Pistoleer Archive

Thread: DEV Response to the DE-10 and Pistoleers

RAMBOW
Wed May 04, 2005 11:20 am
#14

Is root over powered? Probably, atleast to jedi/melee. But without Root, what Tactics do pistoleers have? an Intimidate shot that doesnt seem to make much difference at all, A disarm shot that only works some of the time We would be back to bodyshot spam without tactics.


Balance is everything, but if everything is completely balanced, there is no tactics.





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Mahonri Disciple #2: The Dusk
RAMBOW
Wed May 04, 2005 3:34 pm
#15






DanoCollins wrote:





RAMBOW wrote:

Is root over powered? Probably, atleast to jedi/melee. But without Root, what Tactics do pistoleers have? an Intimidate shot that doesnt seem to make much difference at all, A disarm shot that only works some of the time We would be back to bodyshot spam without tactics.


Balance is everything, but if everything is completely balanced, there is no tactics.







It may be viewed as overpowered, or not...but it has no balance-out right now.


When a combo prof like Master Pistols, and Smuggler...Concussion and Stopping Shot work very well...and if you add 2 more people to a group, you can alternate these roots and the enemy will never be able to move an inch.


This tactic (is awesome in a way, but) is overpowered because it has no break....and any break would be useless, because the next group member can stick another root, and if broken, the next will stick it, and so on and so on, until the enemy is toast.


Again, this was the only way an NPC like Mellichae can be killed, and that is no fair for any melee prof.







the the solution is simple, add a Root Timer, much like the KD timer back when people would just spam charge shot non stop.



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00153831321133700
-Rave Lupine-
Mahonri Disciple #2: The Dusk
DanoCollins
Wed May 04, 2005 4:00 pm
#16






RAMBOW wrote:





DanoCollins wrote:





RAMBOW wrote:

Is root over powered? Probably, atleast to jedi/melee. But without Root, what Tactics do pistoleers have? an Intimidate shot that doesnt seem to make much difference at all, A disarm shot that only works some of the time We would be back to bodyshot spam without tactics.


Balance is everything, but if everything is completely balanced, there is no tactics.







It may be viewed as overpowered, or not...but it has no balance-out right now.


When a combo prof like Master Pistols, and Smuggler...Concussion and Stopping Shot work very well...and if you add 2 more people to a group, you can alternate these roots and the enemy will never be able to move an inch.


This tactic (is awesome in a way, but) is overpowered because it has no break....and any break would be useless, because the next group member can stick another root, and if broken, the next will stick it, and so on and so on, until the enemy is toast.


Again, this was the only way an NPC like Mellichae can be killed, and that is no fair for any melee prof.







the the solution is simple, add a Root Timer, much like the KD timer back when people would just spam charge shot non stop.





After the timer expired, couldn't another member of the group stick it? The timer would have to be an immunity timer on the target for it to work.



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Wraithwind_Praetoria
Wed May 04, 2005 4:45 pm
#17

Actualy root is the best thing to happen to pistoleers. I have been a pistoleer sinceSWG first hit the stores. I have not played any other profession but have dabbled in others to make it a little better. ROOT is not overpowered, if it was i would win all of my duels andI wouldn't die in PVP. This is not even remotely the case. As far as PVE, you have so many creatures agroing you at once if you are grouped that root though its effective on single creatures is realy just a way to delay being attacked from multiple creatures at once. How is this overpowerd? I have hunted in multiple groups post cu and find that combat is now fun and engaging being a pistoleer. Root is only one of many tools and its a good one, but it is by no means "uber".
najib
Wed May 04, 2005 6:03 pm
#18

When i finally mastered pistoleer my DE-10 was a sort of right of passage into the master box sort of like a jedi building his saber.

I think a weapon like that should at least be USABLE in combat. I put too much time and effort into mine to see it turn into this n00b piece of crap with an ADK on it.



I do not aim with my hand; he who aims with his hand has forgotten the face of his father.
I aim with my eye.
I do not shoot with my hand; he who shoots with his hand has forgotten the face of his father.
I shoot with my mind.
I do not kill with my gun; he who kills with his gun has forgotten the face of his father.
I kill with my heart. --The Gunslinger's Creed
SHADOWFIRE:Najib-=-Master Smuggler/ FD Avenger/ Gunslinger
Legion24
Wed May 04, 2005 9:24 pm
#19






LordMaxx wrote:
I did...they only answered the first part...I have asked for a clarification and answer to the second part...

It does seem the DX2 and Republic, and even FWG5 are going to be the iconic pistols for pistoleers.




Personnaly I think this is bad judgement on the part of the Devs. Lets look at the DE-10. The size of it says it all. Thats one BAD looking pistol, it TOTALY identifies our proffesion. The size and pre-cu power said it all. The dx2 and republic guns look like weenie guns. The dx2 is sooo small, im amazed my trando can even hold the thing. The republic blaster looks like a squirt gun froma bad 70's sci fi filmor something. The FWG5 i do like and enjoy but its appearance does not stand out as much as the DE-10. The DE-10 is hands down by far most of our favorite weapon. The other proffesions are getting unique guns that look cool for the master skill box while ours our plain jane generic. POOR US PISTOLEERS
Eakon
Wed May 04, 2005 10:35 pm
#20

all I know is the DE-10 I spent months on 750+ max damage cost millions to make had the cool bolts ect now looks stupid does 100 less dps than the republic blaster I payed 200k for as a grinding gun for a friend and shoots red. The DE-10 was the reason I was master pistoleer instead os usign soem points towards medic pre cu.



Eakon Igipee Master Pistoleer Bounty Hunter -
Yun Yuuzhon Lightsaber Totin fish
Northland Alliance, New Banir Rori
_Crash_
Thu May 05, 2005 1:19 am
#21

This sounds very bad. First of all of all the templates I tried, pistoleer templates were the weakest. I do no damage, can spam critical shot with my DE-10 that is 950 damage and it will not do any damage to brawlers.. and rooting ranged people doesnt help much since both carbineers and riflemen have much higher attacks than we do.


To be honest, pistols are not really good for anything except finding a way to run and hide. Rooting was something that allowed us to survive in some situations, barely. On test center it was alltogether different. There was a time where BH/Pistoleer was very powerful in test center. However now most of the times I can spam critical shot on a target and they will regenerate faster than I can damage them. However most of the melee including pikemen and heavy swordsman can still incap you in 1-2 shots. Rooting was the only thing between us and instant death.


I played a Pikeman heavy swordsman to test it out and I could kill most everyone except a good ranged person who had rooting abilities, and I could still kill them most of the time. I admit that the first few times I got rooted, it sucked and made me angry, but I did not want to be a brawler anyway. I was a pistoller before and I am a pistoller now. The fact is that most of us cannot do enough damage to actually incapacitate a player as it is. If they remove our evasion and control specials or even significantly nerf them the I swear that it will be a Melee for all just like it was before. Rooting is the only thing that stands between making things balanced again and reversing things like they were before, giving melee all the glory and making rilfeman the only viable ranged profession.


The most powerful templates as it is include rifleman or heavy sword already, so it looks like power wins all the time. One reason is becuase our mezzing and crowd control capabilities are already fairly weak in addition to the fact that we simply cant do any damage to our targets for many templates. Maybe we will just have to face the fact that pistols and ranged people in general will always be the red headed step children of the everquest devs.
_Crash_
Thu May 05, 2005 1:41 am
#22

Just so you know.... today at the starport there was a level58 pikeman/(dont know) who was destroying all ranged templates at the starport. Roots were nothing but a delay on the inevitable 1-2 shot kill. People could do no damage. My template was MBH/Mpistol/0400 like it was on test center. I was master smuggler/master pistolleer yesterday and found that I could not win ANY duels becuase I could not do ANY damage to ANYONE. (using 850 damage DE-10, previously I said my DE-10 was 950 but I misquoted)


Since I really cant do that much more damage with MBH using critical, then i am going back to my smuggler/pistoller template tomarrow. I know that by going all pistols I will be pretty much eliminating myself from being able to engage in PVP but at least I will have the roleplay element. If they nerf rooting for us then they will seriously ruin any chance the profession had at being viable in groups too (we already cant do damage). The big problem is the riflemen and and carbineers who dabble in pistols for the roots only and use it with their weapons It would be like if we could cover and snipershot with our pistol, but wait that is a rifle only move so they are ok.

riotcontrol
Thu May 05, 2005 1:50 am
#23


LordMaxx wrote:
I would expect many pistoleers to be happy with the system as it is...those who win are often very happy...Rifleman and swordsman were PLENTY happy before the CU...Im sure they didnt care for their professions being changed in anyway...but we have to face the fact that if something is unbalancing (say 3 MBH/Pistoleer/Riflemen) perma rooting a jedi and cutting him down could hurt combat in general...what will they do? I dont know...maybe I should start a suggestion thread...or maybe we should just wait to see what they decide to do with it.




What exactly is wrong with ranged professions being viable in a Star Wars game? Melee professions will still win if the fight is in closed quarters or very probably win in an urban landscape with a lot of places to hide.

The only thing root really does is giving an edge over a melee profession in a huge open field. Which is exactly how it should be. They'll kill you if they catch you at close range. And you'll kill them (possibly) if you catch them at a distance. Different uses for different professions.



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wieland argosy <gunslinger>
mpsaro
Thu May 05, 2005 2:24 am
#24






Wraithwind_Praetoria wrote:
Actualy root is the best thing to happen to pistoleers. I have been a pistoleer sinceSWG first hit the stores. I have not played any other profession but have dabbled in others to make it a little better. ROOT is not overpowered, if it was i would win all of my duels andI wouldn't die in PVP. This is not even remotely the case. As far as PVE, you have so many creatures agroing you at once if you are grouped that root though its effective on single creatures is realy just a way to delay being attacked from multiple creatures at once. How is this overpowerd? I have hunted in multiple groups post cu and find that combat is now fun and engaging being a pistoleer. Root is only one of many tools and its a good one, but it is by no means "uber".






QFE


And to add more to Wraithwind's response, being a BH/pistoleer/master marksmanmyself on live, in the last few days i've completed roughly 20 boutnies(all marks have been 170k-225k) and using stopping shot for the root effect half the time either:


-never worked (target resists attack)


- or missed.


I would then have to wait for it to refresh which takes a good while especially in a 1vs1 fight


When it did work, however, it was not as if i could just sit back and destroy the target. Stoppingshot/root isnt as overpowered as a lot of people are making it out to be and as such, i'd be disappointed if it was hit with a nerf.


Once my target was rooted, a lot of times the jedi would saber throw me which hits for a good deal of dmg, and (correct me if i'm wrong) has a range of at least 30m. Similarly, they (the jedi) could in turn root me from a distance.


But now,to the crux of the issue; multiple players (3-4) spamming stoppingshot on one target for "constant-root". (lol)


Sure, at present, ganksquads can really overwhelm a single jedi/non-jedi by using the above technique and i agree, just as paralyzed (cm skill)was fixed so that once the target takes dmg, they're "unfrozen", the same should happen to stopping shot/rooting.


Or, as someone else said in this thread, a timer should be implemented so that a person can not be rooted more than once in half a minute or whatever.


Just a few thoughts.



g\mikezorg\

Giftmacher
Thu May 05, 2005 3:42 am
#25






LordMaxx wrote:

"We're currently looking at roots in general and will be making adjustements shortly."

so expect changes soon.




That sounds ominous, should we expect the worst? I love our new crowd control skills but this gives me that sinking feeling.


Gift.


BadgerSmaker
Thu May 05, 2005 3:51 am
#26

The 48 second timer on stopping shot seems fine, they just need to remove the ability for multiple playersto stack stopping shot, so that you would get a +No Effect+ floaty message when a second player sticks stopping shot on a mob/player that is already effected by this state, or even better have it cancel out the root completely the way KD used to work.


I'm not too sure about having a delay after being effected by stopping shot though. If you have that then you are in the situation wherewe can only use stopping shot once in a fight, you could however have it produce dimishing returns every time you use it on the same target, say for instance giving a reduction in the root time or a higher chance to resist once a target has recovered from the first root.




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