Pistoleer Archive

Thread: My thoughts on the pistoleer class.

RylanStorm
Fri Feb 20, 2004 8:12 am
#1

I've been thinking for a week or two where I'd like the profession to go, and I think I've come up with some fairly good ideas. I'd like to share them with the rest of the community.


I posted a fairly...unpopular...view a week or two back that pistols should not be the fastest weapons in the game. I still think that should be true. I still think in order of speed it should be Carbineer, Pistoleer, Riflemen. I don't think there should be a hard cap on speed. Rifles can fire as fast as a carbine, in fact they're often the same weapon really but I think a higher rate of fire should reduce accuracy. This would account for the muzzle climb in fully automatic firing.


I was met by a larger number of silly arguments then decent ones, mainly that this is a game and should not be compared to real life. I still think that is untrue, and that this game has to have its basis in real physics and mechanics.


To add to that I don't think we should be the most damaging class either. There's no justification for a shot from a pistol doing as much damage as a burst shot from a carbine. Seriously, what will do more damage - 1 blast from a pistol or 10 from a burst of a carbine?


So already I'm hearing the counters form. I know that some people will have already stopped reading by now and are already posting "So we're supposed to be slow and do less damage then?"


No I think we should be the masters of close ranged combat yet reasonable at medium ranges. I don't hold with this idea that pistols should be useless anything above 40 meters.


Firstly I'll start with the marksman line since all pistoleers have these skills. I'd like to see roll shot, dive shot and kip up shot give defence to both ranged and melee as tumbling does from the RWS line. You can't tell me that I shouldn't be harder to hit. I could be persuaded that there should be a short delay of a few seconds afterwards but I don't think we should have the tumble problems, such as the inability to use a special for 10 seconds.


I'd like SoE to rethink their stance on bleeds. Whilst it's clear that people were exploiting it there were better ways then to nerf them beyond utility. Remove the exp from it, and make it so that any mob killed where 50%+ of the damage was caused by a bleed gave no loot. Don't make it totally useless. This should be the same for all elite lines.


So how do you make pistols the master of close ranged combat? ( pay attention, not close range combat which is melee but ranged combat within 20 meters )


Disarm 1 should target the weapon. It should be a combination of a 3 second delay and a suppress to kneeling. The logic behind this is that when you disarm a target it drops it's weapon and has to kneel to retrieve it. Disarm 2 should be a 5 second delay. There should be little or no damage to the target. Disarm should have no effect against a target without a weapon and disarm shot would have less effect against 2 handed weapons.


Stopping shot should do exactly what it says on the tin. So if we cant have one shot incaps or even anything close, how about a 2 step supress? The target is hit by a large damage shot that drops the target from standing to prone instantly. Incidentally the second suppress granted in carbine should also drop a target 2 stages.


Lets go back to damage again since I'm not advocating an automatic increase across the board. Point blanks 1 and 2 need revising. For a pistoleer this should be a massively high damage attack. The justification for this is that a point blank shot should be the equivalent of thrusting the barrel into the gaps between armour pieces which cannot be done with a larger weapon. For that reason I'd like to see point blank shots have a chance of completely bypassing all armour saves. This would make it a useful skill in PvP also.


Pistol melee defence 1 is fine as it is but pistol melee defence 2 should be a kick, which does more damage and stuns a mob.


This would mean that at ranges below 20 meters we would have a wide array of moves at our disposal and do a large amount of damage whilst at higher ranges we'd not have as much use as the bigger weapons. The role of a pistoleer would be to get up close and personal. This is why we have dodge. It's so we can avoid being shot so we can close the gap.


There are two more moves I'd add to the pistol line. One is a dizzying shot, although I'd like to see the duration of dizzies reduced ( dizzy + knockdown is far too powerful at the moment ) the second is a target leg shot which reduces the target to walking speed.


Finally I'd like to see MTPS removed with a "style" added in its place called Multi Target Shooting. Effectively you would hit MTS and every attack you used within the next 10 seconds should hit multiple targets in the front arc. This might mean you hit MTS and then hit stopping shot immediately after. This stopping shot would then affect multiple targets at a slight loss of accuracy.


I think that this combination of moves will give the pistoleer class a very distinct role in combat that is more then doing damage quickly. It will become about tactics and skill rather then spamming as some people currently do and more importantly I think it will make the profession one that is fun to play, where smuggler or bounty hunter skills are not required to make the pistol a valid weapon.





__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


SertashMoraan
Fri Feb 20, 2004 9:36 am
#2

I actually like your thoughts on pistoleer. Change the class enough to make it a worthwhile use of skillpoints, but give it some destinction in combat. Don't be too powerful, what fun would that be? :-p
MisterWizard
Fri Feb 20, 2004 10:31 am
#3

On bleeds: I'd like to see the bleed do 1/20th the damage every second instead of all of the damage every 20 seconds. Would be much more dynamic and exciting. :-) Probably won't happen, because players would bleed every second, too. :-(


On disarming: An opponent attack delay would be best -- anything but actually damaging the opponent's weapon. Perhaps disarm forces opponent to miss one (or more) subsequent attacks, so the victim's native weapon and weapon speed comes into play. perhaps with a minimum delay time.


On stopping shot: Current damage plus posture down would be grand. Imagine a baddie running at you gets whalloped for damaged and knocked to one knee! More fun would be knocking the person to a non-combat position: If you're standing, you're forced to sit (knocked on your ass!). If kneeling, knocked on your back (like an incap -- knocked on your back). This gives damage, posture effect, and due to the new non-combat posture will pretty much ensure an attack delay. Would also make attacking someone who doesn't pay attention to their state go down easy, because you can't engage in combat when sitting or lying on your back.


On melee defense 2: Group knockdown would be nice.







Alaric (Wanderhome)
Alrik (Flurry)


AFTER SWG, play some online baseball at http://www.csfbl.com.
Epukag
Sun Feb 22, 2004 2:03 pm
#4






RylanStorm wrote:

Disarm 1 should target the weapon. It should be a combination of a 3 second delay and a suppress to kneeling. The logic behind this is that when you disarm a target it drops it's weapon and has to kneel to retrieve it. Disarm 2 should be a 5 second delay. There should be little or no damage to the target. Disarm should have no effect against a target without a weapon and disarm shot would have less effect against 2 handed weapons.


Point blanks 1 and 2 need revising. For a pistoleer this should be a massively high damage attack. The justification for this is that a point blank shot should be the equivalent of thrusting the barrel into the gaps between armour pieces which cannot be done with a larger weapon. For that reason I'd like to see point blank shots have a chance of completely bypassing all armour saves. This would make it a useful skill in PvP also.


the second is a target leg shot which reduces the target to walking speed.





I dont agree with all the ideas - but you have some very good thought out suggestions here. The 3 I quoted above I think are great ideas. I wish they were ingame now





\ AkMe /
(Master Armorsmith +26 Armor Experimentation | Assembly | Repair | +FS Experimentation)

~ AkMee Junior ~ - Master Pistoleer / Master Smuggler / TKM
@ AkMe Advanced Armor - Theed / Naboo -5435 , 3416 @

BUYING ACKLAY RIS SCHEMATICS AND YELLOW CUBES
Onix
Sun Feb 22, 2004 3:51 pm
#5

excellent thoughts...





Break Moonrider
ggggggggggggggggg|///nDARK JEDI KNIGHT n\\\|ggggggggggggggggg
S Y N


BZebub
Sun Feb 22, 2004 8:05 pm
#6

i understand the logic behind "carbineers are faster", but the way things are now, each shot of carbineer fires multiple shots. thus they have an almost continuous stream of 'bullets'. thats what carbines do.


pistols should be fasterbecause they are small(concealed), easy to hold and don't have a high kickback. those other ideas you had are good, for the most part, though...

Randonb
Sun Feb 22, 2004 8:40 pm
#7

A nice, constructive post. Some of the more complex ideas would have technical snags (such as giving some specials armor piercing), but most of them are feasable.


An alternative to Point Blank Single & Area 2 that I put forth to the devs was something like this:


There is no point in us having these specials. Our accuracy is oustanding at point blank range. Theirvery existencein our tree baffles me. Since there is so much talk about making us weaker at long ranges, reverse these specials: make them weak attacks with amazing accuracy modifiers, so that they can be fired at long range. We could use them toplink awaywhile closing the distance, even if it doesn't do much damage.


Also, I would like to second what BZebub said. A carbine special isn't meant to bea single round, it is meant to be a burst of fire.





"...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)
CerebrusTantarrris
Sun Feb 22, 2004 11:24 pm
#8

*disclaimer* the following is about a REAL LIFE master pistoleer and does not represent jsut the average joe "with a gun".


I am a fan of shooting sports and watch a tv show that has (or had as i dont knwo if it still airs) a guy who is simply amazing with pistols(and anyting else for that matter) he may be the best in the world. This is in relation to the carbines are faster response. This guy can shoot three shots out ofa revolver(accurately fanning with one hand where the first shotis acivate by the thumb and fingers subsequently fire the other 2 or 3 rounds in one motion of the hand) faster than a colt 1911 style pistol can even cycle. I forget the actual numbers but is it below one tenth a second if i remember right(as proved with a high speed video). He can also draw fire and replace that same revolver faster than i could see the motion.


This is what i see from master pistoleers. You can argue that that is only one man and may be the only man who can do that but that is what a MASTER means.


I just felt i had to inlighten the masses about this take it as you will( btw i actualy agree with most of you post and ideas)


One thing i dont see in this game that needs to be there is speed while equiped with a gun. Lets face it if RL were like the game noone woudl own pistol. Pistols are used because the incumber the user very little. With a pistol you get fast target accusition and easy repeat of fire with controlable recoil and repeated fire, a rifle doesnt have this. If a RL man with a pistol stand andtries to exchange shotsat a RL man with a rifle he diserves to die for being dumb. Now with a pistol you have the advantage when moving you can shoot on the run where as a rifleman has at the very least to drop his rifle to the hip to shoot otherwise he will find himself facedown in the dirt. I think that at the very least the being equiped with a pistol should allow you to run full speed where a rifle should make you slow while moving.





ingame names, ThreeHeadeddog and Cerebrus

I am a master pikeman. That is who I am and who I want to be. I am not a rifleman who uses a pikeman tag to decieve his opponents, I am not a holo grinder who wears his pikeman tag as a testimemt to the pain he has gone through grinding. I am not a pikeman who has mastered another combat proffession to support my offense, I will not degrade my pikeness in this way. I am a master pikeman. That is who I am and who I want to be.
AhJahFrolio
Mon Feb 23, 2004 12:20 am
#9

Awesome Ideas!!


The only thing I would like to add is that if Carbineers are to be faster then they should maintain higher HAM costs to all or most of their powerful specials. It isn't very easy to control a carbine's accuracywhile shooting it continuously, and the high HAM costs will reflect that struggle.Just my two cents....





Tulkas Stormcrow
-----------------------
Master Bounty Hunter
Marauder/Infiltrator
Teras Kasi Mystic
-----------------------
Warrant Officer I, Imperial Military
RylanStorm
Mon Feb 23, 2004 1:00 am
#10

Yeah, posture down is a complete waste of time in this game.


Posture down moves havent been looked at since they put a 30 second delay on them. Now theres no way to take someone down to prone as it was intended.


Putting them in sitting position, lying position, or even making it a ranged knockdown would be better then making it a single posture down state from which most enemies will attack from and those that dont stand up far too quick. But the description of Stopping Shot is way off. So is the description from carbine suppress 2 which talks about driving an opponent to the ground.



__________________________________________



Rylan Storm - Pistoleer

Master Smuggler

Rogue's Hideaway - Naboo - Sylvex


Eclipse Rocket Launcher and Proton Grenade Sale

__________________________________________


-Jess-
Mon Feb 23, 2004 1:05 pm
#11

Ok, most of your ideas I like.

but on the subject of weapon speed time to think outside the box.

Ok. conventional weapons, you have a shell everyhting needed for it to fire, I.E. lead and cahrge is in one neat package ready to go, , and carbines fire faster than pistols becuase of such, and also can fire more due to the larger frame...i.e. A bigger 30 round clip....


BUT these are hardly conventional weapons tehy are blasters. Tehy need to be powered up to fire. A carbine and rifles do more damage, i.e. require more power. A pistol has a less powerful shot. Thus requiring less charge before it fires.

what I am saying is that a pistol in THIS world (galaxies) should be able to fire faster becuase the smaller shot takes less time to charge up. But offer no where near the power of the larger weapons. The only conventional weapons in this game are flamethrowers and grenade launchers. plus the melee weapons with exception of lightsabers.


Thus pistols should fire faster. But with alot less damage.

Take a look at automatic pistols, or your smaller caliber machine guns. MAC10s for example. Fire at an INCREDIBLE rate, however, due to the shorter barrel and small caliber size, very inaccurate and not much stopping power. Yes M16s fire at an incredible rate also in full auto, faster than an M60, I think almost 900 rounds per minute. but it fires a round smaller than most pistol rounds and does not pack much if any stopping power. So it is not a viable example in our situation. Just my 4 cents.



Jess

Server-Intrepid
PA-
--Current Proffesions--
Master Swordsman, TK 4004, Brawler 4040, Ranger 0010, Nov Med, Master Scout


TK-IVOI

Server-Sunrunner
PA-LEGIO (Legions Imperiator) --Role PLaying Stormtroopers..and me the Royal Guardsman--
--Current Proffesions--
Master Pike, Master Fencer, Master Brawler, TK 4003, Nov Medic
MisterWizard
Mon Feb 23, 2004 2:20 pm
#12

I think the bottom line is we need to define the differences between pistols, carbines, and rifles, and stick with it. Anything that makes each unique is great. Rifles of course should be the highly accurate (at range) and highly powerful, but slow. As for pistols and carbines, fast or slow, high or low damage, high or low HAM costs, certainly more accurate at mid or close range... just as long as each has a distinct personality.


I have to say, the longer I play as a pistoleer, the more I enjoy it. Technique is a big part of it. Although more state effect specials would be nice, there at least is a moderate selection of them. And there's nothing better than the swooping pistol whip followed by your opponent crashing to the floor!








Alaric (Wanderhome)
Alrik (Flurry)


AFTER SWG, play some online baseball at http://www.csfbl.com.
Pagus
Mon Feb 23, 2004 5:12 pm
#13



Frankly, I don't understand why people think that carbines and rifles should be as fast or faster in this game. After release the devs stated that speed was supposed to go pistols, carbines and then rifles. If no one believes this then look at the basic speed modifiers on the weapons themselves. While carbines and rifles may have a weapon or two with faster speed they have reduced damage compared to the other weapons of the class.

As far as real life examples go, they are interesting and good to know, but they do not have any relevance to this game. I know that most people in this forum agree with me. I just get tired of hearing riflemen saying that they're supposed to be shooting as fast as pistoleers.



Ragen Sands
Page 1 of 2
Previous Next