Pistoleer Archive

Thread: damage mitigation=huge pistol nerf

Doobeous
Mon Feb 02, 2004 5:44 am
#1

I'm just waiting on the combat revamp beforeIreally start whining though




Dubious
+Imperial Colonel+Master Smuggler+
+IMPOL White Cell Squadron+

A fiesty little fellow to be sure

DrakeWindwalker
Mon Feb 02, 2004 9:28 am
#2

It is for you FWG5 morons hehe


But us DX2 lovers love it, it only takes damage away from the max damage not the min





Drake/Ivay Windwalker
Happly married to Izabele

Sosstuborx
Mon Feb 02, 2004 12:09 pm
#3

I never did understand why people like the FWG5 so much...


No AP = I use a different weapon


Unless something actually has a vulnerability to heat...


Composite armor is definitely not vulnerable to heat...






Col. Cristos Diaz
-------------------------------
EcadMistflier
Mon Feb 02, 2004 12:20 pm
#4

I use the dx2 almost exclusively. And damage mitigation is not going to be that big a deal for pistoleers. DX2's acid and ap is the way to go. Got a 1.6 speed slice and it does quite well.



Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
BeWary
Mon Feb 02, 2004 12:48 pm
#5

The only beef I have with the DX2 is that you have to be sitting in someones lap for it to relyably hit them. Not the way to deal with brawler types.



Gigo Paku/Sai'Meez FightinFish/Lacks Drive


"Early to bed, and ealry to riseprobably indicate manual labour"- John Ciardi


Xamyr Epan is a thief



LordSaibot
Mon Feb 02, 2004 6:00 pm
#6

but 7m is just inside your sweet spot, you are the up close ranged combatants after all. It is after all "balance"




Gravis Temav
-LootTrooper-
BeWary
Mon Feb 02, 2004 6:17 pm
#7

close ranged combatants have a shorter sweet spot than the 20m lunge of the master brawler?

So that makes them long range melee? Isn't that s'posed to Pike turf?

Our best range should be 25-35m, just like on the FWG. We are s'posed to be MOBILE close RANGED combatants. You are niether mobile nor ranged at 7m, you are TKA food.



Gigo Paku/Sai'Meez FightinFish/Lacks Drive


"Early to bed, and ealry to riseprobably indicate manual labour"- John Ciardi


Xamyr Epan is a thief



KaernLegorah
Mon Feb 02, 2004 6:53 pm
#8

Mitigation a pistol nerf? Get serious, it really only effects FWG5's for us. The Riflemen are the ones that get shafted the most, since it reduceds the damage RANGE. Meaning if your gun does 80-250 damage (i made those numbers up for the sake of example), then it has a damage range of 170. Reduce that by 60% (Mitigation 3) and you get a range of 68, so your weapon does 80-148. Now, I have a Laser Rifle that does 30-370, that's a range of 340. Apply Mitigation 3 (remove 60% that is) and the range becomes a mere 136! Leaving me with a rifle that does 30-166!


If you think Mitigation hurts Pistoleers, you're not looking at other professions hard enough.



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
HighRoller3K
Mon Feb 02, 2004 9:05 pm
#9

Dont forget the laser carbine, it was the Carbineers best weapon (still is for PvE)...mitigation shafts it for PvP.





Annomander Rake...
(SCYLLA)
Gray03
Mon Feb 02, 2004 9:12 pm
#10

Hate to say this - but does it really matter?


I had quit - came back for the free trial and tried some PvP, it is still absolutely owned by mind damage, DoTs and aoe poisons/diseases...how much damage my dinky pistol does is meaningless...


Maybe the long awaited "january" patch will change combat radically enough to fix it, but I'm not paying more money to stay and find out.


KaernLegorah
Tue Feb 03, 2004 12:07 am
#11






Gray03 wrote:

I had quit - came back for the free trial and tried some PvP, it is still absolutely owned by mind damage, DoTs and aoe poisons/diseases...how much damage my dinky pistol does is meaningless...


Maybe the long awaited "january" patch will change combat radically enough to fix it, but I'm not paying more money to stay and find out.







Bleeds and Flame DoT's are all be changed in the January patch. No more stacking bleeds onto bleeds or flames onto flames (though you can still stack flames onto bleeds). Mind damage, well Rifleman are gonna get hit with a speed cap (at least I hope it will be in this patch), and even then just have a Combat Medic with you to heal your mind damage.


I'm not saying the January patch will fix everything, since I know for a fact it won't. But, I do know that it's only part of the whole combat-revamp, so combined with Publish 7 and probably 8, things are going to be changing a LOT around here. Hopefully for the better.



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
KnightHawk420
Tue Feb 03, 2004 1:29 am
#12






BeWary wrote:
The only beef I have with the DX2 is that you have to be sitting in someones lap for it to relyably hit them. Not the way to deal with brawler types.






I had a dx2 with a scope made it helps. I actually have a positive number in one of my range modifieres now



Did the same with my republic blaster.




Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
BeWary
Tue Feb 03, 2004 1:39 am
#13

I agree completely. All my guns are scoped and I still only go to the DX if I absolutely, positively HAVE to use acid. I'm sorry but how, exactly, does one "run and gun" at 7m? This gun does not fit our profile.



Gigo Paku/Sai'Meez FightinFish/Lacks Drive


"Early to bed, and ealry to riseprobably indicate manual labour"- John Ciardi


Xamyr Epan is a thief



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