Pistoleer Archive

Thread: Recompiling the Top 5 Issues

Ryutek
Wed Mar 24, 2004 11:07 am
#14

1) Specials (As you already stated)


2) Defensive and Offensive State compared to the other professions. Are these where they are supposed to be? There have been a couple of really good posts that compared all of the numbers.


3) Accuracy and Speed - We are not on par with many other professions. As a 0-0-0-2 Fencer I have more Accuracy with One-Handed weapons than I have Accuracy with a Pistol at Master (Just an example from my template)


4) What position are Pistoleers supposed to fill (What is the Developers' Vision for the Profession and how does it relate to the other Professions)?


5) Would be nice for the /con system to actually work. (I know, being nitpicky here)



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
KzinKiller
Wed Mar 24, 2004 3:11 pm
#15

Well, hard to take this too seriously when the answer to every valid and serious question about broken aspects of the profession for the last two months has been "Oh, wait for the Combat Balance" ....


It all boils down to one thing: whatever you publish as the offensive and defensive skills for this profession should be the actual skills for this profession. Nothing should be broken.


Fix our specials ... give us a ranged knockdown ... give us a weapon cert at Master that isn't a rather embarassing joke ... really all stuff covered in the existing Top 5, but none of it is remotely as high a priority as the devs simply learning to clearly say what they're doing and then actually doing it in a reliable and stable way. That would be a revolutionary change for this dev team that would make every profession in this game much more enjoyable.




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
BZebub
Wed Mar 24, 2004 4:08 pm
#16


my top 5.


1) Specials. Although I could give specifics on how I think each special should work, I doubt with the combat retooling that they will directly follow any suggestions. Only they know where combat is headed.


2) Accuracy and speed. I croak every time I look at the rifleman accuracy/speed mods and thenat ours


3) Dodge animation. Assuming this is fixed soon, then add a fix to special spamming in general.


4) BH/Smuggler. Shouldn't a Smuggler/Master Pistoleer be better than a Rifleman because he has had more experience with his weapon? Currently, we need this combination to even begin to equate to just a Master Rifleman.


5)Defenses. +50KD Defense is great against non-spamming NPCs, but since KD always has a 10% chance of sticking no matter how high your KD Defense, it isn't useful that long. This is not a big deal for me, though, since I don't PVP. But our Ranged and Melee defenses are the big killer.

Message Edited by BZebub on 03-24-2004 03:14 PM

Forex
Wed Mar 24, 2004 4:09 pm
#17

Randonb,

My two issues are 1) fix the specials 2) more speed

Also, just wanted to let you know you're doing a great job as our correspondant. Glad to have you in that role and appreciate your efforts and responsiveness!
Randonb
Wed Mar 24, 2004 4:25 pm
#18

Would "we're boring to play" be a Top 5Issue? Not worded that way, of course. Our specials, even if they worked, don't really do anything but damage. Because all we do is damage, our only course of action is to pick the special that deals the most damage and spam it.


As long as our specials are bland, this tactic isn't going anywhere. Or does this go hand in hand with "fix our specials" closely enough that it doesn't need to be mentioned seperately?







"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
ArchFirehaven
Wed Mar 24, 2004 5:50 pm
#19

Hey...


I think that the specials item has to stay...


I think that the DX2 is good enough as is BUT!!!! we should get a Master Level pistol inline with the Scatter Pistol that does Kinetic damage, can be Krayted, and (this is important and I mean really it is) LOOKS F'ING cool. Adding new weapons seems easy enough for the team...lets try this approach.


Defenses within the combat system must be looked at...heck I say go for a 125 cap across the board for the interim.


Randon I really respect the fact you did not bring up the fact that our speed fix could come in the form of a speed reduction to other classes. That shows a very high level of professionalism and I must say shows me how good of a correspondent you are. I am not sure what we can do here if we cannot get "faster" within the game engine. A slight (and I mean slight) bump in high end pistols (depending how the combat balance works out with regards to weapons) might be in order...though this may be able to be handled through the specials (many of which should be completely reworked and possibly even renamed).


A master Pistoleer should be faster than any other class with a pistol period. Please before the BHs get in a hissy you can have a Master BH be close but not quite as fast. Also a Master Pistoleer/BH Pistols 4 should be faster than a Master BH/Pistol Speed line 4.


And uh Dual Wielding...even if just for looks....PLEASE!!!!!!!!!!!!






8Firehaven7
Chilastra Born . Day One


TechBoss
Wed Mar 24, 2004 7:22 pm
#20

Here are my top 5:



  1. Pistoleer is too slow. We need to be faster with our weapons than rifleman and carbineer. Currently the only way to do this is to take bounty hunter. I am on the fence as if we should be faster than bounty hunters, though I would say need to as fast as a bounty hunter at a minimum.

  2. Broken specials need to be fixed, nuff said.

  3. Defense means crap in this game. I was getting some 1-hand exp vs. some of the bottom level trash around the cities and was hit far to much for my liking being a master pistoleer/master swordsman. The state defenses can be added to this as well. I would also like to know why our melee equivalent, fencer, has a ton of ranged and melee defenses while we are realitively lacking. Add in the brilliant (sarcasism) to hit bonus for wiedling a gun and we are completely screwed at our idea range.

  4. Lack of any weapons above AP1. While we do have quite a large selection of damage types, every now and then we come across a medium or heavy armored opponent who has no vulnerablity that we have a damage type for. We cannot tank due to the afore mentioned lack of defenses. This leaves us no offensive or defensive role in the group. I am not asking for AP3 weapons AND a drastic increase in defenses, but I demand one or the other.

  5. Lack of state effects. I could deal with this if our DPS exceeded (except commando)those of other professions, but it doesn't. We need something to make us more effective. I would like to see a slowing effect (force to prone for 5 seconds?) ora true rooting effecting (force to kneel for 5 seconds?). Point being we have no state effects and are therefore left with damage, which we are worst in as far as DPS.




-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Kellversa
Thu Mar 25, 2004 12:58 am
#21


1.) SPECIALS: Fix them, please! I won't go into great detail about how, because those threads already exist.

2.) Speed or damage: We need an increase in one of those categories, if not both. As others have mentioned, we are truly a joke when it comes to offensive prowess.

3.) Defenses: We currently have way too few. As it stands now, we can't dish out damage, and we can't tank damage. At least give us the ability to tank, if our speed and damage is to be this weak. Pistoleers have a lot to worry about because we are a ranged class, which basically means we should be somewhat adept at fighting other ranged opponents, yet our ideal ranges are near or within melee distance. This essentially means we should be competant against both ranged and melee foes.

4.) Dual wielding: Yes, we're going to get it, but make it sooner than later.Spicingthings up for us poor little pistoleers should be a higher priority than itcurrently is.Also, it should be more than just eye candy. Look at the Teras Kasi--meditation is not just some cool animation--it actually grants very practical abilities. Give us dual wielding, make it practical, and I think a lot of the pistoleers' problems would be forgotten.

5.) Can we get a gun that doesn't need millions of credits worth of krayt tissues to be worth something in combat? Or a powerful weapon attainable without requiring you to go wading through endless spawns of geonosians to find that one coveted schematic. A formidable pistol, craftable by a weaponsmith,with a master level certification would be ideal. I'm not asking for some uber golden gun or anything, just something that will make pistoleers competative with our ranged counterparts.



Pistoleer Working Specials: 2
Pistoleer Redundant/Inadaquate Specials: 5
Pistoleer Broken Specials: 5
For more info see: http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=39826
BeWary
Thu Mar 25, 2004 3:20 am
#22

1) less polls and lists submitted, more actual fixes.

How many times do we need to tell them the same things. Heck the last list they asked us for was promtly tossed in the trash. We don't actually need to do anything but ask them for a new list every few months, that will keep them happy.

2) Specials

My god, WTH is wrong with these people, this has been around for so long I'm wondering if it was intended to be our hallmark. Rifles tear giant holes in things, pistols do not do what we said they do.

3) Flavor, and the serious lack thereof.

We am the blandest proff in the game. we either spray and pray for a mind hit, or chop in futility at the health bar. If the Health bar is our turff how about some tools to make it a viable target.

4) the speed equation

Shafted again, /sigh.

The DX2 is fine now, I guess. It's not the weapon that needs the fixing, it is the specials. Compared to other pistols it is fine.

This is, of course, pointless. Ask anyone in the dev team about any of this and dollars to donuts the answer to all of these issues will be " combat re-balance " and isn't that kinda why they didn't answer our 10 questions, because the answers they gave the pikemen all used "no" and "combat re-balance" to answer their questions and were summarily flamed into oblivion.



Gigo Paku/Sai'Meez FightinFish/Lacks Drive


"Early to bed, and ealry to riseprobably indicate manual labour"- John Ciardi


Xamyr Epan is a thief



Fdraven
Thu Mar 25, 2004 4:57 am
#23

The specials that are supposed to give us a 10 sec delay only give us at best a 5 sec delay to creatures when they actually do get hit by it, as part smugg and part pistoleer I have the opportunity to knock something down and make it stay there for 30 seconds supposedly, but it only ends up being about 10 seconds for all three specials, what was the point in working so hard to get those for that, for one extra shot cause our speed bites.


Fdraven


Blankgrun
Thu Mar 25, 2004 7:01 am
#24


I am a recent master gunfighter (tonight to be honest) and an avid researcher of the SWG combat system, especially where it pertains to ranged combat. I am a master Rifleman, so I've been on that side of the fence and have alot of experience in that particular arena. Coupled with my insights levelling pistoleer, I think I have a quick and easy fix to make everyone happy. Furthermore, I think I can handle everything in a pretty clear cut and easily defendable post that you can take to the Devs. (I hope I can come through with that, LOL)


1: Broken Specials:

I would definitely agree that some of our specials are flat out broken.


  • Pointblank Area 2 does not fire in a circle around the gunfighter as it should, obviously needs to be fixed (This would be an awesome hunting/levelling skill if it worked correctly)

  • Disarming Shot 1 and 2 should have some sort of status effect attached to it, perhaps intimidate to reflect the 'disarming' effect of the shot. (Intimidate lowers damage down in an attack for as long as the status is up, I am fairly certain) In no situations does Disarmingshot outdamage any other special, nor does it fire quickly to assist a novice gunfighter.

The thing with this is that some of our specials aren't "broken" they're just out of whack because of our speed (see question 4 on a good fix idea).



  • Stopping Shot is the Pistoleer's most damaging single target special per shot at x5.0. Unfortunately its speed modifier is so horrid that you have to tape up to make this a good special (But if you do, whoa Nelly, it becomes lethal)

  • Multitarget Pistol Shot: Same as Stopping Shot essentially, it has a higher damage multiplier than Fan Shot (x4.2 versus x4.0) yet the slower speed is murder for an untaped gunfighter. It isn't supposed to be a second knockdown, its supposed to be an added bonus when some poor schmuck gets into melee range of a gunfighter.

  • Pistol Melee Defense 2: Again, same deal. It has a higher damage multiplier than Fan Shot (x4.1) yet only hits cap when coupled with master marksman.

  • Body Shot 3: Again, same deal, I feel like a broken record. This shot has a higher damage modifier than bodyshot2 (x2.5 versus x2.1) Assuming that the multipliers I have are accurate, this would be a better special for a master pistoleer who can fire that shot as quickly as s/he could fire bodyshot2. If the modifier isn't correct, obviously this shot is bugged and needs to be moved to the category above.

Other specials have been classically thought as broken/redundant, but in fact aren't.



  • Point Blank Single 2: This is actually a very solid levelling shot, allowing a gunfighter to use a republic blaster in point blank range and still do about equivilant damage as fanshot, if not more at lower levels of Pistol Stances. I have not done any testing on whether or not the Point Blank Single accuracy is working right, but the damage is definitely there. If the accuracy is not there, again, move this to the bugged specials section and have them remove the point blank mods when firing this special, as its advertised.

  • Double Tap is one of those stealth skills in Pistoleer that actually does a surprising amount of damage, it is the best ranged, single target shot, assuming the gunfighter does not have tapes or is a master marksman as well. Sure, with novice pistoleer speed, kipup and dive shot do more damage, but over the progression of pistoleer, Doubletap becomes a viable attack through 90% of the time you are levelling.

2) Our pistol (DX2) is worse than Marksman pistols and is not used by most players.

I'm one of the weirdos who loves my pre-fix DX2 and use it religously for the acid damage, so I guess this one isn't a good top 5 for me


3) Our defenses don't work.

I'd love to see timers put on all status effects to help give pistoleers more of an advantage against carbineers and other status spammers. For a one profession master, I would like to mention, no profession really has enough ranged/melee defense to stop a master. The primary defense is in the dodge/counterattack/block to defend against damage. I would like to say that pistoleer provides a very solid foundation in melee defense that other classes sorely lack (Like Carbines)


4) The way speed works in the game is completely screwed up.


I will agree with this one. Its my personal belief that any ranged master should fire a relatively slow gun (In pistol's case around 3.0) at cap with their highest special, assuming they have master marksman as well. That means riflemen fire a T21 with Strafe2 at 1.2 seconds as they do now, Pistoleers would fire a DX2 or SR Combat Pistol using Stopping Shot at very near 1.0 seconds. Most of the pistoleer's specials are relying on higher speed to be effective and in order to fix pistoleer, that speed issue will have to be addressed.



5) We are not fast enough with our weapon at the master level.


Same as above. The Speed needs to be upped to around 85 as a vanilla Master Gunfighter. From there, things will fall more into place as far as balance goes. No rifle speed cap will be necessary, just up the Gunfighters to where they should have been in the beginning. (Note: Strafe2 and StoppingShot each have a 5.0 damage multiplier per shot, if the attacks can be fired at the same rate, the only DPS difference is in weapons fired, and with as many damage types as are available to a pistoleer and the extra defenses a pistoleer gets, not even mentioning dual wield, will make pistoleer alot more viable in all senses.)







So to conclude, my five issues:


1:SPEED, we should fire as stated above, slow pistol using stopping shot should fire at or near 1.0 seconds with master marksman. (+85 total from my research)


2: Fix Disarming Shot to DO something worthwhile.


3: Fix Point Blank Area 2 to actually target as it should.


4: Timers on all status effects, not necessarily as long as the knockdown, but still have timers on them so our defenses mean something in the long run.


5: I am kinda surprised it doesn't show up anywhere else... Accuracy. We don't get much love on accuracy, while I haven't PvPed with my Master Gunfighter tag, it definitely seems that it could be hard for us to hit a +125 dodge/+125 ranged defense character. This isn't from experience, mind you, but I could see that as being Issue 5.


And if that's not a gripe then as much as I hate to admit it, my number Six Issue... /sigh

Dodge animation while running.... a cool head first sommersault back to standing where the gunfighter never breaks stride would be super cool. (A stretch, I know, but aim high and you might actually get it /smile)







As Reference, I used the following site:

http://killyourpc.org/swg/swg_dps.php


It is an invaluable resource for determining what specials are most effective at what stage in the levelling progression of Pistoleer, Rifleman (both are accurate on speeds, to my best knowledge), Carbine, TK, and Polearms (unverified) The information used to create this is from forum posts, so I am willing to stake my reputation that its accurate and a worthy source of information. The entire explanation of the system is layed out in this site, including speed modifiers and damage modifiers on all specials in the professions covered. If you have a question about a statistic I pulled, it is on this site in detail.


I also encourage you to take a look and play with the calculator yourself, it gives a great amount of insight into the combat system and all in all, is really just NEAT /grin.
Redfenril
Thu Mar 25, 2004 10:44 am
#25

LEt's consider the speed issue with todays pistols:

Take a standard military sidearm, for those who fire them here, how long does it take to completly empty a clip?

Speed is an issue, but the speed should go like this from masters perspective

1) Carbineer (They should have the fastest weapons, they are the common soldier, they are the ones with the M16s today.

2) Pistoleer (We should be fast, but not as fast as the carbineer [How can someone with a Desert Eagle be faster than someone with an M16]

3) Riflemen (They are the snipers, the ones that take a long time to reload. We should be faster than them)

Any comments?



Colonel Oacob Riker
Tier 3 Pilot
RSO

Corporal Quinlan Noor
Starfighter Pilot
Blankgrun
Thu Mar 25, 2004 12:08 pm
#26

And RandonB, I would have to disagree with pistoleer being a 'boring' class. If you want to see boring, spend hours only firing flurryshot1 or concealshot at pikets on Dantooine. To me, pistoleer is a much more robust class. I have a whole list of weapons to use in various situations (better than the 3 I would use as a rifleman, back in the day). You get that wonderful animation of whipping some poor sucker to the ground with the butt of your pistol. I still love to tack on a dizzy with my rifle in a duel and give someone the pistol melee love tap, quietly chuckling to myself that a TKM was beaten by his or her own medicine. Sure, we don't get a dizzy, but it is definitely a grouping possibility when you hunt.


Furthermore, if they follow my suggestion and make disarming shot an Intimidate shot, it would increase the entire group's hunting chances in a hunt and PvP. Afterall, pistol whip's knockdown already helps people increase damage done to a target for the whole group, may as well continue on this by crippling them with the intimidate state as well.


All in all, there were really bad spots in the pistol grind for me, but all in all, this class is alot more fun to PvE with than rifleman and with a little help could be even better.
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