Pistoleer Archive

Thread: DE-10 vs Razor Knucklers WTS(sith)

KaylBreinhar
Mon Apr 19, 2004 7:01 pm
#14






Raptor2k1 wrote:





You can't give a freakin' pistol ap2







Why not? Too out-of-the-box for you?






No- probably it's too threatening to his template.


OHNO IF THEY MAKE AN AP2 PISTOL I MIGHT NOT JUSTLAUGH ANYMORE WHENEVER I SEE A MASTER GUNFIGHTER!!!


30m CAPPED range with an ideal range around 16m. AP2/Cold. 4-6 speed. Stop complaining, your CM/Rifleman templates will have us dead long before we get within a 30m radius, and with a 16m effective range melee templates are within striking distance. Used COMPETENTLY this would be an excellent PvP weapon. Used stupidly, and it wouldn't be.



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
Keito_Temreh
Mon Apr 19, 2004 7:52 pm
#15

On another note capped ranges for pistols is a retarded idea, we all know logice dictate that blaster bolt isnt going to dissipate at 30m. However over 30m it will be VERY inaccurate and unlikely to hit its target which btw we already have as a penalty in pistoleer. My avg accuracy at 64m is around 2-10 total if its not in the negatives.



Keito Tarmeh Master Bounty Hunter/Master Pistoleer Valcyn : Retired
Brant Hogan Master Combat Medic/Master Carbineer Bloodfin : Retired
Notam Vavaso Master Pilot/Master Carbineer/Master Bounty Hunter Chilastra : Active
Raptor2k1
Mon Apr 19, 2004 9:47 pm
#16

Personally, I'd prefer to cap range at closer to 48m on an AP2, like with the Geonosian blaster, but I'd advocate making ideal range under 30m, with it suffering really heavily at 48m (and when I say heavily, I'm talking in the -100 range.)

The capped range I'd personally consider a balancing factor, as it makes the weapon more appropriate for the combat it's designed for (for arguments sake, just assume that any shots beyond 32-48m are always a miss.)



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Gundarkfarmer
Tue Apr 20, 2004 2:19 am
#17

The DE-10 is currently AP1/Energy on Test. It has changed from the first, and is most likly to change again. I would love to see this as an AP2 weapon with speed 3.5ish, after all, there are pistols in the CANON sw that boarders to carbines like the BlasTech Thunderer.



// Hawi Carrod - Master Smuggler - Dewback farmer, Northstar Alliance, Naboo.
// Master Smuggler/Master Pistoleer/0440 Carbineer, Master Privateer
//
// Remember all: IT'S A TRAP!!

Squidwalker
Tue Apr 20, 2004 9:48 am
#18

I agree, lets make it cold damage. Kenetic is done with all the melee folks. Cold is only done with one of the rifles, I rarely see being used. And cold is a type that is rarely resisted. So if they made it really good dmg ratings, decent speed, and cold, I would be OK with not AP.


BUT, there is no good reason why there can't be an AP2 pistol in StarWars. I also have many of the EU material, ships, planets, weapons and equipment. There are all kinds of stuff out there already that Lucas Inc has created for Starwars. And its nastier then anything we have in the game now. Hell I have the BH compendium for the old West End games RPG of Starwars. It has some pretty cool, nasty and effective stuff in it.


I don't see why there can't be just one AP2 pistol. Just like there is one AP3 rifle.



SO lets petetion to make it Cold, way improve the damage and wound stats, the speed isn't real bad, I saw stats on one that had 3.3 speed. And at least OK HAM stats. If we want to push it, get AP1 maybe AP2. But honestly with cold, what armor protects from cold? None I'm aware of.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Seekalaei
Tue Apr 20, 2004 10:04 am
#19


Well.


TKAs have one weapon as it stands now. Vibro Knucklers. VKs do Kinetic. Woohoo! Or we can use our bare knuckles.


Pistoleers already have multiple options.Striker does Kinetic, Tangle does Stun, FWG5 does Heat, DX2 does Acid at AP1, Republic doing Energy at AP1.. shall I go on? Let's not forget the Genosian Blaster..



Either way Ter ol' buddy, this is one battle I am not willing to fight. Heck, I could care less about fixing the potential DE-10. What good would it do us if all we can do is spam the same 4 specials?


Fix the goddamn profession, and **edit** the looted crap they give giving us to dissuade from fixing any real issues. Fix the profession, then ask for some love for the DE-10.


However, comparing TKA weapons to Pistols is ludicrous! We as TKAs have nothing. Granted, our profession works pretty well, but one little gift in the RKs isn't going to hurt anyone.


Message Edited by Seekalaei on 04-20-2004 01:05 PM



Lt. Seekealei of Bria
Brawlin' TKM with a Pike
Rebel Underground
I'm not really Rebel, I just play one in a video game.


Spike7913
Tue Apr 20, 2004 11:48 am
#20






Seekalaei wrote:


Well.


TKAs have one weapon as it stands now. Vibro Knucklers. VKs do Kinetic. Woohoo! Or we can use our bare knuckles.


Pistoleers already have multiple options.Striker does Kinetic, Tangle does Stun, FWG5 does Heat, DX2 does Acid at AP1, Republic doing Energy at AP1.. shall I go on? Let's not forget the Genosian Blaster..





TK's do need more damage types, i guess. Even though they are the best balanced profession i have seen.


as for the pistols,


Striker: not worth it.


Tangle: possiblly good.


FWG5: fast, but usually don't hit so hard.


DX2: interesting gun, AP and acid, not many things are protected from it, and many things are vulnerable to it. the damage is good, but speed and accuracyare issues


Rep: if you can find a good one, these are sometimes a good investment


Geonosian: i like the looted ones better than the crafted ones, why? two reasons, 1) looted ones are free, 2) looted ham costsare extremely low, while crafted can be pretty high. that being so crafted ones are extremely rare.





Skippy

yup, back to oasis



FatesTheatre
Tue Apr 20, 2004 12:53 pm
#21

I'd be cool if it was ap2 but it would need to be a close range pistol. Most of our stuff can hit decently from well beyond the ideal range. Maybe a real up close pistol(accuracy on par w/pre nerf DX2's on the up close, capped at 48m ala Tangle/Genosian).

As far as damage type goes, we do have the most of any profession, but another ap1 energy pistol is a bit overdone, my republic blaster is a great gun. This one shoots blue bolts only real difference I see and probably not worth the price I'm sure they'll go for.



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Randonb
Tue Apr 20, 2004 8:52 pm
#22

Nothing to report yet, other than that I've already passed all of this on.


It's looking like we are intended to make up for our lack of AP with a variety of damage types, so I'm not sure how likely an AP2 pistol is in the future. Unfortunately, it's hard to make up for a lack of armor piercing againstsome high level content no matter what damage type you use.In addition, the developers don't want damage types to become too watered down. We'll see what we can get.


Our current damage types:



1) Energy (usually Republic Blaster or Modified Republic Blaster)

2) Heat (FWG5 or Featherweight FWG5)

3) Acid (DX2)

4) Stun (this is iffy.. a decent Tangle is hard to find, and a Geonosian Blaster of any quality is even harder)


Some say we have Kinetic. That's technically true, because we have the Striker Pistol. Unfortunately, this pisol is so weak that it's almost impossible to find a target worth using it on.





"...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)
Oasa
Tue Apr 20, 2004 9:08 pm
#23

Incidently... in SW... they have laser guns. ATM, we (in RL) have no laser guns (portable at least ^_^)


Right now... they have pistols that load bullets into the gun so fast the bullets are literally right behind each other. This is all done electronically and what not. It has a clip of I THINK 7 bullets and is still very much in testing etc as there are less than a dozen. Point being- these guns, while not high caliber (size of the bullet) will eventually work their way through the heaviest of armor because they all hit in the exact same spot, without time for the target to really move (remember bullets are moving above the speed of sound)


My point here is that if now, without the ability to create compact and portable laser weapons, we can still create heavy armor piercing weapons. I'm sure the DEV's don't know this. If this could be passed on to them via you RandomB, I'm 100% sure... without any doubt in my mind... NONE... that they won't give a flying crap. But its worth a try.


Just a little education for my fellow pistoleer friends





--Proud Defender of Logic and Reasoning Everywhere.--
Heltain
Tue Apr 20, 2004 9:27 pm
#24

We need an AP2 pistol and i'm pretty sure every developer who has ever played the game would know this. They probably just need to look at the spread of players in the combat professions to see which one work and which one don't.
We got no state effects on our attacks, we're slower at master than a rifle dude, we really don't have more damage types if you count acess for non hardcore players or even compare us to the other ranged combat professions ...
I find it hard to imagine that the developers aren't seeing the problems pistoleers have.
Seekalaei
Wed Apr 21, 2004 12:02 am
#25






Spike7913 wrote:





Seekalaei wrote:


Well.


TKAs have one weapon as it stands now. Vibro Knucklers. VKs do Kinetic. Woohoo! Or we can use our bare knuckles.


Pistoleers already have multiple options.Striker does Kinetic, Tangle does Stun, FWG5 does Heat, DX2 does Acid at AP1, Republic doing Energy at AP1.. shall I go on? Let's not forget the Genosian Blaster..





TK's do need more damage types, i guess. Even though they are the best balanced profession i have seen.


as for the pistols,


Striker: not worth it.


Tangle: possiblly good.


FWG5: fast, but usually don't hit so hard.


DX2: interesting gun, AP and acid, not many things are protected from it, and many things are vulnerable to it. the damage is good, but speed and accuracyare issues


Rep: if you can find a good one, these are sometimes a good investment


Geonosian: i like the looted ones better than the crafted ones, why? two reasons, 1) looted ones are free, 2) looted ham costsare extremely low, while crafted can be pretty high. that being so crafted ones are extremely rare.









Very good summary. Striker can be worth using at Master, especially with a good damage slice and a 33% dmg pup. Not bad, even against Nightsisters.. Tangles were very good considering until the Geonosians came along.


Bottom line is, the DX2 is about the only gun in our arsenal that could use a little better accuracy for Novice Pistoleers.


I love TKA, but I also love Pistoleer. I just think there would be no reason to complain about armor piercing if even half our specials worked as advertised.




Lt. Seekealei of Bria
Brawlin' TKM with a Pike
Rebel Underground
I'm not really Rebel, I just play one in a video game.


SithSaberMaster
Wed Apr 21, 2004 5:31 am
#26

Who says a pistol can't be ap2?? HA! In real life ever hear a pistol called the Desert Eagle with .50 cal round? Lol you stand there in your kevlar and let me blast you in the chest with a DE from about 10 feet away........it won't be pretty.

I think the Dev's should give us one ap2 weapon.....it should be high energy damage with a slower rate of fire.



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