Development Cycle Archive

Thread: IC 1-10: Combat Roles; Pistoleer

cjblack532
Mon Feb 16, 2004 9:17 pm
#118


Okay, I am currently Pistols 4 and here is what i think.



When you become novice pistoleer you should be able to have a skill like..... Pistol butt knockdown. Also, pistoleers should have 2 pistols, and what is up with the fan shot, non-aggro enemies will surely attack.

cjblack532
Mon Feb 16, 2004 9:18 pm
#119

Okay, I am currently Pistols 4 and here is what i think.




BigLands
Tue Feb 17, 2004 1:41 pm
#120

Forgive me for asking - but when are we going to see the Pistoleer profession get all/some/any of the things being mentioned here?


I'm not trying to stir things up, but we've been existing without working specials for a looong time now - to the point that successive patches have reduced us to the weakest combat class in game.


Can someone, anyone give me even a rough ETA as to when we're going to see some pistoleer love? (and don't answer in the combat balance pass, becuase that's not a time frame!)





Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
MrRiflemaker
Tue Feb 17, 2004 7:59 pm
#121

Is the disarm shot broken..... i dont know if im saying the skill correctly, but its the one that is suppose to knock out the weapons out of the enemies hand. Everytime i use it it does not work and i have no clue why.


I use the Republic blaster while doing the disarm shot


Wideshot
Wed Feb 18, 2004 5:14 am
#122

Disarming shot is a misnamed skill. If I recall quickly what it does is cause extra damage to lairs. I'm sure why that skill is considered more appropriate for a small weapon like a pistol though. Whereas a fancy disarming quick-shot I could understand, although for game balance I assume that it would need to simply delay the next ranged attack rather than actually cause a gun to go flying.
SuperchargedDai
Wed Feb 18, 2004 4:29 pm
#123

i saw an earlier post about how pistoleers should be easier to knock down then a beastily fencer or swordsman.


well A pistoleer is used to taking good hits from melee...thats what they are ,they are melees only challenge from the ranged combat system. they arent as weak t it as other proffessions are. A fencer is all about finesse...so how are they beastily...if anyone is easy to knockdown it should be a fencer hehe i mean cmon hehe *ting ting* they have speed of the good dmg one handed weapon so they dont need to be as good as a pistoleer defense wise...a swordsman yeah they are strong...and maybe there kd defense should be equal to pistoleers but pistoleers are the melee buddy best combatent...there is no huge advantage or disadvantage between them...every fight between those classes should be close...in the end it should come down to your strategy and efficiency of your weapon



peace_


Daifire of Kauri





//ArDOr
can you feel the disturbance?
[Zabrak][Teras Kasi]


fennut
Wed Feb 18, 2004 8:46 pm
#124

there is alot of things that i would like to see happen for us pistoleers, but i think what we need the most is things not to be bugged. we need everything working right so we can tell you the truth about things. Aside from that i would like to see duel wield, better defences, to lose the dodge (i dont like it when im running away and i side step and stop running lol), and most of the things that other people have posted. 1 FINAL THING, WE AS A CLASS SHOULD HAVE SOMETHINGS THAT IS ONLY A SKILL YOU GET FROM PISTOLEER. something to make people think twice before they attack a pistoleer. i dont no what that would be but maybe everyone can put in a thought?

fennut


master pistoleer in the making
Whammy75
Thu Feb 19, 2004 8:47 am
#125


Given the basic considerations listed above, please answer the following questions:


What defines thePistoleerrole in combat?


They are flashy. Close Range. Able to easily target, and pick off the smaller creatures that might surround the tank character while the tank keeps the bigger creature occupied. Pistoleers do the dammage, and the Melee's keep the creature from hitting the Pistoleer


What basic combat elements should they possess?


Speed. Evasiveness.


What offensive abilities?


Higher Bonuses at Point Blank, and Ideal Ranges. Extra skills in these areas than just the average pistol user has. These skills not to be given until after novice pistoleer skill.


What defensive abilities?


Better melee defense than the other ranged classes. Pistoleers have to be closer to their target and therefore run a greater risk of being melee attacked. While a rifleman should have better ranged defense than a pistoleer. These bonuses to be given ONLY in the pistoleer skill tree and not in the marksman pistol branch.


What unique abilities?


Pistoleer should be able to equip two pistols at once. With skills that reflect that. Perhaps a change to the skill tree involving single pistol skills that can only be used when wielding a single pistol, and dual pistol skills that can only be used when wielding dual pistols. Even better firing while moving bonuses.


Should add what advantage or asset in group combat?


The Pistoleer has the advantage over the other ranged classes in confined spaces. Buildings and caves and such. Their operative range being much closer. I'd want a Pistoleer in a raid on the Warren for example before I'd want a rifleman.


How could/should they interact with other professions?


Not sure how to answer that.


What interaction / dependencies should exist with other combatants?


Defensive bonuses and all, Pistoleer is still going to need a medic. A melee to tank if possible. But I believe that a Pistoleer can and should be a good solo profession.


What should be their unique role in the Galactic Civil War?


Hard, fast, hit and run strikes. Backed up by cover fire from Carbineers, and Riflemen. A frontline profession, not a support profession. THESE are the guys who will come back from battle with only a few less scratches and blaster scorch marks on their armor than Melee classes.




Wishin' ain't gonna get you no more, and regrettin' ain't gonna get you no less
Koelind
Fri Feb 20, 2004 11:44 pm
#126

As a master Pistoleer my main complaints are lack of accuracy vs stacked templates, no state attacks (unless yu have Dirty fighting line) and the fact that pistoleers have the lowest DPS (damage per second of all ranged classes). Seems Crazy to me that a Player running a round with a Two Handed Sword like a Medevil Crusader owns Pistoleers in PvP everytime. Our Defenses (with the exception of Dodge) our non existent. Our HAM attack is health yet we have no good attack (Body three is broken), and our Master Shot is also broken. Our Bleeds are also very weak. But the biggest problem is DPS. We have no chance against a stacked Melee or Rifle Template....period....in PvP. Most old timers where 90% armor and mitigate 3 our max damage so we are left with very low damage hits. Pistoleer needs to be rethought and Max weapon speeds need to be adjusted to even DPS of Combat Classes.
Tenoio
Sat Feb 21, 2004 5:15 am
#127

Might just be me, but shouldn't a master pistoleer be able too use dual pistols???or is this too much??



Meow!!! thats mine!!!
Jenifer - Lowcas Master Ranger

tenoio-- perty name!! means eternal...just like me...cause u ain't gettin rid of me that easily..mwhoye!!!
GT183
Sun Feb 22, 2004 10:49 am
#128

I would just like to request one thing for the pistoler proffesion, dual side arms. This would be a great advantage of being a pistoler. Riflemen have conceal shot, carabiners have knockdown shot, but pistoler really dosnt have n e thing. Atleast make this a bounty hunter ability, because thats who have had dual pistols in the movies.
slash2000
Fri Feb 27, 2004 12:48 am
#129

I agree totally with having two pistols equiped at the same time. It will give pistoleer the abilty to PVP better. I have seen so many rifleman now because its a huge advantage shooting a bigger more damage weapon almost has fast as a pistol. Rifleman can just straight outdue a pistoleer in pvp. Most are not even afraid of pistoleers at all. Duel weild would even it up and really look cool as hell. I also believe only a master should be able to do it.



Slash Lewis General Imperial Army
Former BBC leader
Imperial PVPer since day 1
Current MASC GUILD LEADER
Demane
Sat Feb 28, 2004 6:17 am
#130

What unique abilities?


Dual weild plan and simple!


I have played many other games that had dual weild. Some managed to pull it off well, others butchered the whole concept. These are the things that I think would help make dual wield effective and ballanced for pistol users in SWG:


1. Allow dual wield at master level...There are way too many trees that offer powerful benefits to players who only dabble to min/max. The skill tree format implemented in SWG is perfect to limit this. Use logic and place unique, class defining skills higher up and even in master level in many situations. The tka 4004 dabblers, for example, really piss tka's off because every joe shmo can get the best for the least. There are many others. Dual wield applies most definately for pistoleers.


2. Define duel vs single pistol use:

- duel wield should allow two light pistols (non-ar) to be used at once (this will make less rarely used pistols more popular). It should be fast (add a massive pistol speed modifier to cap all skill uses to 1 second easily if they aren't already). It should add a % based increase of damage per hit for normal and specials (I would think around 50% more). This way you just need the duel weild animation in but you don't have two damage spams...would be annoying as sin. Keep it simple such as if you miss both shots miss, everything averages out anyway. I know most simple want the benefits from the end result and the bloodycool animations . When you dual weild you are limited to: smaller selection of pistols (I would just cut out the ar ones), only pistoleer tree skills (not BH or smuggler skills). With this method you will allow uses for unpopular gun choices and make them effectiveallowing better damage type choices. Add one special skill at master to compliment duel wield such as an improved area effect attack with aright impressiveanimation .


-single pistol use: No restrictions to pistol choice and no restriction to pistol skills from other trees (BH, Smuggler, marksman). You can use special quest weapons, ar weapons or anything that pops out of the loot bin. The higher damage guns with use in other profession trees will make the need to single wield always an important one.


All in all I would think keeping it simple would be the best way to develope it. Duel wielding should be a pistoleers defining ability. If any elite profession iscreated I think it should be to only add to the duel weild ability. Master pistoleer should be the entry level to it but still given to the current tree.



Sinumbra (Flurry),
Officer at large.
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