Pistoleer Archive

Thread: Publish 19 > pistoleers

chardin
Wed Jun 29, 2005 8:27 pm
#1

lets see here.
post-CU we have had very little in the way of incentive to choose M. pistols.

Rifles had higher range, MUCH higher dmg, and can get fairly low SAC (if you make a GOOD pistol, you can usualyl not hit lower than 80 SAC, the rifle cap is 82 which is very easy to snag)

Carbines (now) have elemental dmg, speeds CLOSE to ours, and larger dmg output than us, wiht more crowd control abilities.

Pistols is barely worth keeping anymore, carbines + rifles have much higher dmg, which is all you need in this game anymore due to action costs.

However, before publish 19 we psitoleers had the CHANCES to defeat riflemen and carbineers. With our weapons. If you can play your profession smart you have a large advantage, assuming you have the bank account to back your arsenal up. Investing in a good pistol could give you a massive upperhand vs riflemen due to kinetic dmg, and getting up to +32 accuracy on one gun. The pistol dmg cap is currently 948, which is fairly easy to obtain. With a good dmg slice you could break into extremely high numbers.

Then pub 19 came. The new slicing changes have made it so you CANNOT get a pistol higher than 948 dmg. if you craft to this value, then no amount of slices will enhance it. With our dmg output lessened how are we supposed to keep up? Sure we can spam faster, but personally, I'd rather do the most dmg possible while draining my action then draining my action as fast as possible.

I was one of the lucky ones, finding and slicing my Fwg5 before the publish (410-948 1.98 85 SAC) but for those of you who were waiting, or have just started, it seems your are SOL. How do we have any sort of an edge in PvP anymore??



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Cpl_Fisher
Wed Jun 29, 2005 8:41 pm
#2

pup your pistol for damage... those rifles that have 80 ish sac, have a lot lower damge than most. PvP rifles are made for damge, then sac pupped.



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chardin
Wed Jun 29, 2005 8:52 pm
#3



Cpl_Fisher wrote:
pup your pistol for damage... those rifles that have 80 ish sac, have a lot lower damge than most. PvP rifles are made for damge, then sac pupped.





not true, I just made an ALR today with capped SAC (82) and 489-1104 dmg UNSLICED. most rifles on my server are all SAC capped, then puped for dmg. i can EASILY hit 1300 dmg with a slice + pup on this gun and no pistol can hit that.



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chardin
Wed Jun 29, 2005 8:53 pm
#4

what mainly needs to be changed is the dmg caps. Im fine with keeping pistols below 1k, but the rifles + carbines cap need to be as easily attained as the pistol one is.



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LordMarr
Wed Jun 29, 2005 9:09 pm
#5

I think the only thing to really help pistols out in comparsion to rifles is one when first crafted pistols should have much lower SAC, no pistol should have a SAC above 90. Increase the speed mod to offset the lack of damage.I think its like 50 pistol speed at master pistoleer, this should be pumped up to 75 to 100 pistol speed. This way pistoleers get the benefit and not another ranged class using a pistol. You should fire atleast 20 to 50 percent fasterthen they currently do at the moment. Then extend the range from 35 to 40 meters.


I think this would balance out against the other ranged classes. Rifles can fire just as fast as a pistol can and for more damage. Not right, so decrease the rifle speed by 20 to 40 percent. I hate nerfing a class, but gotta have a reason to be a carbineer or a pistoleer. Carbs should be the balance of speed and damage and SAC. Rifles should have high SAC. High Damage, and slow speed. Pistols, Low SAC,fast speed and low damage.
BadChef
Wed Jun 29, 2005 9:26 pm
#6

Ya the sac is what does me in, especialy after I've used volley fire and rally, trying to fend off the agro in pve and pvp. I just dont do enough damageintimebefore I'm Too Tired. And since I have to basicaly be stepping on their toes to be in range to hit them I'm screwed once my action dies out, even with the right food.




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Darth-Kevlar
Wed Jun 29, 2005 10:01 pm
#7

it is a pity that slicing doesn't allow to go over the cap now. Hurts pistols the most....



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Nifty
Thu Jun 30, 2005 7:00 am
#8






Darth-Kevlar wrote:
it is a pity that slicing doesn't allow to go over the cap now. Hurts pistols the most....





Not really. The slice would increase the rifle by the same percentage it increased the pistol. They'd still be the same percentage ahead of the pistol that they are now.



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BadgerSmaker
Thu Jun 30, 2005 7:52 am
#9






Darth-Kevlar wrote:
it is a pity that slicing doesn't allow to go over the cap now. Hurts pistols the most....






It's made my pistol dreams come true as it goes, I can now have SAC and Damage capped energy and kinetic pistols and fire them at speedcap.


Just got to go loot some core boosters now.


46 SAC, Damage 960+, Speedcap... *drools*




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Darth-Kevlar
Thu Jun 30, 2005 9:29 am
#10






BadgerSmaker wrote:





Darth-Kevlar wrote:
it is a pity that slicing doesn't allow to go over the cap now. Hurts pistols the most....






It's made my pistol dreams come true as it goes, I can now have SAC and Damage capped energy and kinetic pistols and fire them at speedcap.


Just got to go loot some core boosters now.


46 SAC, Damage 960+, Speedcap... *drools*





Problem is that allows rifles to be speedcap, sac capped and damage capped also, something that was possible but not that easy. 1184 dmg puped to ~55 SAC firing at 64 mts.... with +300 accuracy ....

Message Edited by Darth-Kevlar on 06-30-2005 05:30 PM



_________________________
Darkness & Shade are the burden;
Sweat, Pain, Blood & Tears tools that forged the mind,
within a soul countless times scoorched by Niquel & Lies.
And yet I continue to Breathe, Rise, Feel & Fall.
Shaggscoob
Thu Jun 30, 2005 9:43 am
#11

I have +25 ranged speed and +25 pistol speed attachments with master smuggler/master pistoleer and the FS ranged speed tree... I'm guessing that I"m speed capped. My Brother who is a carbineer with about +15 carbine speed in attachments and the FS ranged speed tree fires just as fast as I do, but with much higher damage output. Btw, I also have a total of 313 accuracy (and it all adds, nothing over +25). What exactly is the "speed cap" ? I have a pistol with 2.05 speed sliced up to 958 max damage with 80 SAC, and he's using a proton carbine


needless to say I've put alot of time and money into my character, why do I still suck? lol

Message Edited by Shaggscoob on 06-30-2005 09:44 AM



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chardin
Thu Jun 30, 2005 9:51 am
#12



Shaggscoob wrote:
I have +25 ranged speed and +25 pistol speed attachments with master smuggler/master pistoleer and the FS ranged speed tree... I'm guessing that I"m speed capped. My Brother who is a carbineer with about +15 carbine speed in attachments and the FS ranged speed tree fires just as fast as I do, but with much higher damage output. Btw, I also have a total of 313 accuracy (and it all adds, nothing over +25). What exactly is the "speed cap" ? I have a pistol with 2.05 speed sliced up to 958 max damage with 80 SAC, and he's using a proton carbine
needless to say I've put alot of time and money into my character, why do I still suck? lol

Message Edited by Shaggscoob on 06-30-2005 09:44 AM





mainly when we talk about speed-cap POSTCU we are talking about the weapons. weapons have caps on them that cannot be exceeded anymore.
as for the speed cap, just look at your "modified speed" on your wepaon firing. until it says 0.00 you havnt hit the speed cap. And with the new system of diminishing returns, your going to need about 1mil pistol speed (mod) to push 0.01 to 0.00



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Shaggscoob
Thu Jun 30, 2005 10:04 am
#13


well, I thought that didn't really matter though. I mean, the cooldown timers on most abilities limit your speed to a certain amount anyway



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