Pistoleer Archive
Thread: The In Concept thread, the Balance Pass, and what it means to you (now with a link to the thread!)
Message Edited by Randonb on 02-13-2004 06:39 PM
and most important above all others is to let the master pistoleer duel two guns at the same time !!
great post by the way tons of useful info in there for us pistoleers
Message Edited by Taewyn on 02-06-2004 07:47 AM
The other bug issue that I have seen from reading the boards (and Im in agreement here) is making our "specials" work as intended.. Like DisarmingShot, Stopping Shot being the formidable shot it is listed as in the skill tree description. Bobyshot3 being less potent than Bodyshot2 etc etc.
The issues you listed above are good. The issues I listed above should be included as well and seriously need to be fixed.
Absolutely. Those are a given. In fact, a lot of examples were given for whatour specials could do. Additionally, a lot of people brought up that we should continue to be the "running and gunning" profession that we are now.
Emavi wrote:
The other bug issue that I have seen from reading the boards (and Im in agreement here) is making our "specials" work as intended.. Like DisarmingShot, Stopping Shot being the formidable shot it is listed as in the skill tree description. Bobyshot3 being less potent than Bodyshot2 etc etc.
The issues you listed above are good. The issues I listed above should be included as well and seriously need to be fixed.
My biggest concern out of all of those would be range.
At the moment, melee range is effectively 20m+ (realisticly up to 30m or so due to lag, warpingand targetting issues where the server thinks you are closer than you really are, or lags in updating positions)
With weapons having a maximum range of 64m, this doesn't leave a lot of room for divisions amongst pistols, carbines, rifles. What I frankly dread seeing happen is a situation where rifles are deemed to "own" the 50-64m range, carbines get the 35-50m range and we get stuck "owning" the 20m-35m range = which will effectively mean that to be in effective range, we will be functionally in melee lunge range.
Also, I really have yet to see a real answer to the "kiting" issue. It is already nearly impossible to hit a defensive template rifleman who is running away at long range - if our range is capped further it will become impossible.
Lastly - everything needs to be considered together, not as seperate issues. Example: Rifleman have a hard time hitting at point blank range, so thus we should have a hard time hitting at long range - right? Bzzt - not unless you take into account the fact that the rifleman can do ridiculous amounts of mind-targetted damage in one shot at that range. If we are going to get basically "screwed" at long range combat we really need to get some much more effective *killer* level short range moves.
Here are my list of concerns regarding pistoleers. Ive been a master Pistoleer since august 2003 and back then many of the things that make us suck now didnt apply back then.
1. Brawlers have a max range of 21m. This is the ideal(max effective) range of most pistols in the game other than the fwg5 which is better at long range than short or medium. All melees can hit up to 10m and have awesome defenses(tkms stack well with everything melee defense wise). Of course we all know defense stacking has made pvp less than desireable as of late as well. This puts us in the one place we dont want to be, in range of people who can literally kick our collective behind in short order.
2. This places us also at the mercy of hybrid professions such as the commando who have a max effective range of 16 meters with their specials although i have less trouble surviving encounters with commandos than i do with melees especially TKMs.
3. With the above two scenarios youd think we would be pretty strong verses a melee profession and it does appear in our defenses that the devs feel this way too. High defense to KD, dizzy, blind, etc.. and a very high melee defense mod. It appears we are meant to be weak to long range professions like the rifleman as we have very low ranged defense mods. We definitely look like we were meant to be a close range fighter able to stand up to a melee. However in practice this doesnt pan out very well as we do not possess the firepower, accuracy, speed, or ability to affect states to be very effective at this.
4. Ham costs aside rifleman and carbineers beat us hands down in damage per second, RIflemen are faster, more accurate( even at point blank), and do more damage than a pistoleer. What this means? We arent roughly equal or competitive with them. Now maybe we werent meant to be, see the above statement.
5. Most of our specials either dont work at all or dont work as intended. Bodyshot 3 does less dps than bodyshot2 etc.... Both master specials are broken and do not function as advertised. Pistol melee defense 2 does absolutely nothing other than a high ham cost low damage melee attack. That leave us with Fanshot, our bleeds, and stoppingshot. Soon our bleeds wont stack any more and stoppingshot is inferior to other pistol specials in other lines like smuggler last dtich assault. To be frank i dont use any pistoleer specials at all, I rely totally on smuggler pistol specials.
6. We have No state attacks, not one, a weak KD that really doesnt do much as the opponent always gets up right away and inferior weapons and dps to every other combat profession. All that we have is what appears to be some great defenses on paper but in practice do little to nothing. I as a Pistoleer/rogue/master marksman cannot compete with a simple rifleman who has invested in nothing but rifleman. They do more damage, attack an unhealable pool, have superior weaponry, are faster, have better defenses, and are more accurate at our ideal ranges than we are. They are pistoleers with heavy weapons. and on top of all of that they want to limit our range even more as if we werent already less accurate then they are.
7. Ranged mitigation has effectively crippled our profession, People with buffs regen damage faster than we can deal it out.
8.Since we have one pistol that can be krayted now we just dont have the firepower to compete. Its been months now and still no new weapons to offset the loss of the krayted marksman pistols. ANybody in comp armor and buffed is effectively immune to a pistoleer. You dont have to be any more than a tier 4 marksman to beat us. Wear comp, gett buffs and wittle us down. What use a stun weapon you say? Yeah a tangle pistol using the best possible resources can be made with a max damage of around 140 and a very slow weapon speed( around 3.5 before sliceing) with buffs, armor, and mitigation this effectively brings us down to around 10 damage per shot in pvp as the weapon has a very low min damage.
9 Got milk?