Development Cycle Archive
Thread: IC 1-10: Combat Roles; Pistoleer
Pistol range needs to be capped at 35m at the most..
As things stand, pistoleers are running around at the max range of 63 meters, or worse with a range powerup, and going toe to toe with a rifleman who has to stand there taking a -50 to strike a moving target while the pistoleer bust off shot after shot super quick.
The pistoleer needs to have a -50 to strike any time outside of 35meters and never get a penalty to strike while moving within that 35 meters.
They should be able to tear it up close range, but thats it.
Seems like pistols in the military are used in two cases:
1) by elite troops needing a close range weapon when quarters are too tight for a more powerful weapon. Training is characterized by an emphasis on head and vital shots becuase the most powerful pistol is not that good against modern armor.
2) by ordinary and elite troops as a backup weapon so that they have something that goes "bang" when the rifle craps out/is lost/runs dry. Training is VERY secondary to rifle training. Ranges are short, perhaps within 50 feet.
Pistols in entertainment are used in a few ways, unrelated to the above:
1) High art: Two fisted "John Woo" action. Fights are characterized by precision, trick shooting, intimidation and multiple weapons. Almost a dance. The gun replaces the sword, pretty much. Ranges are short, arms length in most cases/scenes
2) Gunfights: Fastest draw wins. Mostly in westerns, but Star Wars has this element in it as well, both in the primary source and the fiction. Ranges can be very long, over 50 feet, to emphasize the preternatural accuracy of the participants.
So what do we see in SWG today?
1) LONG ranges. 64 meters is an easy shot with a Republic blaster.
2) Single weapons/one stance: No dual pistols, weaver modified stance only, running and firing behind onself is not a stance.
3) Use of the pistol as a hand weapon (pistol melee defense 1) when this is rarely a trained skill anywhere, and beyond last resort, normally.
4) Pistol, rifle and carbine all cost the same skill points to train (one marksman tree per, then an elite profession above that), meaning that to be true to the players, all have to be balanced in combat effectiveness.
Dual weapons a must, as well as being able to shoot from vehicles.
Pistoleers should be able to sneak attack. A quick draw that will not make npcs go aggro or reaveal your faction standing.
They need to be quicker,maybe a variation on burst run. They should be able to outrun any other profession with the exception of scout. No way should a heavily armored stormtrooper be able to keep pace with a pistoleer with armor or without.
I think that the pistoleer should have duel pistols seeing as they are meant to be an expert at that type of combat and there aren't that many powerful pistols around so adding 2 pistols would kind of balance out that class.
Secondly:
I think a pistoleer should have the duel pistol ability at novice pistoleer not when they master it otherwise there is no point in adding duel pistols if it takes so long to obtain them.
Hi devs long time reader first time poster in this forum...
i dont play much, but i love the game, i got 2 questions.....
1) The anatomy of a Mon Calamari in its current position confusses me. How does a Squid hold a hand gun... i think he should have a species set weapon pistol. Because with webbed digits its really hard to pull a trigger right.
2)Personally, you need to make working up a skill tree more rewarding. Its no funn grinding for xp when all i get is a certification and ooo point blank shot. I believe you should place Duel pistols when you get a1/1/1/1 in novice pistolier. It would just be cool thats all.
Thanks alot