Pistoleer Archive
Thread: Status Update (11/8/03)
I don't know if this was towards me, but i agree, use up every point you have, My goal atm after i drop master doc and almost all of medic is
master pistol/master marksman, pistol moves in smugg, and then what ever is left into scout,
since i got this game i never have more then 6 points at a time on me, its sad really
dude, PLEASE check into multi target pistol shot. they can nerf the hell outta whatever they want, if they make that shot worth having.
thanks,
I do have a question about pistol speed :\
Is there a lower limit to actual pistol speed?
I have a krayt fwg5 with 1.1 speed after slice, and after adding a 32% speed powerup (which should lower it .3 to 0.8 speed
) it only lowers to 1.0
If the there is a speed limit, i think it should be removed, because if someone invests tiem and effort in a weapon, they shouldnt have to look at a cracker min speed :\
I'll ask about that -- interesting question. By the way where are you at on the tree, skill-wise? If you're near or at Master you probably want to use a damage powerup instead anyway.
TGB_Bane wrote:
I do have a question about pistol speed :\
Is there a lower limit to actual pistol speed?
I have a krayt fwg5 with 1.1 speed after slice, and after adding a 32% speed powerup (which should lower it .3 to 0.8 speed) it only lowers to 1.0
If the there is a speed limit, i think it should be removed, because if someone invests tiem and effort in a weapon, they shouldnt have to look at a cracker min speed :\
To answer the question, yes, there is currently a hard cap minimum speed of 1 second. For all weapons.
The combat designer made some comments a while ago that he'd like to make pistols .5 seconds while other weapons got higher caps, but no further word, and he wasn't sure at that time it could even be done, anyway.
Fedacorr wrote:
To answer the question, yes, there is currently a hard cap minimum speed of 1 second. For all weapons.
The combat designer made some comments a while ago that he'd like to make pistols .5 seconds while other weapons got higher caps, but no further word, and he wasn't sure at that time it could even be done, anyway.
That cap is on the speed you're firing at, not the Weapon Speed itself. If you use StoppingShot with a 1.0 speed pistol, you'll be firing at slower than one second.
I had heard rumors in the past that Weapon Speed was capped at 1.0 but lately I've seen weapons made with looted components that are less than 1.0, so I'm not sure.
Further, to those complaining about nerfs, just get over it. It's a part of the game. Take solace in something else. It seems the groaners and complainers are usually the same people who want the strongest character on the server. Ho-Hum.
Enjoy the game and stop fussing.
Philo, I am with you all the way. anything you can do is appreciated. I got all my frustration out the other day by threatening to quit the game. Then I realized something. I would be giving up that which I enjoy the most. This game and all my friends who play along with me!!!
I have 3 krayt tissue fwg5 guns that sliced to .8. Funny thing is if you put speed powerup on gun they go back to 1.0. As for for shooting more than one shot a sec Have timed and they do not. What it does do though is allow thosewho have not yet maxed pistol speedto get close to or at the ability to do one shot a sec with specials.
For example with me my pistol speed only 48 but .8 on gun I now do one shot a sec with fanshot. gun delay .8 x speed delay of fanshot 2.5 = 2.0 now divide that by pistol seep in my case 48 which gives actual delay not counting server lag a little bit over 1 sec per shot.
For timed testing purposes I use a lair with ham over 30k and non animal so no chance of heals coming into play. Also I use fresh powerup so handy way of keeping track of number of shots fired. Just need need stop watch for timing it.
One thing if any do same test due to what I am guessing is sever lag gun continues to fire another 5 or 6 shots even after lair destroyed. And yes this just me visualy seeing lag because when I do hard math on total dam shot those last few shoots put total dam output beyond what lair actually had.
(repost fromthe otherthread)
Thunderheart / Philospher1976:
The assumption from many players and possibly from the designers is that there is nothing wrong with Pistoleer profession.
However, if you are a Master Pistoleer without any other pistol attacks or speed modifiers from the other professions -- you'll be shocked how underpowered we are as a profession.
The following suggestions are coming from my Master Pistoleer's prospective (with no other pistol attacks or pistol speed mods, etc.)
I suspect we're suppose to be master of pistols as well as health attacks. Unfortunately, we're neither.
The following are my observations:
- Pistol Speed The Master Pistoleer's +74 is far too slow to reasonable compete with other combat professions.
- Body Shot 3 Body Shot 3 is too slow and not near powerful enough to reasonable compete with other combat professions.
- Pistol Melee Defense 2. A pointless attack with high HAM costs.
- The DX2 pistol. The DX2 pistol might be the most ineffectual pistol in SWG due to its pool range, pool high-end damage, and accuracy.
- No niche for Pistoleers. Rifleman have mind attacks. Carbineers have action attacks. Bounty Hunters have Mind, Health, Action, and state attacks. I suspect that Pistoleers are suppose to be "king" of the health pool attack. Unfortunately, this is not the case. A "pure" Master Pistoleer has no real niche other than they use a pistol for combat.
- Dodge animation. The current dodge animation freezes your character is his/her footsteps.
- Defenses that don't work. In combat, creatures and players often spam the same attack. The problem is that defenses don't work very well when a creature or player is spamming the same attack.
Suggestions:
- +85 Pistol Speed at Master. We need more speed. A boost in speedwould help "pure" Pistoleers be able to compete by giving them a few more options as far as pistols -- especially this would help the pure pistoleer compete against the Pistoleer / BH dabbler. Additionally, no real impact to other professions other than giving us more options as far as pistol usage.
- Body Shot 3. BS3probably needs to be closer to ~52 DPS to ~55 DPSas well as have a chance to bleed.
- DX2. The basic DX2needs a slightly greater ideal range, AP that verified to be working, and its high-end damage boosted by about 20% to 25%.
- Pistol Melee Defense 2. This "upgraded"version of PMDshould knockdownas well as have a chance todizzy. The HAM costs investigated (probably lowered by about 10%). No impact to others since Pistoleers are nowhere near being the king of close combat.
- Remove the dodge animation. This is a very simple fix with no impact to others. Put "+DODGE+" over your character's head whenwe dodge a shot. No dodge animation.
- Defense vs. X. Defenses should probably help prevent the current attack as well as have a slightly higher percent chance to block the same attack (if its the very next attack in the queue). Additionally, it should probably help you heal slightly faster from that particular attack if it lands successfully. For example, if have "+50 Defense vs. Dizzy" and I have been attacked with Dizzy (and it landed), maybe the attack should last half as long as the player that has no defensefor this attack. For example, if the normal Dizzy would stick for 15 seconds, the +50 Defense vs. Dizzy would only be dizzy for about 7 seconds due to their high resists? Anyhow, something that works a little better without making defenses too powerful.
- Fan Shot. Don't touch one of our only shots in the game. Right now, Pistoleers basically have Fan Shot and Stopping Shot -- that's our best moves.
To summarize:
- Increase the Master Pistoleer speed to +85 -- as the very least to +80.
- BS3 needs a better DPS and have a chance to bleed.
- DX2 pistol needs slightly greater ideal range and high-end damage.
- Pistol Melee Defense should dizzy and knockdown with a slightly less HAM costs.
- Remove the dodge animation from the game for our characters -- replace with +DODGE+ above our heads.
- Defense vs. X should probably defend against the attack as well as lower the "stick time" if landed successfully based based on your + modifier. Additionally, if the defended attack is the same at the next in the queue, you should have a slightly greater chance to defend against the same next attack from sticking (if its the same attack). This slight defense boost would be reset after when a different attack is landed successfully. Something that works a little better.
- Leave Fan Shot alone.
I like what I saw in Philospher's report -- just adding some more input as well.
To summarize:
- Increase the Master Pistoleer speed to +85 -- as the very least to +80.
- BS3 needs a better DPS and have a chance to bleed.
- DX2 pistol needs slightly greater ideal range and high-end damage.
- Pistol Melee Defense should dizzy and knockdown with a slightly less HAM costs.
- Remove the dodge animation from the game for our characters -- replace with +DODGE+ above our heads.
- Defense vs. X should probably defend against the attack as well as lower the "stick time" if landed successfully based based on your + modifier. Additionally, if the defended attack is the same at the next in the queue, you should have a slightly greater chance to defend against the same next attack from sticking (if its the same attack). This slight defense boost would be reset after when a different attack is landed successfully. Something that works a little better.
- Leave Fan Shot alone.
I like what I saw in Philospher's report -- just adding some more input as well.
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- Pistol Melee Defense should dizzy and knockdown with a slightly less HAM costs.
correction... SHOULD be...
- Pistol Melee Defense 2 should dizzy and knockdown (with a slightly less HAM cost).