Pistoleer Archive
Thread: Post from the DEV's hard speed cap will now be weapon specific
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036
The plan is now this...
Pistol .5 speed cap
Rifles 3.0 speed cap
I am guessing carbineers will be inbetween
hehe....
This should help distinguish pistoleers alot...
And no, it is not fair.
Considering all weapons speed bonuses in the pistoleer skill tree will be redistrubted, no one is going to "need" to take the BH skill mods to hit the cap...They will in essence be superflous...
BTW "balance" between trees does not exist in a skill based game only balance between skill points spent.
This change gives pistoleer's a class defining role....Low, but very fast damage...
Where as before everyone had fast damage, but some also dealt alot of damage....
This change is amazing, especially for pistoleers...
Noules I agree the formula needs to be fixed, but as is now this bandaid fix is better then nothing for pistoleers....
Frankly the whole speed mod should have never ever been put into the game...Especially when they Balance weapons on DPS...
Carbineers shooting 50-300 damage carbines once a second, or Riflemen shooting 50-444 damage rifles (powered up) once a second is makes any pistoleer shooting 45-200 damage a second look bad.
If they do not intend to balance it on range, but rather speed, and if they do not fix the formula, then this fix is the best news for pistoleers we could hope for....
How did that formula you posted a while ago work btw? Can you give me an example
One of the few ways I have thought of, that could be a quick fix...is this...
Keep the now broken speed formula, but make the hard cap=50% of the guns base speed.
Take two guns for example...
One t21 with 8.8 speed and another sliced t21 with 7.0 speed....
The 8.8 would have a speed cap of 4.4 while the sliced one would have a speed cap of 3.5....
The general 1.0 speed cap would remain...
It is interesting. They certainly want to keep the idea of collecting +100 speed, although this clearly seems to me to be the very hardest thing to try to balance.
If it were me, I would have placed a number (my favorite being +80) as the maximum speed bonus so that I wouldn't have to worry about infinitiely fast weapons (except for some very specific exceptions with fast low damage weapons and exceptional slices). But they clearly want players to strive to hit the cap.
Ok, let's put it on the table now, what the dev's are saying isn't going to change anything by much. Our speed get's increased by .5 seconds (half a second)...do you think we'll really notice?
Rifleman will be increased to 3(?) seconds I think they said? HOWEVER, they will be increasing their damage. Ok, if you increase their damage, then their DPS will still remain the same even after you increase their delay. So how is this balancing? can anyone explain?
Bolanos:
Our speed is going to be 2x what it is now. The Rifleman speed is going to be 1/3 of what it is now. So...wewill bedoing, relative to them, 6x the currentdamage difference. Of course they would need to increase their damage. That will, however, increase the frequency of one-shot kills for riflemen.