Development Cycle Archive

Thread: IC 1-10: Combat Roles; Pistoleer

LevaOripa
Fri Jan 30, 2004 4:42 am
#92


What defines thePistoleerrole in combat?


What basic combat elements should they possess?


At range 32 and less the pistoleer should be the most feared of all the ranged weapon classes because of there speed and accuracy while moving and being able to deliver damage to specific parts of the enemy


Right now you should add about 40 points of accuracy while moving in the masters box


your planning on nerfing defensive stacking so another 30 points of KD defense in the masters box


25 points of warcry defense .........whos scared of some idiot screaming with a pair of brass knuckles when im holding a 44 magnum !


What offensive abilities?


multi target shot should attack 5 enemys in a 180 degre arc from your facing it should be random pool damage at full strength to all 5 targets


Disarm shot 2should be a 15 meter range special the delays a opponant for 15 second should do x2 action damage and have a 2 second delay it should have a 30 second timer on it befor being used on the same target again


Melee defense 2 should be KD/Dizzy just like TK KD2 even though TK has 115 more accuracy over pistoleer .wanna tell us why that is ? pistoleer 95 accuracy / TK 210


Double tap should do x2 damage to health/chest and X2 damage to the head ...like it name says double tap plus adding a blind state


body shot 3 should be raise to x5 health damage with the current delay time with everyone using buffs health shots are pretty worthless at the current low damage plus adding a stun state


point blank 2 should be raised to x6 random damage plus adding a intimidate state


point blank area 2 the same with a 3 second delay


Stopping shot needs posture change it should STOP the target


What defensive abilities?


What unique abilities?


Should add what advantage or asset in group combat?


close combat indoor warfare specialist


How could/should they interact with other professions?


What interaction / dependencies should exist with other combatants?


What should be their unique role in the Galactic Civil War?
kick butt and chew bubblegum




1st account Leva 249 point jedi Free Alt -Leva- Rifle Goddess
I want whats best for the overall health of game...................Do you ?
MandarrCOG
Fri Jan 30, 2004 5:25 am
#93

I'm looking forward to those duel weilded pistols and a fan shot that actually does what it's described to do.
Randonb
Fri Jan 30, 2004 8:08 pm
#94






Oasa wrote:

Ah, whoops, just wanna add that you guys need to, whatever you DO change, revamp our tree so we arn't so easily dabbled in. It's simply to easy for everyone to gut our profession and take whats actually useful. Take some extra time if you have to, hell I've waited long enough. But this really pisses me off that we're simply used as a way to get an edge on another BH in PvP or something.






Exactly. I'm sick of seeing my skill tree dabbled in. They pick and choose the couple of parts that are worthwhile and stack it with things that work from other trees, and true pistoleers remain weak as a consequence.





"...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)
Ondee233
Sat Jan 31, 2004 12:32 am
#95

I have to agree with what pretty much everybody has stated so far, that Speed, fixing the bugs of some of the special attacks (Disarming shot) the quickdraw ability and maybe at some point adding the duel weild feature for master pistoleers, or maybe pistol teq. 4, I dont know, somthing to throw out there, but so far out of all the ranged professions, Pistoleer has by far been the most fun.
Enlome
Sat Jan 31, 2004 4:02 pm
#96

well maybe im crazy but even if it didnt change the stats of the pistoleer i think it would be cool to use two pistols at the same time like... your accuracy would greatly drop but your speed would double. Heh for other one handed proffs too like fencer using two swords or something along those lines... heh i think it would be cool. And as far as the dodge and what not a pistoleer is almost a melee proffession they are usually almost as close as a hand to hand (at ideal range). If anything the rifleman should have no resistances and focus mainly on offence. A pistoleer gets shot back, a rifleman should get a headshot and not really ever learn how to block a hit. Well anyway thats my take on it
FettiFace
Sat Jan 31, 2004 5:54 pm
#97

I think that what defines pistoleer is that the are not up front attack, they use more technique in their attacking. They should have something that might always give them the first shot in certain environments, and maybe like some more techniques, like hide weapon, where people cant see what weapon they have, or maybe like grab the person and shoot, or something cool like that.



_____________________________________________
Ankenor Tackses - Newbie Meatsheild, extraordinaire
_____________________________________________
NaKitNa
Sun Feb 01, 2004 3:14 pm
#98

I do fully support dual weapon wielding. I think it would be fine to leave weapon damage close to where it is and move up to two pistols as master. Basically doubling speed factor for the pistols. I think its much needed. Course for the BH's complaining that it should be a BH, they should remember that Jango became a BH after he was a Mandalorian. For those of you that don't know the Mandalorians (the Armor's namesake) were a mercenary army... highly trained combatants. Jango just found a nice occupation after the Mandalorians were destroyed. The fact that BH is a whole profession instead of a faction similar to rebels or imperials is a little odd. Two pistols for pistoleer please!



-Na'Kit'Na


Kettemoor



Jaythorn_Gravefiller
Mon Feb 02, 2004 1:22 am
#99

It would also be a blast if a pistoleer/fencer/swordsman/etc... be able to fight with two weapons. Two pistols/swords would be a wicked combination. Of course you'd want to add a two handed ranged/melee style. Without this, a player would suffer massive penalties ala KOTOR.



Just a thought



Jaythorn Gravefiller


a.k.a FragBaiT on HardOCP.com





Master Carbineer/Master Creature Handler

"Stunning People Since Publish 7" (---- Official Carbineer Motto

"Sit Ubu Sit....good chuba.....*Gnarf!*" (---- Unofficial Creature Handler Motto
Milgram
Mon Feb 02, 2004 10:51 pm
#100

I don't understand where everybody gets the idea that pistols should be the fastest shooting weapon in the game. Have any of you ever shot a pistol in real life? Pistols are not known for the massive amounts of lead they send down range. Pistols are used for ease of transport, concealment, and swift movement in tight quaters. If you want a small weapon that packs a lot of firepower, you go with the carbine.

Pistols should do considerable damage at close range, but have a slightly slower firing speed to represent their semi automatic nature. Pistols should also have more knock down and posture down attacks than suppression (if you do that tree) and pistol whip.

I dont think it is too much to ask that pistol special attacks be possible while mounted.

Pistols should not have an AoE special. If it is left in, it should have a long time delay to represent the time it takes to pull the triger 6 times (even if you are slaming the hammer on your FWG5 with your left hand).

Pistol accuracies should be changed considerably. For example, FWG5, Point blank, +30, 30m +35, 30m -60. DX2 would be much the same, but front loaded much more so that point blank would be a +45, 15m +30, 20m -60 (after all, you are spraying acid all over your target).

Accuracy while moving needs to be upped.

Mele Defense needs to be upped, as you are more able to defend yourself at close quarters with a pistol.




I'm With-Stupid n I-am With-I'm
The Jedi Jeweler - Outside Theed at -3990 4485
I go Bakersfield Chimp on Krayts and Nightsisters. You Savvy?
- I support keeping & balancing the current combat system You can too


roymitchel1
Tue Feb 03, 2004 12:15 am
#101

make us twice as awesome by letting us wield 2 pistols.



ROCK AND ROLL!
Glenthegrand
Tue Feb 03, 2004 4:33 am
#102

I think one cant look at pistoleer without looking at carbineer and riflemen the same time.

pistoleer

best tohit at low range (lower 32m) worst above (and i mean worst; if my target dont move its ok if i hit it but hitting a moving target above 32 meters with a small arm?)

fastest drawtime (well THAT is something the current math for weaponspeed cant do; i never understood why +100 speed would set your firedelay virtually to zero; the used formula is simply contraproductive but that was already discussed 3 month ago and nothing changed)

no damaging AE (personally i think fan shot shouldnt be AE but some like last ditch damagewise; i never understodd why we get fanshot and then at masterlevel another one multitarget pistolshot)

disarmingshot should be some like panicshot (delay the targets next attack by disarming it but i shouldnt destroy weapons)

bodyshot3 should do significantly more dmg than body2 at the same time

dual wield....
well i understand that this may be bad for balance but i want it too just for the looks
as a pistoleer i am mostly moving and shoting, so what if i dw the hand/gun nearer to the target shots in a specific turn. and only the highdamaging styles (stopping shot, fan shot, multitarget) shot with both guns (but doing the same dmg like shoting only with one).
this wouldnt hit balancing, would look very cool and if anyone thinks he needs guns for 1000000 cr a piece .. well you cant have it all.

bye,

cris
Techdevil
Tue Feb 03, 2004 5:59 am
#103


As a Master Gunfighter.....


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


What defines thePistoleerrole in combat?


Very fast and very accurate at close range, none or littlepenalty for moving and firing. Relying on speed and manuverability rather than armor (which should slow anyone). Good for scouting and tight flanking.


What basic combat elements should they possess?


Firing on the move, defense bonus when NOT wearing armor. Defense penalty when wearingANY armor.


What offensive abilities?


High accuracy at close range, suffering severe penalties at mid-high range. Light AP at best.


What defensive abilities?


Already have more than enough, should suffer penaltiesfor wearingANY type ofarmor. We are not soldiers, we don't need armor and already have excellent Dodge and good state change defenses. Some melee defenseincreaseand keep others as are.


What unique abilities?


Dual Wield, at some cost to accuracy.


Should add what advantage or asset in group combat?


Close range support for melee fighters, affecting light armored or unarmored only.


How could/should they interact with other professions?


Bodyguards, leathal at close-mid range. We are the guys who should be protecting the Carbineers and Riflemen from melee attackers (which cabineers and particularly Riflemen should NOT be able to hit up close).


What interaction / dependencies should exist with other combatants?


Low accuracy at Mid-High range would make the pistoleer depend on others, Carbineers and Riflemen etc. No armor or high defense penalties would stop pistloeers from trying to TANK. None or Low AP makes us rely on the other harder hitting professions to stop Medium and Heavy armor.


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


Request For Comments:




Reemus (PM) Lowca

Romin (RSO) Farstar

Nightshade Testcentre
TGIFWknight
Tue Feb 03, 2004 6:20 am
#104

I will be Frank here to in what I gonna say.


How about everyone quit worrying about WHAT TO CHANGE and JUST FIX WHAT THERE IS.


FACT> 50% of ALL PISTOLEER SPECIAL MOVES ARE BUGGED AND DO NOT WORK RIGHT.


How about you FIX THEM FIRST, and quit being Lazy about it and THEN worry about what to Change?


Body Shot 2 does more Damage than BS 3.


Pistole Melee Defence 1 works and Melee 2 does not.


Disarming shot does less damage than body shot 2 and does nothing but waste your time and stats.


Multi-Target shot is Worth Less as most times it does Less damage than shooting 1 enemy at a time.


The List Goes on and On..


Heck, Stopping Shot does not even slow the enemy down, much less stop them and ya do same amount of damage with it if they are standing still as in if they are Chargeing you.


>>


LAST BUT NOT LEAST>>>>>>>>>>>>


DX2 - PISTOLE>>>>> YOU HAVE TO BE MASTER PISTOLEER TO USE THIS WEAPON AND YET IT IS WEAKER THAN MOST MARKSMEN WEAPONS!


Come on! You have to be Master Pistoleer to use a weapon that is WORTHLESS????



Now,, Like I said,,, How about FIX IT<< THEN WORRY ABOUT CHANGEING IT


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