Pistoleer Archive

Thread: How would duel pistols work anyways?

lightspeed07
Mon Dec 22, 2003 10:46 am
#1

I have started to wonder how you would switch pistols with 2 in your hands. The hotkeys would'nt work because how is the game supposed to know which pistol you want to store? And if you want to switch from duel to single how would the game knowthat that's what you want to do? Then (though the Dev's probably would'nt do this anyways) what if you wanted one gun to use a special and not the other or if you wanted to use 2 different specials? The only answer to these things I see is a lot of macros. So what do you think? And on a side note I will be mastering pistoleer as soon as I am done with BH.



Vaneoh Skyflyer
Resident of Fort Krayt
Doctor/Swodsman


lightspeed07
Mon Dec 22, 2003 10:47 am
#2

I wish there was an edit button, I meant dual not duel...



Vaneoh Skyflyer
Resident of Fort Krayt
Doctor/Swodsman


Soulforger
Mon Dec 22, 2003 10:53 am
#3

They probably won't so this, at least for a long time.


The pistols would probably figure it out themselves though. You'd just gain an extra weapon slot as pistoleer - you'd equip/unequip as normal, you'd just be allowed two. The character display would just switch off depending how many you have equipped.
For specials/combat,the queue would probably move faster. You'd rotate, your first move would be based on the first gun, second move on the second, etc. There should be a speed increase of some sort since you could fire the pistols at about the same time.


That's my best guess anyway . Obviously no one knows for sure...




-Accari (Rebel Warrant Officer II)

Master TKA
2000 Commando

Mastered: Medic, Combat Medic, Pistoleer, Doctor, Dancer (Holo 1), Tailor (Holo 2, Silent), Entertainer, Artisan, Scout, Creature Handler, Teras Kasi Artist, Ranger, Marksman

Bartle: A:60 S:53 K:53 E:33
Gib_Slater
Mon Dec 22, 2003 11:59 am
#4

I've always figured the best way is to make dual pistols a visual thing only. Would be simple, and not unbalance anything.

Allow us to "equip" a second pistol, but the damage and speed is calculated off the first pistol equipped, and hits the target no different than if you had just one.

I'd rather have it for it's appearance than getting a bonus that would get crys for NERF immediatley.



GibSlater
Made his way through the Galaxy.
BigAke
Mon Dec 22, 2003 3:17 pm
#5

hm, another simple way would be this:

allow weaponsmiths to craft sets of pistols. a set always consists of two pistols that are treated as one item but show up as two pistols when you wield them. the statistics should reflect the fact that the set does represent two weapons (ie unusual high speed and low accuracy)

this would eliminate all questions about which weapon will be used for specials etc. - but you will not be able to mix pistols of different types or combine single pistols to a set.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
Dajaan
Mon Dec 22, 2003 4:07 pm
#6

^^ nice idea, sounds reasonable


what i don't get, is why hotkeys for changing shouldn't work? u put all of your pistols onto the hotbar, and deselct one of the active pistols prior to selecting the other one - *tataaa* u got a working solution




"in Yoda we trust"
lightspeed07
Mon Dec 22, 2003 6:01 pm
#7

What I mean by the hotkeys won't work is that right now it is equip or unequip. An example of how this would'nt work with dual pistols is if you have and FWG5 and a DX2 and wanted to switch the FWG5 for another DX2 how would the game know which pistol you wanted to change by using a key that only equips/unequipes.

I like the idea of dual pistols being craftable as well.



Vaneoh Skyflyer
Resident of Fort Krayt
Doctor/Swodsman


Raytheon2
Mon Dec 22, 2003 8:14 pm
#8

/agree with bigake



I did a thread on this on my PAs website and had the very same Idea. Hear is how I designed it.


The schematic is for a set of pistols and uses 75% more materials as a single would. The base damage and speed before experimenting would be 50% more than a single pistol. Using my ingame republic as a template, the stats being2.8 speed and 85-195 damage, a pair would have 4.2 speed and 125-300 damage. The HAM cost would work the same as well as the range mods. There could be alittle more room with experimenting in this equation. But not much.


The biggest benefit is in upgrades such as krayt enhancments (this would use twice the krayt material as a trade off) to reach around 650 damage. Slicing 30% would make a pair 390 max damag or 845 for a krayt. Going for speed slicewould draw it down from 4.2 to 2.9. A power-up could result in a 2.0 speed390/845 max damageor a 4.2507/1099 max damage republic.


That is incredibly high damage for a AP1pistol. But those numbers would require quite a bit of luck to achieve. Like winning the lottery.



Raytheon2
Mon Dec 22, 2003 8:24 pm
#9

Also as to equipting thi guns. Do you know how the devs spread the pet levels accross all trees in the CH skill tree? Dual pistols could be the same. each pair having a dual pistol level. A CDEF would have a dual pistol level (DPL)of 2 A republic would have a DPL36. DPL would be in Pistoleer profession and work up like this:


Master Pistoleer +2 DPL-total of 36


IV-+2 IV-+2 IV-+2 IV-+2


III-+2 III-+2 III-+2 III-+2


II-+2 II-+2 II-+2 II-+2


I-+2 I-+2I-+2 I-+2


Novice +2DPL


CDEF+2


DH18+4


Stricker+6


Scout +10


FWG5 +34


Republic +36




JamGod
Mon Dec 22, 2003 8:26 pm
#10






Raytheon2 wrote:

/agree with bigake



I did a thread on this on my PAs website and had the very same Idea. Hear is how I designed it.


The schematic is for a set of pistols and uses 75% more materials as a single would. The base damage and speed before experimenting would be 50% more than a single pistol. Using my ingame republic as a template, the stats being2.8 speed and 85-195 damage, a pair would have 4.2 speed and 125-300 damage. The HAM cost would work the same as well as the range mods. There could be alittle more room with experimenting in this equation. But not much.


The biggest benefit is in upgrades such as krayt enhancments (this would use twice the krayt material as a trade off) to reach around 650 damage. Slicing 30% would make a pair 390 max damag or 845 for a krayt. Going for speed slicewould draw it down from 4.2 to 2.9. A power-up could result in a 2.0 speed390/845 max damageor a 4.2507/1099 max damage republic.


That is incredibly high damage for a AP1pistol. But those numbers would require quite a bit of luck to achieve. Like winning the lottery.








hmmm... well I don't know the stats or anything, but I think it'd be better if you had it as the Dx2 & have it configured so that is reasonable on its own but obviously alot better with two. That will do three things: Firstly it'll give people the option of how many guns they want to bring out, secondly it'd make it a pistoleer skill & not just something that anyone can pick up, & last of all it'll give a use for te **edit** thing & give people a reason not to use pre-nerf krayt fwg5... a gun that is essetianlly supposed to be only a marksmans gun.



Jam Doctor / Squad Leader / Radioactives Guru

Merchant / Dancing Stormtrooper Ribbet Dakota
BigAke
Tue Dec 23, 2003 3:35 am
#11

hm, i wouldnt raise damage on a set, that doesnt make sense to me. they are still two pistols that deal damage, but you can shoot them one after the other.

so cutting the delay down to a fraction of a single pistol (somewhere between 0.5 and 1) makes more sense than just upping the damage. one side effect of this is that you can use more specials in the same time (compared to a single pistol) but you will also burn more of your ham for that.

but there has to be a real trade-off, otherwise there would be no reason to use a single pistol (besides not having the skill to wield two). the trade-off "gain speed at the cost of accuracy" is the one that fits best when considering that you cannot really aim two pistols at once.

of course that wont work with current speed caps, but dual wielding wont happen before the combat update anyway.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
PanchoPistolas
Tue Dec 23, 2003 7:16 am
#12

What about HAM cost ? hahahahaha a really short fireworks display, i like the idea, im a master pistoleer but with all those equations and formulas arround, i would really hate to see what would the HAM cost would be, besides an instant incap, and yes a db, but still would be cool to spam fanshot on a bh- pistoleer dabbler, hehe,
Raytheon2
Fri Dec 26, 2003 5:22 am
#13

Jamod imagine th pistol above after it is sliced. A 30% damage slice would make it 390 max damage.Then add a power-up and you have 520. Or slice the speed. Either way a master pistoleer would make the gun work fast enough to look pitol speeds. These weapons would be the biggest canidates for krayt upgrades. Imagine a pistol with 2.0 speed and 750 damage beofre slicing.


PanchoPistolas I would expect the HAM cost to be almost double that of a single pistol. Say around 65 to 75 action if you consider a republic uses 40+ action per spam. Look at the damage a current krayt FWG5 does with fanshot and you realise you won't really need to do to many before you kill something

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