Development Cycle Archive

Thread: IC 1-10: Combat Roles; Pistoleer

BeWary
Wed Jan 21, 2004 4:42 pm
#40

I agree with most of the posts above, however if you intend to limit our range the 20m lunge needs to be taken into account. I don't mind having to work close, but not as close as melee have to work. There should be a significant diff. Say 50m? Leave the long range stuff to the rifles and carbines, with the accuracy at range going to rifle and the speed at range going to Carbine.

I also wouldn't mind seeing some kind of natural AP from our training, the ability to target aromors weak points to gain AP1 on non-AP weapons.



Gigo Paku/Sai'Meez FightinFish/Lacks Drive


"Early to bed, and ealry to riseprobably indicate manual labour"- John Ciardi


Xamyr Epan is a thief



Cardco2
Wed Jan 21, 2004 7:12 pm
#41

""A pistoleer should be the overall fastest firing ranged profession, while at the same time doing less overall damage with each shot than a carbineer or a rifleman. The lack of damage is made up with the speed.""



first off carbines should be the fastest, not pistols, its logic:carbines are the machine guns of the game.


and no you shouldnt be able to keep em down, third you should be very hard to hit and have good accuracy while moving.



Chriss Lightstrider
Valcyn
A Rebel

"For God so Loved the world that he sent his only begotten Son, that whosoever believes in him shall NOT perish, but have everlasting life"-John 3:16

"We came to rescue you."-Anakin
"Good job."-Obi-Wan

NEW Official Carbineer Motto:
"Carbineer...stunning crowds since Publish 7!"
Old Official Carbineer Motto:
"I bet I can kill me before you can kill me"
CoconutClock
Wed Jan 21, 2004 7:22 pm
#42

A Pistoleer's major trait is speed. He should be able to fire quickly, and move quickly. We should not be resistant to certain attacks, just reallyunlikely tobe hit by them to begin with. Dodge is the perfect bonus that you gave us.


The role of a pistoleer in a combat group is, in my mind, to be a moving target. A distraction basically. We are an annoying gnat that buzzes around the enemy, keeping them occupied while a rifleman, who should be very easy to hit and weak, destroys the enemy with his extreme fire-power. Also, the sworsman chases the enemy around until he can run no more, heh. That's what role a pistoleer has, in my opinion at least.


Now, for our current problems. Why is pistoleer lacking in comparisson to other combat classes? We don't do enough damage. Sure, that makes sense because we should have really high defensive features as counterbalance, so I'm not complaining about more damage, just maybe others are. We need to be faster though. A lot faster.


Because we lack damage, we should at least be fast enough that we can get a share of experience in PvE. While group PvEing, I, the pistoleer, is the target, but I always get the least amount of XP because my party members attack at about the same speed as me (even a rifleman), and still do LOTS more damage. I don't mind doing less damage, as long as I fire fast enough to still get a good majourity of the kill, so I'm rewarded a fair amount of XP, rather than a quarter of what the others are getting.





Character Name: Makbova
MEC Droids - Makbova Engineered Companions
Rori, Wroshyr Village, (4564, 131)

ANY NON-IMPERIAL, STARSIDER WOOKIEE CONTACT ME ABOUT JOINING THE MIGHTY CLAN OF THE WROSHYR!
Bzzzz
Thu Jan 22, 2004 1:27 am
#43

SueDenim
Thu Jan 22, 2004 1:31 am
#44

What basic combat elements should they possess?

I'd say speed (as in rate of fire) and mobility. One way to look at this might be to give pistoleers the smallest penalty for "shooting while running" of any combat class - i.e., a lot of pistoleer defense would be moving around, but he shouldn't be hurt as much *himself* by that as, say, a rifleman.



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
Visit our "Hall of Justice" display!
Kor Vella, Corellia, Lowca
Randonb
Thu Jan 22, 2004 1:39 am
#45

What defines the Pistoleer role in combat?


We are meant to be fast. Currently a pistoleer has a very hard time outdamaging the natural regeneration of a buffed player, their DPS is so low. Yes, pistoleers are all about speed and looking stylish.


What basic combat elements should they possess?


Basic elements? Looking at our tree, it appears we were meant to take on more than one enemy at once, and decimate their health pools. With the death sentence that is random HAM attacks, that isn't the case. Our strongest shot, Stopping Shot, deals only 10% more health damage than Body Shot 3 per shot (on average over time), and is slower. Multi Target Pistol Shot only attacks enemies currently targeting us, has a "waste of time" range of 32m, and doesn't deal much damage. Point Blank Area 2 doesn't hit more than one target, ever. If our attacks are going to be random HAM, they need a state effect of some kind to go with them. Fire them once and move on to deal real damage.


What offensive abilities?


We should be able to function at long range (where most battles start) and hold our own at short range. Some people want to further limit our functionality at long range. This is a bad idea, and will only result in pistoleers complaining about being kited by carbiniers and riflemen. Think about it: In PvE, I spend most of my time hanging out just outside of my enemy's (and my) range to regenerate while he bleeds. This is the only way I can fight at master. If my range is limited, I will have to run beyond my range and THEN beyond his range, all the while unable to fight back. Novice medic should never be required to play a profession, only a perk.


What defensive abilities?


If a pistoleer is supposed to be in short ranged combat most of the time, than they should have far and away more defenses than any other ranged profession. Consider that melee players can attack from 20 meters. If that is our ideal range, what chance do we currently have?


What unique abilities?


Stopping Shot should actually stop an enemy for a short time. This would be a unique ability to pistoleers. The very nature of the pistoleer is to kite his enemy, more so than any other ranged combatant. As it stands now, their ability to do that is very limited. Disarming Shot 1 & 2 should actually disarm an enemy in some way that is useful for both PvP and PvE combat (a master level special should be useful for both. not everybody enjoys PvP). This would be a unique ability to pistoleers. Currently, the specials do nothing aside from double damage against lairs.


Should add what advantage or asset in group combat?


If carbiniers add lots of state effects, and riflemen add lots of damage, then what do pistoleers add? Probably a little of both, just not as well. Right now they do neither. 0 state effects, and the lowest DPS in the game. Even the bleeds do the least damage - they all have the same multiplier, but it is based on the weapon you are holding. Since pistols are so weak... you get the picture.


How could/should they interact with other professions?


Interact? Bacically what DarthMaximillian said. The same way they do now. They buy guns, they shoot things. But they shouldn't have to dabble in Smuggler or Bounty hunter to be worthwhile. In fact, I think that this stacking of mods and specials should be restricted. Pistoleer can never be powerful, because if it were, then the dabblers have the p potential to be slightly overpowered. This is a bogus reason to keep "pure" Pistoleers weak, and isn't fair at all.


What interaction / dependencies should exist with other combatants?

Combatants?


Hmm. Tough questions, I can see why you would want our input. Because a pistoleer is a ranged profession, they should obviously want a tank around for end-game content. But because they specialize in short ranged fighting, they should hold their own a little longer than carbiniers or riflemen. The trade off is that they should have slightly less damage and state effect attacks. Presently the disparity is overwhelming, with rifles spitting out triple the damage and carbines spitting out multiple effects, and pistols having no real advantage now that rifles are equally accurate (even at point blank range).


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


The pistoleer is the "run 'n gunner," always on the move. They run interference in a group for the rifles/carbines, and try to keep their opponents confused in a duel. Fast, mobile damage can accomplish that.





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
MonkeyofDoom
Thu Jan 22, 2004 7:00 am
#46

I see Pistoleers as the "Fancy Dans" of ranged combat, in that they use a lot of trick shots, are fast, accurate and even a little flashy.


One thing I think would be nice is if Pistoleers were like the "Room Nukers" of other games, in that they could engage multiple enemies at the same time in an effective manner. Now I'm not saying they should be able to clear entire swarms of mobs, but with lower level critters (say Kreetles) one special should tap off a load of reasonably-damaging shots (enough to kill smaller mobs) but against tougher enemies, they're only grazing wounds, if you follow my drift.


Carbines are like machine guns, so anybody using one in a room could have a similar effect, but they'd be slower and less accurate (as they're almost spraying randomly.) A Pistoleer on the other hand picks out his targets and hits each quickly with accuracy. Maybe not as effectively (in terms of damage) but enough to give us something different to offer a group.


- Tyl






- tyl rojen -

teras kasi master
[eclipse]




MisterWizard
Thu Jan 22, 2004 9:11 am
#47

So exciting!


What defines thePistoleerrole in combat? Pistoleers are not traditional "combatants." They are not soldiers. They are opportunistic combatants. They are more strategic, relying less on firepower and more on guile. (This is why pistol skills make sense for a smuggler.)


What basic combat elements should they possess? Pistoleers should be fast, mobile, and able to react quickly. Actually I think this is done pretty well in the Pistoleer tree. (Defense vs. skills, Dodge skills, etc.). They should be much more effective against a melee opponent thana Rifleman or Carbineer.


What offensive abilities? Pistoleers must be able to use two pistols. Pistols should never do great damage, but they should be fast and accurate at close range (the ease of using a pistol at close range being much more effective than usinga larger weapon). More effective close-range AOE specials should be included. Pistol-whip specials that stun, KD, or cause other state effects would be effective. As well, pistols at close range should perhaps get armor piercing bonuses. Most pistols have minimal AP, which makes sense - they are low-powered weapons. But a close-range pistoleer should be able to hit his target in vulnerable spots more effectively. Perhaps a point-blank range attack that increases AP by 1?


What defensive abilities? Dodge, dodge, and dodge - especially melee attacks. Pistoleers should be at a disadvantage against Rifleman and Carbineers at long range. Counterattack skills would make sense, too.


What unique abilities? Two-weapon use. Dodging (for ranged professions, only Pistoleers should have this at a significant level). Point-blank specials.


Should add what advantage or asset in group combat? Pistoleers should be the best ranged weapon profession at tanking - they should be able to be in the middle of the fray and hold their own. They are the close-quarters combatants. Let Rifleman pickoff enemies at range.


How could/should they interact with other professions? Can't think of much to say that hasn't been said above.


What interaction / dependencies should exist with other combatants? Ditto.


What should be their unique role in the Galactic Civil War? Pistoleers are not soldiers. They are more effective in small, stealthy groups. They are very good at close-quarters combat. Their role should reflect this. A Pistoleer would be able to do what Han Solo did on the Death Star - cause general confusion. They are not for the battlefield. They are perhaps for recon, infiltration, spying, and the like.






Alaric (Wanderhome)
Alrik (Flurry)


AFTER SWG, play some online baseball at http://www.csfbl.com.
Bingchudie
Thu Jan 22, 2004 2:37 pm
#48

Speed and agility, heightened awareness and low encumbrance due to the size of the weapon define a pistoleer. However, those attributes have a different purpose depending on the setting of combat. Seems like everyone wants to use the old west model to define a pistoleer, but to me (especially in the world of SWG) that is just one portion of the big picture. I mean, how long would Billy the Kid last on the sands of Iwo Jima???


So what then are the main roles I’m talking about?


1. The Urban Combat Role - Billy the Kid/Dirty Harry: Usually against a relatively small amount of opponents (Dueling PvP).


2. The Insurgency/Counterinsurgency role - I think of Willem DeFoe in Platoon when he crawls into the bunker and blows that VC away in the blink of an eye


3. Personal Defense - An officer's, Pilot's, Medic's or Artilleryman's Sidearm: When confronted with the situation where the lines of offense or defense between themselves and the enemy are no longer there.


That being said, a pistoleer is actually NOT the basic foot soldier. I feel that's more the Carbineer role with the Rifleman being the specialist on the opposite end of the ranged spectrum. In my opinion, the pistoleer is a melee-ranged class (as other people have mentioned) that should be a tank. They should not tank in the sense of being able to take a pounding and absorb damage like a melee fighter. Rather, they should tank by drawing fire while being very difficult to hit by someone other than another pistoleer or a counterinsurgency fighter (Commando w/grenades or flamethrower).


They should Not be the first wave of an all out battlefield attack but someone who attacks the enemies flank and takes out specific, strategic targets that a sniper is not able to reachor acts clean up crew for whom crowd control didn’t finish off. They should be quick and lethal when performing these tasks. If they are used in a first wave attack they should have the ability to take out targets in stealth mode…


What does this mean in the SWG setting?


Speed – As mentioned months ago by the Devs, I think the shooting speed should cap at 0.5 and should be reached before Master.


Agility – I feel that a Pistoleer should get a rate of movement bonus while in combat to simulate being quick on their feet. I imagine it not being as fast as burst run, and not tiring out the pistoleer the same way burst run does(?)


Ability to Tank/Draw Fire – The defense vs. state mods are good. Dodge animation could be tweaked to be independent of firing. Master Pistoleer should perhaps get Melee damage mitigation. (While giving Master TKA & Fencers Ranged mitigation?)


Heightened Awareness – An aware person with pistol drawn at the ready can react to danger very quickly. Pistoleers should get a + Alertness mod or two. As it stands now I only think Ranged Support & Fencers get a mod for Alertness. Perhaps at a given skill level for alertness the player could set a default weapon via the radial and if they are attacked while unequipped the weapon automatically equips. I think that would take care of the call for being a real Quickdraw artist…


Fighting Range – I agree with most posters that a Pistoleer should fight more under 35m (which is still 115ft folks). I do not request a nerf to make that happen though. (On a side note, I do believe that a Rifleman should be able to shoot at 120m out)


The reason most pistoleers cringe at the thought of being limited to within 35m is the perception that you wouldn’t be able to start fighting until that distance. With the agro distance being much farther out than that, this would be a serious disadvantage to the pistoleer.


Furthermore,most pistol weapon accuracy mods aren’t conducive to bringing the fighterinto a realistic fighting range. However, there are other avenues that could be used to entice a pistoleer into fighting more within 35m:


1."Element of Surprise" (Proposed Addition): Much like the Rifleman’s Take Cover or Melee’s Warcry, the pistoleer should have an ability that works in a way to get them into fighting range and a shot or two off before the enemy can appropriately react. Would only work if you’re rushing your opponent and within a given distance.


2.PBS/A2 (Proposed Change): The way it is now, just changing the range mod isn’t enough to make people use the special. It is my feeling that these could be changed to increase the AP rating of the fighter by a factor or two to simulate an up close fighter being able take advantage of an armor’s weak point. I know if I were facing somebody in armor 5m in front of me they would be getting shot in the armpit…


3.PMD1/2 (Proposed Change): I agree with a poster before me that said PMD1 should have a state effect (dizzy) and the knockdown be moved to PMD2


Miscellaneous – There are places from time to time that snipers can’t get to and often a pistoleer steps in to do the job. I feel that there are times when a pistoleer should be able to use a silenced weapon to pick off somebody without drawing agro from his/her buddies. To make this realistic and not encroach on a Rifleman’s role in outdoor combat perhaps it is only for close quarter use inside buildings.


I think that about covers it... My brain hurts




* Ovid Delsis * Chilastra * Some Guy Who Runs Around & Does Stuff *

"I am no prophet and I don't know much about the meaning of birds" - Athena, the Odyssey GP
XwingRogue3
Thu Jan 22, 2004 2:37 pm
#49



What defines the Pistoleer role in combat?
They should be the defense of the carbine and rifleman. Let carbines and rifles take care of the long range fighters. A pistoleers job should be to finish off the opponent if they breach the range of the other two professions.


What basic combat elements should they possess?
Speed and major close combat damage. If another ranged fighter comes within a 32m distance of a Master Pistoleer then they would think twice about continuing to run toward them.


What offensive abilities?
Yes pistols should deal out less damage then rifles. But here's the tricky part to balance out the professions. It mainly focuses on speed. I know each shot does different damages but as a general idea for arguments of balance here.


The total amount of damage from one rifle shot could be equaled with 3 pistol shots.


The total amount of damage from one carbine shot could be equaled with 2 pistol shots.


However though, by the time a rifleman is able to shoot his second shot, the pistoleer will have already shot 3 shots toward him. Same for carbines, by the time he shoots his 2 shot, the pistoleer has fired 2 shots already.


For close combat though a pistoleer should be unmatchable to another ranged weapon. Thats where our strength lies. The ability to hit dead on at close range and do our most damage.



What defensive abilities?
Pistoleers as a rule should always be on the move. We should be very difficult to hit while we are on the move. I personally don't like the stacking of defenses. Your defenses should be with what weapon you are holding at that moment.


What unique abilities?
Make a special pistol for Master Pistoleers and only masters. My favorite is the DL44. But ingame it's not very effective. This should be the case for all masters. Another suggestion is to have a couple different master pistols that have equal stats on them for masters. This way we all don't look like cookie cutter pistoleers. A pistoleer could have a more unique look to fit him.


Also please if we are a Master Pistoleer then we should be able to use every pistol. Or make the pistols that other professions use be not as good as a pistoleers weapon choices and shots. (ie smuggler and BH pistols and shots)



Should add what advantage or asset in group combat?
It should be if you have a squad leader in your group then each combat profession gets a small bonus to their ideal range.



How could/should they interact with other professions?
As is now, buy our weapons from weaponsmiths. etc.



What interaction / dependencies should exist with other combatants?
As with all combat professions, a group of mixed fighters will do the best as opposed to all of one profession. This will seem to be even more true once the balancing is finished.



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


Maybe have special badges within factions for your weapon. (ie. a medallion for your weapon andskillsor something like that.)


Each combat profession, when mastered,should be a dangerous adversary to another. As pistoleers, BH's should not laugh at us. Each profession will be a neccesity to win a raid or group battle.



I'm really looking forward to this being completed. Yes Thunderheart you will never make everyone totally happy, but thats to be expected. But I will have to say it will be much funner when things are more balanced in terms of combat, especially in PvP. Maybe then you won't have everyone trying to be the uber fighter that is going on right now.




Kylos - Your friendly neighborhood Mon Calamari


MrRiflemaker
Thu Jan 22, 2004 7:27 pm
#50

TH : I think Pistoleers should be able to to equip 2 pistols as it is in the name Pistoleer..... cmon the idea is said in that name. What kind of gun slinger does not equip 2 blasters with them.


Mabey take this into consideration make it so it does more damage but accuracy is greatly reduce


And there is always the situation where people can quick equip it with the hot key, but to resolve that just make it so a pistoleer must equip the amount of pistols out of 2 before combat and may not equip another or add another within there hands.


LordPIB
Thu Jan 22, 2004 8:40 pm
#51

I didn't take the time to read through this entire post, so my apologies if I repeat anything.


The role of the pistoleer should be short-ranged combat, just one step removed from melee. The pistol is a last resort, self-defense weapon, due to its very limited accuracy at long ranges.The game should reflect this. The pistol is not usually a weapon of battlefields. It is a weapon of city streets and back alleys, cantinas and spaceports.


A pistoleer's role in combat should be to closewith the enemy and inflict damage, or to respond to the enemy doing the same. As such, they should receive the highest defensive bonuses of any of the ranged combat professions. They should receive the lowest offensive bonuses since they usually fight at a closer range than the other professions, and therefore do not develop the same accuracy as Riflemen and Carbineers, nor do they need to, since they usually fight much closer to their targets. Pistoleers should be the best at fighting melee opponents, receiving little if any penalty when doing so.


That's all for now. I'll add more later.





LordPIB
Been here since Beta and still keeping the faith (barely).
Jaska
Thu Jan 22, 2004 11:56 pm
#52

I'm sure you all gave sufficient combat ideas, so I just have a cosmetic one: visual holsters.



Resident Mr. Magoo
Page 4 of 12