Pistoleer Archive
Thread: Pistoleer Wields Dual Pistols
The only interesting thing a Pistoleer can do is crafting, isn't it ?
putting dual pistols into an elite elite class sounds good to me.
I think once there you get 1 accuracy mod to the offhand (yes i know KOTOR and other games use this). As you move up you gain better accuracy with the offhand pistol.
Also the same thing for speed in the offhand pistol and a small mod of the main hand (dunno the name for this) pistol. because using duel pistols you have to concentrate on one pistol at a time in the beginning (reason: evey play one of arcade games with fake pistols. Just for the heck of it spend money to use both pistols at once. Gets complicated (expecially with the reload ones) well not complicated but takes time to get used to it) then once you get closer to master you have learned enough to use em both effectively.
Also maybe adding as you go up it (about half way) for the abliltiy or special to hit two targets in a small radius around you. For example when you first make it to the new mod you can only shoot at two targets infront of you. getting more mods to the ability you start opening that radius to maybe to people/creatures on either side of you. and eventually to the point when you can shoot something in back of you and something in front of you (yes there are games that have this kinda thing (without the mod idea) and this is where im getting the idea from)
I think this might banlance it a bit. Needs some experimentation though.
Also whats the best possible pistol i can get on eclipse?
After the nerf of the FWG5, Dual Pistol's is about the only thing that can bring us back in line in damage with the other professions. Seriously, think about it. You say that dual pistol's are overpowering because we'll be doing twice the damage in the same speed, tell me, is doing 200 + 200 (400 total damage) once every second that much more overpowering then a rifle doing 750+ damage every second? Bare in mind that this 200 + 200 also has a hit/miss ratio each, so one can hit, but the other hand could miss. how is this overpowering? If it was the old system with the old FWG5's, then yes I can see the overpower, but not after this last nerf. About the only other way they can equal out the playing field is by INCREASING everyone elses delay and lowering ours down to .5 as they told us they would do but have yet to deliver.
Now, after I explain this, please pick at it and tell me how is it still overpowering after the example I provided?
What Pistoleers really need is added speed. At Master Pistoleer, we should be able to fire most of our special moves at the speed cap. As it stands right now, many of them require that you use a gun with under 1.5 speed in order to hit the cap (which means that you're probably sacrificing stopping power). If we're going to compare Pistoleers in this game to real world gunslingers, then I'd like to bring up the example of Bob Munden, the fastest gun alive. I saw this guy in person, and he literally unholstered his gun, shot two seperate balloons that were sitting 6 feet apart from another, and reholstered the weapon so fast that you didn't even realize what he'd done until it was over. It was literally faster than the blink of an eye.
Now I'm not suggesting that SWG make the Pistoleer class as fast as that guy, but I think it demonstrates that our class does not have enough of a speed modifier. Master Pistoleers are supposed to be the fast draw artists who can shoot a fly off a dewback's rear at 100 paces. In this game we'd be lucky just to hit the dewback.
Let's hope they fix the specials first.
And besides, you're gonna deal with 2 guns degrading instead of just one...(and probably half-damage from each to boot)...