Pistoleer Archive

Thread: Discussion Thread: Dual Wielding Pistols

kevincio
Sun Dec 19, 2004 7:47 pm
#157

be careful when trying the use the "the shot would have really high HAM" negative, as we have no idea how HAM will work in the Combat Revamp, and at the moment, HAM means fark all.



---


IGN Mona Sax

Gank Squad Alpha
breati
Sun Dec 19, 2004 9:10 pm
#158

We need dual weild!!!


Why cant weaponsmiths just craft dual versions of pistols that when equipt give the animation of 2 weapons and give added damage and accuracy modifier since you are shoting 2 guns at once. Of course at master pistols and I think there could be a special dual scatters just for master bh's cause they are special also.


You could increase the damage a set amount and make a little higher ham cost. Pistols have alow ham cost so a little more would be worth it. Just nothing to big. I also think an accuracy bounus would be warranted since you would be likely to hit more often as a master gunfighter with 2 guns.


So you could give weaponsmiths dual FWG5 schematics and so on. When you examine the weapon it would say on it Dual FWG5 to be used only at master pistols but could just appear starndard in your inventory except for its name and when equipt. There could also be a new walking animation for a person walking around carrying 2 guns to look cool and more approiate.


My 2 cents




Ra'ke Ina WAR guild founder
_________] The Rebellion is here [_________
Light Jedi | Rebel Pilot


(gnn[[[[[[[[[[]nnnWX9&ggggggggggggggggggggggggggggggggggg)

Bea25
Tue Jan 04, 2005 2:33 am
#159

im not sure if this is incorperated in this gigantic dream of a post, but how would you special with one over the other, or if you did special would it be both, like if a pistolas went pistol melee 1 would one pistol kd and the other counter the kd? or ifone was pistolas smuggler, would one panic or low blow counter the other? I def think accuracy should be a serious cost, but i dont see how speed should be affected...and how would you be able to switch weapons in combat, like a pistolas is using a dot and a de-10 would they be able to swith a specific pistol like the dot for another dot, instead of cycling through left to right or right to left but being able to choose which weapon is changed?


please feel free to flame as i have to get through the entire post and is too much to do right now



The Fifth Element
Colonel Bea Krull

Rutian Twi'lek
BountyhunterSpyke
Sat Jan 08, 2005 10:57 am
#160

Just have special Dual pistols......like completely different pistols that were only dual....
wesly
Tue Jan 11, 2005 12:29 pm
#161

i think it should be a acruary minus or a persent damage thing like

100% of first hand weapon damage 40% of the second hand weapons damage
GangaWolf
Wed Jan 12, 2005 1:07 am
#162

As many others have stated, I have handled pistols and rifles before, and have attempted to dual-wield once. Dual wielding really is only effective at very close ranges. Yes - I know this is a game and it is a master level ability (or should be), but there needs to be penalties as well.


I will suggest the handling of dual-wield in 2 different ways: first if both guns are of the same type, the second if they are of different types. The reason being that based on my experience is is much easier to fire two9mm handguns of the same make/model than one 9mm in one hand and a target .22 in another (big difference in both accuracy and "kcik"). Again - this is "based" on RL experience, but taken to a fictional level.


For Dual-Wielding 2 guns of the same type:


  • Speed penalty of slowest gun + 50% (if you double it, why bother dual wirlding?)

  • effective range to dual wield equal 1/2 max range of weapon (e.g. so it would be 32m for guns with a 64m range, 24m for guns with a 48m range)

  • "To-Hit" penalty of 10% for first shot, adding 10% with each subsequent shot to a max of a -40% penalty (reflecting difficulty in aiming two guns at once and keeping both hands steady with each subsequent shot)

  • If switching both guns double the combat delay ("to-hit" penalty gets rest)

  • if switching one of the two guns but still dual wielding combat delay is 150% of normal ("to hit" penalty get set to 1/2 current level)

  • if switching to firing just one gun that is already in hand no combat delay ("to hit" penalty gets set to 1/2 current level for first shot, 1/4 level for 2nd shot, and no penalty thereafter)

For Dual-Wielding 2 guns of different types:


  • Speed penalty of slowest gun + 50% (if you double it, why bother dual wirlding?)

  • effective range to dual wield equal 1/2 max range of weapon with the shortest range(e.g. so it would be 32m for guns with a 64m range, 24m for guns with a 48m range)

  • "To-Hit" penalty of 20% for first shot, adding 20% with each subsequent shot to a max of a -60% penalty (reflecting difficulty in aiming two guns at once and keeping both hands steady with each subsequent shot)

  • If switching both guns double the combat delay ("to-hit" penalty gets rest)

  • if switching one of the two guns but still dual wielding combat delay is 150% of normal ("to hit" penalty get set to 1/2 current level)

  • if switching to firing just one gun that is already in hand no combat delay ("to hit" penalty gets set to 1/2 current level for first shot, 1/4 level for 2nd shot, and no penalty thereafter)

Something else - aside from dual-wielding that would be a great special, would be a "qucikdraw" of "shoot from the hip." Basically it allows you to fire more quickly but with penalties. I would envision that it would allow you to fire 33% faster (so yes - for this special the speed cap should be 0.667 seconds) but incur the same penalties I outlined in the "Dual-Wielding 2 guns of the same type except the weapon speed one.


Just my 2 cents....




/GANGA\
Ganga WolfvCrymsinvRiten Sayer
MercenaryvSmuggler/BHvPvE-only Jedi
"There are 3 sides to every story - yours, mine, and the truth."
SWG will go down in gaming history as the MMOG with the most potential that achieved the least.

Vodo-Kai
Thu Jan 20, 2005 5:05 am
#163



It would be nice to see specials justfor single wielding pistol attacks and specials just for dual wielding pistol attacks.


Also,it would be interesting if you had some specials that could be used by both single wielding and dual wielding pistols.



FVFVFVFVJoto'SaiCrimson Phoenix Ace
VFVFVFVF[=='=||]=JEDI===========>

FVFVFVFVVodo'KaiSmuggler's Alliance Pilot
VFVFVFVFMaster Smuggler | Master Weaponsmith 12pt
Vodo's Illicit Goods | 764 -5590 Talus | A Sai Industries Product


RenKesson
Thu Jan 20, 2005 8:25 am
#164


I keep thinking that if we get Dual-Wielding, we need to get Holsters in the same patch. Imagine looking around town and seeing a dozen (Master Pistoleer) tags and DE-10s hanging from everyone's arms. Looks pretty lame in my mind. Walking around with one pistol in your hand looks kinda cool, but walking around with two just looks like you're looking for a fight.


Ooo! I know! I know!

Someone mentioned in another post the idea that Pistoleers should get a speed bonus to changing weapons, kind of a QuickDraw thing. It takes us less time to unequip and re-equip weapons than other profs. What if we were allowed to attach holsters to various body parts (left and right hip, left and right torso, left and right boot, behind your back), and then assign a weapon to each holster (now there may need to be a hard cap on this, 'cause someone running around with 7 holsters is kinda lame and unbelievable). Any weapon equipped or unequipped from a holster is done so with a smaller delay than normal (you're not pulling it out of your backpack anymore, are you??) Any pistols equipped from your inventory are equipped with the same speed, so choosing which weapon(s) you holster could possibly be part of your strategy and combat-style.


Okay, I know this really belongs in the Holster discussion thread, so I'm going to post it there. Let me know what you think there.



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Seth_Ruedo
Thu Jan 20, 2005 10:11 am
#165

Looks like we got screwed again last night in the Dev chat.....


*Remisk* Hello and thank you for making such a great game. I would like to ask if you have any plans on implementing Dual Wielding pistols, and if so, how likely would you say it is to be achieved?... Thanks.


TH: Not right now and definitely not part of the Combat Upgrade, but something we do want to do someday


What is it going to take for Our class to get something... ANYTHING????
RenKesson
Thu Jan 20, 2005 10:19 am
#166

We'll get love with the CURB. HAM revamps, buff balances, speed revamps, and new rules on defense stackingwill all help us out.



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
ElChubacabra
Fri Jan 21, 2005 8:33 am
#167

how about specials working for just one gun when DW?
RenKesson
Fri Jan 21, 2005 5:15 pm
#168






GrupertRHD wrote:





Seth_Ruedo wrote:

Looks like we got screwed again last night in the Dev chat.....


*Remisk* Hello and thank you for making such a great game. I would like to ask if you have any plans on implementing Dual Wielding pistols, and if so, how likely would you say it is to be achieved?... Thanks.


TH: Not right now and definitely not part of the Combat Upgrade, but something we do want to do someday


What is it going to take for Our class to get something... ANYTHING????







I like this part:
>> ^J^ - *Kadel* as a pistoleer, my profession is significantly worse than other professions damage wise. will this be addressed in combat upgrade?<<

This below really gets my goat so to speak:

>>Keldarin - We have completely re-evaluated the balance of all combat professions. Every one will be seeing shifts to make them more balanced. Pistoleers are not intended to fill a strong damage role per se in battle but they will have other abilities to make them vital and useful<<

Seems the time I have spent on pistoleer has been a waste of time, it seems from the above that we will be a support class. If so, it will be later days.






Not support, we'll be Tactical Combative.


That means we'll have to use more than Smash_Keyboard_Hit3 to win our fights. And what's wrong with that?




----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
GrupertRHD
Fri Jan 21, 2005 8:25 pm
#169



MisterLeebo wrote:


GrupertRHD wrote:



I like this part:
>> ^J^ - *Kadel* as a pistoleer, my profession is significantly worse than other professions damage wise. will this be addressed in combat upgrade?<<

This below really gets my goat so to speak:

>>Keldarin - We have completely re-evaluated the balance of all combat professions. Every one will be seeing shifts to make them more balanced. Pistoleers are not intended to fill a strong damage role per se in battle but they will have other abilities to make them vital and useful<<

Seems the time I have spent on pistoleer has been a waste of time, it seems from the above that we will be a support class. If so, it will be later days.

Now what got it into your head that the Pistoleer profession ought to be a stronger Direct Damade dealer than people with much larger guns? I think everyone who takes the class realizes that Carbines and Rifles are going to have bigger numbers in the Damage table. It's a shame they fire at 1 shot / second too...





At close range, a pistol SHOULD be as deadly as a rifle, or a carbine. It is/would be utter BS if otherwise. As much as I hate to use RL in a game (RPG), a Smith and Wessen .50 mag is as deadly shot for shot as a AK, or M16. And the pistol at close range should be faster on the draw than a rifle or carbine.

Good Ghu, look at the movies/EU books, Han Solo, Galandro for example, Master Pistoleers, and very deadly, as should a Master Pistoleer in SWG.
And should be at close range.
Page 13 of 17