Pistoleer Archive
Thread: Everyone just drop your ranged now, and pick up Fencer or TKA :)
I think you're totally overreacting.
The Devs know this is Star Wars and that guns have to be supreme.
Look at the continuity apocalypse that Creature Handlers were causing and look at how much they were able to stall the Devs before a fix was made, but then consider that, yes, CH finally got fixed. No amount of stall tactics and complaining could stop the steamroller of Star Warsiness from knocking down CHs. It will happen again here (and to be honest, Melee professions aren't that tough).
I don't expect the Melee professions' strengths to be anywhere near what they are once the combat revamp arrives. I expect them to be tough up close, but not instantly lethal. The anti-kiting measures will probably just be something like burstrun, which everybody already has, or maybe some kind of humanoid traps to snare people and slow them down for a few seconds. Regardless, don't expect Melee weapons to dominate a Star Wars game that's not centered around Jedi.
I expect that the Year of the Gun will soon be upon us.
another one of those crybaby posts by some dork that got pwned and can't deal with losing. go play your first person shooter and leave the PvP for the people that can deal with it tae.
Giest atm I have only ever lost to *one* meelee...And when CC is on the test center, we can duel there
and I will *own* you
......I have only ever been "pwned" by one person on the server...He was a master carb+BH carb3+medic...Before mitigation...
If I was whining about currently losing in game, I think I would talk about the huge distance on lunge....But even in my posts I said lunge was fine...My worry is about the future, when kiters can finnaly no longer kite (A good thing!) and alot of people who have no idea how strong meelee are get caught (a bad thing)
That, and as Phil said, right now it *is* a real problem, and it will get worse as the days go on...I could care less about being beaten, what I do care about is whatching somone with a pistol that baisicly does nothing to a kimo, while a meelee can walk up and solo it with ease...
Or the plahtoria of cases (one I even tested) of Double meelee professions baisicly being Un-hitable, especially with CoB.....
So if you have a class thatsextreamly hard to hit (as is now)AND can destroy at close range ( as is now)AND can close the range gap (Not how it is now)...Then why would you play a range user?
P.S. Does your Obsession with me ever get old, do not be mad, I am actually quite flattered to have my own personal troll running behind me
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Look at the continuity apocalypse that Creature Handlers were causing and look at how much they were able to stall the Devs before a fix was made, but then consider that, yes, CH finally got fixed. No amount of stall tactics and complaining could stop the steamroller of Star Warsiness from knocking down CHs. It will happen again here (and to be honest, Melee professions aren't that tough).
Did they steam roll it? Or just make it harder?.....I still see BE pets with light armor and 60% resists and 12K HAM, the only diffrence is now instead of a rancor, its a bunny ![]()
I have to disagree with you on meelee profs, they are alot stronger then most would relize....Even now as I give up MBH (**edit** holo told me to go back) and start on TKA, I can see the amazing strength they have...And while I though very little of it a few days ago(because somone can just kite me)...Now I think much more of it.
I don't expect the Melee professions' strengths to be anywhere near what they are once the combat revamp arrives. I expect them to be tough up close, but not instantly lethal
I do not know if your right here eletric....I do want the meelees to retain thier strength, but I also veiw it as a large nerf on range users in general if they baisicly take away the "range" aspect of range combat....
Shooting at range is a guns "power"...Without that, you only have on other alternative, make it so meelees are not as strong up close....But then there is the problem of how does that make sense? If a TKA catches me he *should* destroy me.....
Its not a balancing act I would like to do, and I hope the combat revamp leaves everyone happy...I am just to pessimistic with past results to belive that.
Bleh sorry for the spelling mistakes! Just woke up and getting ready for work lol...
In the end I really to enjoy how strong meelees have become, though I think defense mods have to spread out a bit.....Other then that I do like having to actually worry about a fencer
, and I like my TKA being able to catch people....I just understand how delicate the next few months will be, and I worry about the devs screwing it up even more....
As you all know what happens when alot of people start to learn about how powerful a class is...The old nerf bat swings, and often destroys everything in its path, without reason...I do *not* want to see that happen to the meelee professions...
You're a lame ex-bounty hunter that used to criticize pistoleers.Then youdecided if you can't beat them, you'd join them. Now you're crying about melees owning your weak ass just like you did when the pistoleers did it. It doesn't matter how clever you try to get with your vernacular, or how many smileys you add to your lame nerf posts. If you can't beat someone you're compelled to post that they're overpowered. It's just a matter of time now before you turn melee then start complaining about the next guy that beats you. Your style is pathetic.
here's some smileys. they make it all cool and stuff huh.
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Actually Giest I probably had master pistoleer before you
....I mastered pistoleer, then picked up BH 4 to supliment it *then* I went full BH (I liked the carbine), However I quickly got bored with the limitation of skill pointssothen I droped it for more med skills (doctor)....Then the holo brought me back to BH...
Pistoleers being strong had nothing to do with my choices either way....Its just that unlike you, I can see the strentgh in a particular skill set, and I will openly admit it lol
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I have long snce given up pistoleers, so why, in your extreamly wierd theory of me, would I come back here to baisicly stave off a nerf for the pistoleers? By your logic I am going TKA now, so I should actually be trolling this board to make it seem like pistoleers are stronger then they really are, should I not?
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Unlike you Giest, I run tests, I pick apart things, and I know how things work...You on the other hand...Well your posts speak volumes of you "I h8t3 you n3wb!11111"....
Make no mistake, this is not a post asking about meelee power reduction, its a post warning everyone about the up-coming range user nerf...
BTW Giest, I am touched...You are still following me around like a little retarded monkey so early in the morning? Did you wake up just for me
:cool:
electricnomad wrote:
I think you're totally overreacting.
The Devs know this is Star Wars and that guns have to be supreme.
Look at the continuity apocalypse that Creature Handlers were causing and look at how much they were able to stall the Devs before a fix was made, but then consider that, yes, CH finally got fixed. No amount of stall tactics and complaining could stop the steamroller of Star Warsiness from knocking down CHs. It will happen again here (and to be honest, Melee professions aren't that tough).
Actually we haven't seen any pistoleers in the SWG movies either. Smugglers, yes. Commandos, yes. Squad Leaders, yes. Creature Handlers, yes.
An actual "pistoleer"? Nope. Just people using pistols, which anyone with marksman can do. So we have a lot of Marksman-types. I guess that means Pistoleers need to be a) nerfed and b) whined at cuz they're not Star Warsy enough.
Let's not call kettles black before you let the commando get at it with his flamethrower.
Laeren wrote:
electricnomad wrote:
I think you're totally overreacting.
The Devs know this is Star Wars and that guns have to be supreme.
Look at the continuity apocalypse that Creature Handlers were causing and look at how much they were able to stall the Devs before a fix was made, but then consider that, yes, CH finally got fixed. No amount of stall tactics and complaining could stop the steamroller of Star Warsiness from knocking down CHs. It will happen again here (and to be honest, Melee professions aren't that tough).
Actually we haven't seen any pistoleers in the SWG movies either. Smugglers, yes. Commandos, yes. Squad Leaders, yes. Creature Handlers, yes.
An actual "pistoleer"? Nope. Just people using pistols, which anyone with marksman can do. So we have a lot of Marksman-types. I guess that means Pistoleers need to be a) nerfed and b) whined at cuz they're not Star Warsy enough.
Let's not call kettles black before you let the commando get at it with his flamethrower.
In the Star Wars movies I see, most people shoot pistols. Are they Pistoleers or Marksmen? I don't know, and neither do you. I just kind of assume that they hit and kill, say, Stormtroopers, they have some advanced skills.
And in terms ofcontinuity, it was more the situation of seeing dozens of Graul Maulers strolling through Theed that got to me.
In terms of combat, things like this bothered me (and many other people):
http://swgalaxies.net/picture.php3?image_filename=/sotd/full/10-02-03.jpg
Anyway, outside of the CH forum, you'll be hard-pressed to find anybody who thinks that the former Graul Mauler Wars was Star Warsy at all. Trying to make a pot/kettle/black argument about skilled pistol-users not being Star Warsy is just kind of silly, really.
electricnomad wrote:
Regardless, don't expect Melee weapons to dominate a Star Wars game that's not centered around Jedi.
I expect that the Year of the Gun will soon be upon us.
I hope you're right. In the short-term, things have gotten a bit out of hand, I think.
I don't think this problem is really on the Devs' radar screens yet, but you're right that once they realize what's going on, they'll fix the problem. Let's hope that's some time soon.