Pistoleer Archive
Thread: I LOVE PISTOLS
BadgerSmaker
Fri Jan 28, 2005 9:19 am
#14
RenKesson wrote:
Oh, one other thing. I do have BH Pistols, but the only specials I used in the fight were HS1, HS2, Suppression Fire, and Stopping Shot. Yay me!
That makes you super 1337 in my book. 
"I could Eye Shot you to death... but that would be all too easy..."
I use Fan Shot in PvP as I'm not speedcapped...
Nifty
Fri Jan 28, 2005 9:21 am
#15
Kiting is in the original game design before the game even was in beta.
Ranged > Melee in open areas. It was said Ranged should flat out destroy Melee in open areas.
Ranged < Melee in closed areas. It was said Melee should flat out Destroy ranged if the ranged guy can't get away.
BadgerSmaker
Fri Jan 28, 2005 9:24 am
#17
I picked up on a comment by a Dev on the CURB that they are looking to get the max range extended beyond 64m.
I imagine 128 max range would be quite useful and would lend itself more to pitched battles across open areas.
This game has so much potential... I guess it's why we're all still here eh?
PercyBlackdragon
Fri Jan 28, 2005 9:28 am
#18
I bet the pistoleer range wont get to much farther, but any more range will be a good thing.
BadgerSmaker
Fri Jan 28, 2005 9:31 am
#19
Mmm, I'd imagine extended range would lend itself more towards a rifleman trait. One can but hope.
RenKesson
Fri Jan 28, 2005 9:34 am
#20
Yeah, imagine having to cross a 100m battlefield, dodging enemy sniper fire, just to get close enough to rain hellish flurries of Pistoleer fury on those Mind-spamming Riflemen! It'd be like running a gauntlet, and many would fall, but those who made it within that 30m range, would just rip those T21s new ones all around!
Oh, it gets me all excited just thinking about it! I love our profession!
PercyBlackdragon
Fri Jan 28, 2005 9:38 am
#21
If they would just up the range modifiers and lowered the melee range of the lunges I think I'd still be ok with 64m
BadgerSmaker
Fri Jan 28, 2005 9:39 am
#22
The way I see it, at 128 max range theres a whole new game to be played.
Nifty
Fri Jan 28, 2005 9:55 am
#25
Actually, I'm just here because I don't feel like working today.
(then again, it's taken me about 15 mins to work on this msg because of work!)
Oh, and I think the CURB might make the ground game fun again. So yeah. 
Imagine this... the CURB balances out the master professions against each other so all are viable alone. meaning 92 skill points gets you a master elite weapon prof and you're just as viable as the next guy who spent 92 points on another prof, regardless of melee/ranged. Now, depending on the circumstances, you might get owned by the other type or you might own them. For another 92 skill points though, you could be set in both open area combat (ranged goodness) or close quarters action (melee goodness.) That still leaves ya 56 skill points to make your character even better in one or the other areas (if you give the dev chat any credence about the way stacking might be working after the CURB) or by adding in some other stuff like medic, commando, smuggler, whatever.
Sure we see pistoleer/fencers now (not as much since template skillstacking was capped) but we don't see them for the reason of being good at ranged and melee.
By balancing the elite profs, you'll drastically reduce cookie cutter and FOTM classes. a Pistoleer will be as viable as a TKM and a Pistoleer/TKM will be as viable as a Rifle/Polearm, but better than the pure profs.
Of course, given meditation, novice TKA will still prolly be the most taken elite novice box in the game, and TKA 4000 the most popular branch in the game. 
Woodenshadow
Fri Jan 28, 2005 9:26 pm
#26
i've killed more people in pvp than i ever did with tkm or swords (the only other combat professions i've mastered) pistols rocks. I like to have a little melee though,even one tree, in case some one out guns you.