Carbineer Archive
Thread: Tell me what you think
Costs
Level 4 city 110,000
City Registration 5,000
Shuttleport 25,000
Bank 1,000
Cloning Center 10,000
Needed 151,000 per month, not too bad, I thought cloning center and shuttleport would be more like 50k per week.I remember the posts from Test Center where cities had over 1million in weekly maintenance. Under 3k per resident per week should be doable.
Optional
Decorations/ mission Termainls, trainers 50,000
Specialization 80,0000
130,000
281,000 total say 60 residents. Under 5000 per week per resident, not too bad. But you will have to have pretty high taxes.
What I think it takes to get it off the ground is a small PA that is willing to build fund and nurture it, and then let go.
That is what we are.
"pistols are no use if you don't go master AND you need some very very good pistols to be competive"
That's total nonsense.
Pistoleer has some of the best defenses of any profession. In a single tree (Techniques) you get ranged mitigation 2, +40 Defense vs Stun, Blind, and Dizzy, +20 Defense vs Posture Change Down, and +50 Defense vs Knockdown. That's one of the best sets of skills you can possibly use for defense, especially when mixed with a melee profession that normally gets no ranged mitigation.
Ok, to critique the template mentioned in this thread...
I don't like this template. First off, the smuggler profession is a total waste. Your pistol accuracy is going to be +55 which means that you won't hit a thing with those smuggler special attacks you wasted 20 skill points on.
Also, master fencer is a waste because for melee you're either going to be using fencer or TKA, not both. If you want to fight unarmed you don't need Fencing Finesse since all it does is make your fencing attacks more accurate (and it adds a little Combat Equilibrium, whatever). Or if you plan on using fencing weapons (which I discourage since fencers have pitiful damage) then it's a waste to have TKM, you should drop the Power line and probably Master Balance (keep the rest of Balance) since those only help you out when you're actually fighting unarmed.
Either way, mastering both TK and fencer is redundant. Pick one or the other. Actually, if you do that, you'll have enough points left over that you can get some pistol accuracy (get the Marksman skills) and you can take advantage of those smuggler specials if you want em so bad.
I guess the basic point of my post is this... Your template is all over the place. What are you trying to do? Are you trying to be a fencer with good defenses? A TKA with good defenses? A TKA or fencer who can do damage with a pistol? What's your goal?
Atama wrote:
"pistols are no use if you don't go master AND you need some very very good pistols to be competive"
That's total nonsense.
Pistoleer has some of the best defenses of any profession. In a single tree (Techniques) you get ranged mitigation 2, +40 Defense vs Stun, Blind, and Dizzy, +20 Defense vs Posture Change Down, and +50 Defense vs Knockdown. That's one of the best sets of skills you can possibly use for defense, especially when mixed with a melee profession that normally gets no ranged mitigation.
Ok, to critique the template mentioned in this thread...
I don't like this template. First off, the smuggler profession is a total waste. Your pistol accuracy is going to be +55 which means that you won't hit a thing with those smuggler special attacks you wasted 20 skill points on.
Also, master fencer is a waste because for melee you're either going to be using fencer or TKA, not both. If you want to fight unarmed you don't need Fencing Finesse since all it does is make your fencing attacks more accurate (and it adds a little Combat Equilibrium, whatever). Or if you plan on using fencing weapons (which I discourage since fencers have pitiful damage) then it's a waste to have TKM, you should drop the Power line and probably Master Balance (keep the rest of Balance) since those only help you out when you're actually fighting unarmed.
Either way, mastering both TK and fencer is redundant. Pick one or the other. Actually, if you do that, you'll have enough points left over that you can get some pistol accuracy (get the Marksman skills) and you can take advantage of those smuggler specials if you want em so bad.
I guess the basic point of my post is this... Your template is all over the place. What are you trying to do? Are you trying to be a fencer with good defenses? A TKA with good defenses? A TKA or fencer who can do damage with a pistol? What's your goal?
Atama he can do quite well with this template, since a lot of Pvpers will go out with high stun % armor that has a low base. So, if his stun baton isn't working he just reaches for his knuckler.
Those 3 boxes of BH Pistol Specialization give you +40 to speed (giving you +75 total which would bring a fast gun to the speed cap), +40 to accuracy (giving you +105 so you can actually hit something) and Eye Shot (letting you target the mind pool with your gun).
However remember one thing... Ranged attackers have serious problems against Jedi because they can easily deflect your shots. If your goal is to fight Jedi, I'd pretty much ignore ranged professions entirely. Maybe pick up medical skills instead.
Message Edited by brianlweb on 11-14-2004 02:10 PM