Pistoleer Archive

Thread: Master Weaponsmith Market Research: Pistoleer Weapons

SWGMerchant
Mon Oct 13, 2003 1:40 pm
#1

Hello,


We are conducting research to help focus our efforts on providing the most effective weapons at the right price for thePistoleer profession and others. We would greatly appreciate it if you would take the time to comment on the following:



  • Which weapon (or weapons) are you most interested in purchasing?

  • What stats (damage, speed, HAM costs, etc) are you looking for? (unsliced)

  • How much would you expect to pay?

Your assistance will help weaponsmiths on all galaxies serve you better.


Thank you,

Forgery
Mon Oct 13, 2003 1:53 pm
#2

The big thing to keep in mind for pistoleers is that we want damage instead of speed. Here's the chart showing what speed weapon we need in order to get 1 shot per second. Anything faster than this is just wasted effort. (Thx to Kamat for compiling this)


Novice Pistoleer: 1.42


1 box in special abilities: 1.56


2 boxes in special abilities: 1.72


3 boxes in special abilities: 1.92


4 boxes in special abilities: 2.17


master pistoleer: 3.84


So if you want to sell to the masters, work on damage, not speed.

Forgery
Mon Oct 13, 2003 1:56 pm
#3

One other thing (you probably already know) is that price will depend on supply and demand on your server. Some servers seem to have better resources than others.
Xoakin
Mon Oct 13, 2003 2:57 pm
#4

you can never fire a gun at 1.0 thats base 3.84 speed..


I think the speed bonus for pistoleers is only -0.72 .. so a gun with speed 1.7 1.8 is perfect..



damage unsliced around 200 +5-5 (not Krayts)


and 10-15k is a nice price for one at around speed 1.9 to 2.1



mho

dehee
Mon Oct 13, 2003 3:07 pm
#5

yea i bought a fwg 5 for 5k 60-202 dmg unsliced 1.9 sp
Kyam
Mon Oct 13, 2003 3:24 pm
#6

i might be wrong but the attack speed is in percent so 3.84-(3.84 * 74%) = 1s



so at master any speed lower then 3.8 is useless




Odo pistoleer/CH Eclipse
Randonb
Mon Oct 13, 2003 5:12 pm
#7

HAM costs matter. Damage is only so good if you incap yourself during a drawn out fight. I would greatly appreciate a weapon with a little experimentation in HAM cost. Some species care more about it than others. I'm a human. Is there a way to experiment on accuracy? That would behuge for me. Still, damage is the most important. I'm just saying there is more to consider.





"...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)
Bynder
Mon Oct 13, 2003 5:34 pm
#8

Completely agree on the HAM costs. I'd definitely be interested in a DX2 that spent a few experimentation points in lowering the action cost (I have no clue how that works actually). FWG5s are more reasonable, but for the extra 10-12 base action cost on the DX2 means I'll kill myself if I spam specials.



-Clade of Lowca
Master CH, BH (0,2,4,4), Protector of the village of Aurilia, Smuggler's Alliance Pilot (4,4,4,4)
Rares tamed: Arachne Widow, Mantigrue Screecher, Gaping Spider Queen, Rhoa Kwi Pack Leader, Rhoa Kwi Gaurdian, Kinad Baz Nitch, Wasteand CuPa

-Bynder of Lowca
Master Bio Engineer, Novice Pikeman

EasyMcRhinopants
Mon Oct 13, 2003 6:08 pm
#9

In terms of popular pistols, it's really the trinity of the FWG, Scout, and DX2. As you can probably tell, the big "ego gun" is the FWG, and that's where most folks look for things like krayt enhancements first.


Damage and speed (mainly damage, but I know they're linked) are most important.


HAM costs are indeed a drag on the DX2 and to lesser extent, FWG, but most folks wouldn't want to pick a weapon that sacrified damage for HAM.


For the DX2, accuracy is pretty bad too.

Raven_Master
Mon Oct 13, 2003 7:51 pm
#10






Kyam wrote:

i might be wrong but the attack speed is in percent so 3.84-(3.84 * 74%) = 1s



so at master any speed lower then 3.8 is useless






I believe this to be false. (not talking about the formula) A master with a 3.84 speed pistol can only spam stopping shot once every 4 seconds, therefore he will want a faster gun. Speed still isn't a priority over damage, just make sure you don't go much over 2.5.



Chrido Gentz

Starsider
deadnewbie
Tue Oct 14, 2003 1:16 am
#11

Personally, I prefer experimentation in range mods after damage is done. In fact, all my guns are ordered with scopes. Reducing HAM cost is pretty much pointless if all you'll be doing is missing.



Imperial Minister of Information
gunner4life
Tue Oct 14, 2003 1:48 am
#12






Kyam wrote:

i might be wrong but the attack speed is in percent so 3.84-(3.84 * 74%) = 1s



so at master any speed lower then 3.8 is useless





hi kyam , u are correct in your calculations but every special move has its own delay modifier. so for instance for a master gunfighter to fire stopping shot at speed cap we would need a gun with 1.1 speed approximately.



iii captain oahep acto iii
lll sepaku lll
finum
Tue Oct 14, 2003 6:05 am
#13






gunner4life wrote:



hi kyam , u are correct in your calculations but every special move has its own delay modifier. so for instance for a master gunfighter to fire stopping shot at speed cap we would need a gun with 1.1 speed approximately.






/agree






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[Swamptown Ranger]
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