Pistoleer Archive
Thread: Anyone with insight or knowledge of future of Pistoleer
Well if it stays true to form we will only be able to craft giraffes. And all the other animals will have a tiny hole in them and not work.
BeWary wrote:
Darth-Kevlar wrote:
Amd I'm still waiting to see the devs state something like "you are supposed to be..." or "when it comes to combat your profession has the role of...." with a accurate description. I'm not expecting to get any information on the CURB inner mechanics or any data on new skills skills. I Just want to know whatmy role issupposed to be in the combat field. And until this moment, I have got nothing ...
I can say as one of the sandbox team that there is a reason so little info has come out. The changes are so sweeping, that to simply make a statement like " Pistoleers are the new baloon animal crafters, their role will be to craft baloon animals" raises more questions than it answers. " Baloon animals? what do they do?" " Who else uses them?" etc, etc.
I have seen statements like " Your role is..." and " your primary abilities are..." from the devs and it looks good so far.
NDA in full effect, but trust me anything we can share we will. Maxx is on top of it.
GreatWhiteColey wrote:
Look at the last couple of publishes that have come out, and the next one that is supposed to be coming out really soon. They have done good on those, hell they even fixed the rubberbanding effect within a week, that has to be a record or something.
Thanks.
Uthyr wrote:
I agree that pistoleers shouldn't have the same damage per shot as a rifleman. That would make no sense at all considering that rifles should be able to hold more powerful loads (and fire them more accurately). However, I don't feel it is unreasonable to say that we would have the samedamage per second (or maybe per battle) as a rifleman (or any other profession), given the constraints of the types of damage that each profession is supposed to be able to deal.
A better way to think about this might be in terms of the ratio of damage inflicted by a pistoleer to the damage received from attackers. If pistoleers dealt low damage, but were very resistant to taking damage (because of dodge, melee defense, mobility while firing, damage mitigation, etc), then we would (theoretically, all other things being equal) be just as viable in combat as a profession with high damage but low defenses. We could stay in a fight longer, and therefore deal more damage over the long haul before we got killed. We all know this isn't how it works now, but hopefully we'll see a change in that direction with the CURB.
Very well put, Uthyr, as always! That's exactly how I think.
Pistoleers shouldn't match a Rifleman's Damage Per Shot, or Damage Per Second, but their longevity in a battle should be greater, I think. Higher defenses and higher survival rate means more damage over time, because we're around longer in the thick of the fight.
RenKesson wrote:
Pistoleers shouldn't match a Rifleman's Damage Per Shot, or Damage Per Second, but their longevity in a battle should be greater, I think. Higher defenses and higher survival rate means more damage over time, because we're around longer in the thick of the fight.
Pretty please with sugar on top.
Message Edited by GreatWhiteColey on 02-04-2005 08:04 PM