Pistoleer Archive
Thread: STATUS UPDATE (11/14/03)
my gun...which is a pretty decently made one:
67-209 damage 2.5 speed 28.7% wound chance
Energy damage, light armor piercing
Range: 0 at 0m, -some value(also at 0m?!), 0 at 64m
Ham costs: 17, 46, 17
Thats an unsliced gun..and one without Krayt tissue...yes these guns can take krayt tissue too.
So basically you have a gun with a damage range about like a pre-nerf FWG5 that can take krayt tissue. Yeah the speed is dx2 level as are the HAM costs...but its a nice gun. Also...note the funkiness with the range on the weapon...the result is its amazingly accurate at range.
Philosopher1976 wrote:1) REPUBLIC BLASTER: The Republic Blaster is now usable by ANYONE, even non-Marksman, without needing a certification. Now that many pistols have been nerfed (see #2, below) it's probably the best pistol in the game. It has similar damage to a pre-nerf FWG5 but it's AR1 and spits out energy damage. IMPORTANT NOTE: Only new Republic Blasters work. Republic Blasters made before the latest patch still tell you that you're not certified to use them. I've asked the Devs to A) tell us how you get the certification, B) move the certification to the Pistoleer tree, and C) hotfix the old Republic Blasters so they work. No response.
2) FWG5 NERF: The FWG5 Pistol had the power handler removed from its schematic. Scatter Pistols and Launcher Pistols had a similar nerf. This means that non-loot upgraded FWG5s should have 40 less max damage and 0.4 more speed. The Devs had promised us that they would increase the base damage on this pistol to compensate for the power handler nerf but did not do so -- I asked Thunderheart about this, no response. You should also note that you can no longer use Krayt Tissues in a FWG5 ... you can only use new Feed Mechanism loot introduced in this latest patch. Scatter Pistols still take Krayt tissues but no longer have a feed mechanism.
3) DEFENSES: As you are no doubt aware, this patch gave us increased defensive modifiers. I'm hearing all sorts of reports about them, both positive and negative. Please be aware that I've already told the Devs about the problem with our Dodge animation. As for how effective they are, no one can be sure until we really test them out, so I'll test them this weekend and post the results here next week. (As you all know I wanted to test them on TestCenter before the patch, so you'd know what to expect, but the Devs still haven't given me TC access.)
4) FANSHOT: FanShot was not nerfed in this last patch -- good news! Maybe the Devs actually read some of my posts about it on Correspondent Forum.
5) INSURANCE: As of the last patch, there is a new "decay on death" penalty. Weapons will NOT decay on death, and neither will resources (which is good for our crafter friends). You don't need to (or be able to) insure either one. Last night, insuring all my items cost me 1800 credits, which wasn't bad. Let me know if any of you are having insurance/decay problems, so I can pass them along to the Devs.
6) COMMUNICATION WITH THE DEVS: Thunderheart claims that we, along with all the other professions, will get a response from the Devs on our top issues. Let's see what happens with that -- stay tuned.
Like I said in my last update, I think that the Devs are making a big effort to improve the Correspondent program and to listen to our views. Nonetheless I've gotten the strong impression that our profession is very low on their list of priorities, so I wouldn't get your hopes up too high. I'll keep doing whatever I can to make sure our voice is heard.
1) I can't, don't even ask me why...but I can't, got message AND made only 15 dmg max. Personnel nerf ? My holocron maybe ?
2) yep, and that was legit I think.
3) best news since day 1, can't wait for all calls for nerf
4) Or maybe devs are fixing MTPS first ? Nah, kidding, they forgot, that's all
5) broke pvp, period. I would much rather seeing the "loot your own corpse where you died" than this crap.
6) Dunno for you but I like TH a lot, this guy is actually....replying, wasn't expecting more.
7) DOT system broken when using fire dots...you are instant incap as soon as you stand back up because of wounds fire dot cause. Weird. Ok, not a pistoleer issue...
Phil-
Any news on an elite elite class? And is it safe to say you agree that to dual wield it should be that elite elite profession?
yes, dodge DOES finally work... THANK YOU for some kind of a useful fix dev's!
i can understand with so many professions, fixing everything for everyone cannot happen instantaneously, but this is a step.
PS: i think quickness partially affects dodge. i had a quickness buff going, and noticed dodges showing up more often.
Nyana Zemanova - Bria Doc that can't run uphill.
No ... heck I can't even get replies from the Devs on our current class, unfortunately.
MagusZDark wrote:
Phil-
Any news on an elite elite class? And is it safe to say you agree that to dual wield it should be that elite elite profession?
On the topic of Signature Weapons and Non-Pistoleers using the Republic Blaster....
Let them
It's one thing to be able to pick up the pistol, it's another thing to be able to use it effectively.
It has lousy accuracy and is relatively slow...so a High End Pistoleer is going to be aces with it compared to a Low End marksman.
However I do think it's an oversight that there isn't a certification on it even in the Marksman Pistol.
Being Able to Attack More Mobs: This may be coming from the fact that the Devs have toned down the Mind damage. Previously if I attacked more than 1 Stormie they would sap my mind pool right away in a matter of seconds...now it's taking a longer time and more effort, giving me enough to fanshot them.
Dodge: Dodge is super sweet, almost makes me want to go take some fencer ![]()
Philosopher1976 wrote:
No ... heck I can't even get replies from the Devs on our current class, unfortunately.
Tell us about it Phil. It's been one week and one day. Didn't TH say he'll post on our profession boards about the report you where rushed to do for him within a week? He's past due, one week and one day, and yet, they rushed you, a volunteer, into meeting their deadline when they themselves won't meet their own deadline's. Go figure!
muadeep wrote:
I have not played much lately but dont we still get nothing useful for making it to master pistoleer? Did they fix any of the master pistoleer skills? any new certs?
Nope. We just get the Speed/Dodge modifiers, nothing else. The Master specials are still broken.
Moving on to the republic blaster... It seems that these weapons are the best right now for current pistoleer weapons. I have a pre nerf krayt fwg5 pistol and a pre nerf fwg5 normal pistol sliced for damage and both of these guns just barely meet the damage of the republic blaster. I had one republic speed sliced and one damage sliced and both perform almost identically, I must be hitting the speed cap for pistol somewhere since they have 1.7 and 2.5 timing the damage slice one has the 2.5. Would I hit the cap with 0144 pistoleer witha 2.5 speed gun? Im not sure how the speed cap thing works. Also I was noticing how effetive fan shot is, I didnt realize you could hit 2 or 3 mobs at the same time is this working as intended?
Well i just wanted to write something up since im bored at work if anyone has info on the speed cap thing being at 1.0 id like to see it. I never reached a speed cap as a master carbineer afaik.