KD,stopping shot and kneecap shot and you can run! if the jedi gets that close to you and can do 4 hits in a row then you doing something wrong.


if that all won't help you, change your template to some CM for better healing



Vrashnak [REJEK]
master tank from nov 03 till nov 05


Hasun
Mon Jul 18, 2005 6:02 am
#33






reading wrote:
Yes, why are jedi allowed to wear PSGs?
aren't they powerful enough already, don't they have extraordinary defenses already, but must they also be allowed to wear PSGs?
i hit them as a Master Rifleman/Master BH/Pistoleer 0404 with 300 accuracy and a 330dps t21 for 100-250 damage , not to mention i miss every 2nd shot, but they hit me for 400,600 and 1000 and my PSG won't do anything to stop their lightsabers enery damage!
i've got a around 2k PSG, and about 5.9 energy resist armor, but still they just armor break and i die in 3 hits.

why are jedi allowed to wear PSGs? PSGs are armor, their innate armor should be affected by that




why not use a kinetic weapon?



Kravan/Punker/Hasun/-Denny- Crane
I S.O.L.D OUT
I SURVIVED THE MANDO LOTTERY SCAM (SUMMER OF 2006).
+DEVASTATION+

chewie49
Mon Jul 18, 2005 7:07 am
#34

why not use a kinetic weapon?

QFE




Issenor
SIM
lowca

funny but true:
http://www.leftcorner.com/swg/comic1.jpg
mindspat
Mon Jul 18, 2005 9:23 am
#35

The abillity for a Jedi to equip a PSG is very likely due to a coding issue and poor insight by the developers. The problem existed with Tera Kasi Artists not being able to equip a PSG since it was counting as armor and caused a negation of their inate defenses. The developers figured it would be a good thing to code the PSG to NOT count as armor thus permitting them to be worn by the TKA. The problem is that no that PSGs are no longer counted as armor they can be used by Jedi.


A real fix would have been to grant a certification for various PSGs throughout the combat professions in a similar fassion as armor is currently being certified. This issue only exemplifies the requirement to have knowledgable developers who are more familar with the real applications of the game other then how it looks in code.






Pick me !!

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mindspat
Mon Jul 18, 2005 9:30 am
#36






TweekTweek wrote:





Gilbert45 wrote:

Not all jedi have master defender and/or force armor.


So saying that jedi can do this and do that, is going a bit overboard and cruedly generalizing. I have no doubt that your description of your encounter is truthfull. Would just like to point out that a jedi is not just a jedi. There are many different types. Just as there is not just one type of bountyhunter.







Pretty much all the ones on the terms do lol






Off topic although I wanted to share this:

I have NOT been killed by a BH in a very long time. Honestly, I can't recall the last time I've been killed but I do know it's been over 3-4 months.


My Template: LM, Defender 4044, Enhancer 3002, Healer 4000


I can build a non-Jedi template that can easily out tank, out damage and out heal me. Why hasn't anyone been successful in their missions agaisnt me?


*fyi: I have been incapped a single time by a BH since my last BH death.




Pick me !!

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Jedi_Xan
Mon Jul 18, 2005 9:31 am
#37

A PSG is 0 defense when you have a kinetic weapon...



Callale Xan
Imperial Colonel


Currently on vacation in Freeport. Please leave a message.
negilum
Mon Jul 18, 2005 9:43 am
#38



shadowdragon2k wrote:


willym wrote:
lol extraordinary defenses ummm no. we have the lowest of any melee proffession out there i get around 238 with 4440 defender and clothes master defenders get 300 with clothes. master tka and swordsman are around 4 to 500 with clothes. powerful enough already lol ummmm no. and defence staker worth his salt can last long enough to drain a jedi force bar then its over. and as far as not doing any damage well welcome to our world master riflman can hit for 1000 to 1500 points of damage to our 700 to 900 points of damage.



really lets have a look at a few templates

Tkm/Mpike/Mbrawler/Swords 0/3/4/3 = 220 melee 150 ranged

Tkm/Mfencer/Mswords = 235 melee 170 ranged

Tkm/pike4/4/4/1/mswords = 210 melee 155 ranged

thats all the TKs i guess

-------------------------------------------------------------------------

Mpike/Mfencer/swords 4/4/4/1=210 melee 145 ranged

Mpike/Mswords/fencer 4/4/4/1 =210 melee 145 ranged

Mpike/Mbrawler/Mswords/fencer 4/4/2/0 = 215 melee 150 ranged

now lets compair them to a jedi with Mdefender alone (so 6 FS and just Mdefender)

235 melee 215 ranged then add the inate armor or maybe enhancer's iniate from Force armor and although there was one temp that had the same Melee defence when you add the iniate armor from defender even TKs iniate protection doesnt come come clouse to your defence you still hit the higher point in defence so a Tkm/Mswords temp nope sorry you still get more defence, thanks you playing though have a nice day and try to waste some more of my time later if you want

P.s id like to also say all those temps were pure defence stackers and none of them have 1500 heals every 6 seconds.

or something like valour so ya your defence is alot higher believe it or not




add 500 melee and ranged defence to all those melee templates for COB, add 500 melee and ranged defence to master defender for aura. factor in the diminishing returns formula and you'll see that there's virtually no difference at all.
shadowdragon2k
Mon Jul 18, 2005 10:39 am
#39






negilum wrote:





shadowdragon2k wrote:






willym wrote:
lol extraordinary defenses ummm no. we have the lowest of any melee proffession out there i get around 238 with 4440 defender and clothes master defenders get 300 with clothes. master tka and swordsman are around 4 to 500 with clothes. powerful enough already lol ummmm no. and defence staker worth his salt can last long enough to drain a jedi force bar then its over. and as far as not doing any damage well welcome to our world master riflman can hit for 1000 to 1500 points of damage to our 700 to 900 points of damage.






really lets have a look at a few templates


Tkm/Mpike/Mbrawler/Swords 0/3/4/3 = 220 melee 150 ranged


Tkm/Mfencer/Mswords = 235 melee 170 ranged


Tkm/pike4/4/4/1/mswords = 210 melee 155 ranged


thats all the TKs i guess


-------------------------------------------------------------------------


Mpike/Mfencer/swords 4/4/4/1=210 melee 145 ranged


Mpike/Mswords/fencer 4/4/4/1 =210 melee 145 ranged


Mpike/Mbrawler/Mswords/fencer 4/4/2/0 = 215 melee 150 ranged


now lets compair them to a jedi with Mdefender alone (so 6 FS and just Mdefender)


235 melee 215 ranged then add the inate armor or maybe enhancer's iniate from Force armor and although there was one temp that had the same Melee defence when you add the iniate armor from defender even TKs iniate protection doesnt come come clouse to your defence you still hit the higher point in defence so a Tkm/Mswords temp nope sorry you still get more defence, thanks you playing though have a nice day and try to waste some more of my time later if you want


P.s id like to also say all those temps were pure defence stackers and none of them have 1500 heals every 6 seconds.


or something like valour so ya your defence is alot higher believe it or not







add 500 melee and ranged defence to all those melee templates for COB, add 500 melee and ranged defence to master defender for aura. factor in the diminishing returns formula and you'll see that there's virtually no difference at all.




ok lets take this into a practical situation.


Tk masterA with a template of Tkm/Mswords/Mfencer (i use this template because its the clousest to a Mdef temp in terms of defence). giveing them 235 melee/170 ranged defence. add 500 for CoB meaning they now have 670 ranged defence.meaning that we have a pretty good chance once again for missing them, and if we do hit then itll be forless than normal damage.full stop in a situation where they are being ambushed by a Mbh/Mrifles/pistoler0004/prowess meaning they will have around 300 accuracy at 55M by time they get clouse enogth to deal any damage they would had taken enogth damage to be incaped. now with a Stim-D lets say they can heal once every 30 seconds by time theyve delt with the previous damage we are able to once again Kd/Root if we need to and re deal the damage just taken away in under those 30 seconds causeing them to be left with more damage then they previously had. even with the about 50-60% reduction from TK armor .


jedi A template is Mdefender/msabers/healer4000 for arguements sake

thats 235 melee/215 ranged defence add 500 defence meaning you now have 715 ranged defence. add 25% block at Master sabers add valour giveing you 50% block now with a chance to block 1 out of 2 shots that greatly decreases the chances of you takeing damage. now factor in the fact that a Mbh/Mrifles/pistoler0004/prowess has around 300 accuracy this once again means that the shots we do get in will be decreased. now 9000 points is about 60-65% reduction(i think it once at that template may be wrong) we will deal alot less damage to yet again. now factor in the heal rate of 1500 every 6 seconds this gives you a major advantage.


ok in short
TKm temp a) runs up gets Kd'ed and hit for 700 damage by a Head shot then followed by a adv crit shot for 1000 damage.the TK thenheals and cant reheal for 30 seconds with in those 30 seconds weve hit him at least 4 more times with those same shots (headshot + adv. crit)


Jedi temp a) runs up with 50% saber block and around 60% reduction in damage anyway.gets Kded next shot is blocked (if all things is fair) adv.crit shot hits for about 800-900 damage while jedi stands. jedi carrys on runningwhile our next shot is blocked then we hit the jedi again for about 800-900 damage with adv.crit in which he then heals in under 12 seconds,our nextshot then miss's. jedi gets hit for 900 damage By adv.crit shotin which he heals straight away. our next shot miss's, jedi then gets hit for another 900 damage in which is healed


now see the differnce in defence?

Ps these scenarios never factored in the rate of miss's from Melee/ranged defence but seeing the Mdef still has higher we can conclude it would have been in the jedis advantage anyway.




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