Pistoleer Archive

Thread: Live Patch Update 9/4 results post them here

Jaegen88
Thu Sep 04, 2003 7:52 am
#1

Well, I'm sure there are a lot of things I haven't seen yet, but here are a few I did see when I logged in today:


1. Disarming Shot 2 now still costs the same outrageous action cost, but has no knockdown. It was said that it was "never intended to be there".


This is an error, the action cost should be dropped to be in line with other, normal pistol specials since it no longer has a knockdown. Of course, the entire special attack is an error, and we will continue to wonder when it will get fixed.


2. Pistol Melee Defense 1: Still does knockdown, and the delay/immunity seem to work. If anyone can see if this action cost actually got lowered, post it please. I don't recall, but I don know that it's still wicked expensive, 102 action with a CDEF (19 base cost). I suspect it was left in on accident, just like #1. I thought all KD moves were supposed to be increased in damage, and lowered in point cost?


3. Pistol Melee defense 2


Now costs more than pistol melee defense 1 (!!!!!). It was 138 action cost and did NOT do a knockdown.


NOTE: This might indeed mean that they forgot to add knockdown to PMD2 (otherwise, how did they mix that up???) Otheriwse, it's another error.


4. The skill boxtitles got a face-lift. I think all professions will be migrating to this, it just so happened we got them on this patch.


What else? I'm still just getting started, but I'm short on time. Please note anything you see and post it here.


Also, I finally got on the testing center, and they should soon allow me to gain XP at a terminal to reach mastery, so that maybe next time, we will have one more tester on pistoleer to help out (and to prevent the above 1-3from happening).



#4 title change details:


Left to right, bottom to top.


==============================


Pistol Grips I
Point Blank Hold


Pistol Grips II
Dodge Hold


Pistol Grips III
Two-Handed Aim & Fire


Pistol Grips IV
Rapid Trigger Work


=================


Pistol Marksmanship I
Wrist Stability


Pistol Marksmanship II
Firing on the Move


Pistol Marksmanship III
Fast Target Acquisition


Pistol Marksmanship IV
Dead-Eye Aim


=================


Pistol Techniques I
Disarming Shot 1


Pistol Techniques II
Double Tap


Pistol Techniques III
Stopping Shot


Pistol Techniques IV
Fan Shot

=================

Pistol Stances I
Close Range Stability


Pistol Stances II
Quick-Draw Posture


Pistol Stances III
Firing from the Hip


Pistol Stance IV
Advanced Coordination



On the marksman tree:


=================


Pistols I
Short Ranged Combat


Pistols II
Light Sidearms


Pistols III
Medium Sidearms


Pistols IV
Heavy Sidearms




Jagen88
Jaegen Kel'daron - Master Gunfighter
MagnusIV
Thu Sep 04, 2003 8:04 am
#2

I didn't test pistol melee defense one or two, but it did test out disarm shot 2...



it's now a ranged point blank area 2...nothing better. I used both (and multi target pistol shot) and the damages are comparable.


I also watched dodge...it appears that the creatures I'm shooting have improved dodge skill, but i can't tell any difference...


None of the individual knockdowns/pauses stack with one another. If you lowblow, panic shot or melee one willnot stack with it.



Its pretty sad when the 3 best moves with a pistol are in the smuggler tree...



magnusiv


master pistoleer, master smuggler


wanderhome

Chrisdiver
Thu Sep 04, 2003 8:19 am
#3

Jumped on real quick this morning and noticed a couple things:


Pistol whip still does work and the cost was reduced, but the failure rate was about 10-20% for knockdown of creatures (baz's and nightsisters), as explained the knockdown was only for about 5-6 seconds but didn't try spamming to test the 30 sec limit.


Disarm 2 does nothing noticable.


I was fired upon multiple times and didn't see a dodge or any other defense move.


Will post more later when I get free time



Master Gunfighter/Master CH




Jadelance Durriken
Trinity Republic
Trinity City, Naboo
Shop location: -6827 -4230
Shufflefield
Thu Sep 04, 2003 8:19 am
#4

Was this an incremental patch or a large update? I didn't even know it was coming. I had been checking the in testing page and never saw anything about name changes.



Verio WeeGee
So I guess they nerfed sigs too?
BilleVee
Thu Sep 04, 2003 8:24 am
#5

This morning I logged on, needed some herbivore meat so I started shooting Chuba's. I have 4 boxes in pistoleer currently including pistol marksmenship II, and the chuba dodges aproximately 60% of the time, when I am within 20 meters and NOT moving. Just hope that SOE can nerf the chuba profession as well as they seem to have done pistoleer. I dont understand why on a starter planet like naboo, as an elite profession I can not make it the 1000 meters from the city to get to harvestors with out having to run from every mob around.
Imperial_Destroyer
Thu Sep 04, 2003 8:28 am
#6

knockdown has been tested by TKM's and more


causes a delay of 2 seconds..


utterly worthless


in pve causes a losss of 1 maybe 2 attacks. When getting hit for 2k dmg.. whats the point again?? I forgot.


Pistolsmash.. worthless still as an attack.


better attacks in both the BH and Smuggler line, when added to the speed increases of our special abilities tree.. just makes them deadly


state changes work.. checked that..


was attacked by a guy with pistolwhip.3 try knocked me down. +30d to knockdown.. +20 other defenses. Took 3 tries to stun me.. took multiple attempts..



In all this testing NOT ONE SINGLE DODGE.


umm am i missing something?






Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
BilleVee
Thu Sep 04, 2003 8:29 am
#7

Update - When I am moving and shooting my mos rates seems to be half of what it is when standing still. So instead of missing 50-60% of the time its more like 25% of the time. And greater Shaupauts dodge less than chuba's. Too bad chubas are 6 exp. More to come as I find it....
Su1tar
Thu Sep 04, 2003 8:33 am
#8

lol, i cant believe they nerfed pistolmeleedefense2.





Sultar Son'koi
Guild Leader of Fury, Radiant

BH get a style called Eye Shot, Pistoleers get a title called Dead-Eye. You figure out the rest.
deadnewbie
Thu Sep 04, 2003 8:43 am
#9




causes a delay of 2 seconds..


utterly worthless





Have you tried pairing it with stopping shot? The reason to knock something down isn't to delay, it's to put on some massive attack right after. Pistol whip followed with stopping shot = ouch.




Imperial Minister of Information
MagnusIV
Thu Sep 04, 2003 8:45 am
#10

Yeah...the overpowered pistol smash! I used in on a lair a couple of times...


I don't know who's fault our new lack of proficiency is but i'm thinking we're the new commando! pretty useless by ourselves....



I think it's now a given to get smuggler Dirty Fighting or BH....



FWIW feign death not works when running away and is actually useful...so the dirty fighting line is pretty complete...

Bolanos
Thu Sep 04, 2003 9:00 am
#11

So, let me see if I get this right from what I have read. Out of this entire patch, pistoleer's are the only one's that got nerfed? Meanwhile, everyone's weapon where fixed or got upgrades like the llc at maxed 600something damage, flamthrower's now with 800something damage max, and we still have the weakest weapon in the game,our 140 max damage DX2 with an AR1 that is not working properly since it damages like an AR0, meanwhile their's have higher AR damages? We still have Certification for weapons that we can't use? no word on disarm shot? Broken skills still broken while skills that weren't broken are now broken? defenses are back up but the only ones that will really notice a difference is the TKA class, so that's nothing for us. Timer on knock down isn't even long enough to gain some sort of distance between you and that mob? (yes, mob, not everyone likes PvP, and it's PvP's fault for screwing that up for us PvE folks).


Is there anything positive that they did for Pistoleer like they did for every other class? Or is this the warning signs to tell us it's time to become a crafter or some other profession?

Jaegen88
Thu Sep 04, 2003 9:08 am
#12

Title Changes;

Dead-Eye


Trickshot


Quickdraw


Mastery Gunfighter stayed the same.


------------------------------


Not in the patch, always has been. Sap shot and Sap blast have a chance when they hit, of causing around 50ish con or str wounds. It does not seem to cause more wounds as it ticks. Now, the really funny thing is, shooting this multiple times on my opponent, I saw that, get this, the wound number FLUCTUATES. That is, sometimes it dropped to 30 wounds, next shot it would jump to 70, next shot it would drop to 50, next to 88, etc. What the blazes? So you can actually "Heal" wounds with this attack? lol.


=====================


DODGE: (this was shot at me, with +30 dodge)
65 attacks from a pistol2 marksman, accuracy +30 (was at 12m range with a CDEF).


14 misses


3 dodges



So that's about 1% dodging for every +6 to dodge. That's a poor guess, but just gives me an idea. Basically, IMO, it's still not working.I mean, even at mastery, this shows to be fairly meaningless. I didn't run a test case for default dodge chance..I suppose I need to do that. Any other dodge tests are welcome!


For all we know, every player in the game might get a default to dodge that equals this. I know when I use a rifle, I counterattack, and I don't have the counterattack skill mod.




Jagen88
Jaegen Kel'daron - Master Gunfighter
MonikaTSarn
Thu Sep 04, 2003 9:08 am
#13

Three boxes from master here ( in marksmanship line only). I got thesmuggler dirty fighting line, master marksman and novice commando for the launcher pistol, and lots of medic skills for self-healing. Before the patch smuggler was uber - i could solo kimogilas with panic shot. That's been nerfed totally ,does nothing now.


Trying my usually faction missions against stormtroopers camps on rori, I noticed I could still do them - two whites and a few lowbie mobs at once were no problem. Why ? Missing npc's! When I run around the npc's trying to shoot me miss 90% of the time, while I hit them a lot. Coupled with a few low blow followed by last ditch combos, fast fan shots for the weak mobs and bleeds for the tough ones, I managed to take out the camps as I could before - just was a bit more work. I even dodged once!


Not that bad a patch.




Monika, Akinom, Mokina T'Sarn

The Combine, www.the-combine.net
Page 1 of 7
Previous Next