Pistoleer Archive
Thread: Whatever Happenned to Double Wielding Pistols for Pistoleers!!!!!!!
Master only certified ability for Pistoleer.
Pistol Speed reduced by 25.
Pistol Acc reduced by 25.
Gunfighter special quest to unlock ability.
Class 80 combat rating.
Jango Fett...Duel Pistols! Why not us?
Pre-CD we were much stronger. Not RM strong or TKM strong, but strong and capable of holding our own.
And we could out-do a RM or TKM if we have top of line gear and knew what we were doing.
Post-CD... Pistoleer is worse off. Everything is worse off though so it's not that bad. What's unfortunate though is that we lost what made us pistoleers. Pre-CD, we had specials that were only available to US and a broad selection of weapons to choose from. Now anyone can dabble into our professian and take our specials.
Also, what I always found unique about pistols ingame is that we had 3 other professians aside MP to farther better ourselves. Smuggler, Novice Commando, BH... Aside from MP you can dabble or master any of those 3 seperate professians to get even more out of MP as where other professians were limited in being able to farther their weapon choice. But now we don't have that as those extensions are available to anyone.
And again... We lost our broad selection of pistols. Before we had DE-10, FWG, Scatter, Geo Pistol, Launcher Pistol and a few others I can't think of right now to choose from. All were equally valuable in combat and had distinct advantages and disadvantages. Now though we have maybe 3 guns to choose from with the only variance being DPS or max damage as where before we had AP and damage type to look at.
Ahh, well yes everyone was invincable pre CU.... I don't actually miss that, things were getting a bit boring.
But Pistoleer is definately better off. The CU has unlocked PvE for me that previously wasnt worth me taking part in, andit is no longer a complete waste of my time to use any pistoleer specials while out hunting with my guild.
It was better for me just to be a meat shield tank and heal myself while the Rifleman and Swordsman did all the work taking down a targets mind... oh I could stack poison and disease so I did have a use. ![]()
There would be plenty of ways to balance dual wielding pistols that wouldn't be game breaking.
One way would be to simply disallow specials while two pistols are equipped.
Another would be to have the player designate which pistol is the 'main' pistol and which one is the 'off hand' pistol, and only have specials performed with the main pistol. The secondary pistol would just spam the standard /attack.
Yet another methodology that might be employed to assure that dual wielding pistols isn't overpowered would be to have the system assure that the sum of the levels of individual pistols does not exceed the character level--Leaving the players with the choice of wielding two level 40 pistols (finally get some end-game use out of them)! Or, if combined with (1) above, leave the pistoleer with a choice: Use a level 20-something low sac gun as the main hand to keep the target disabled while a CL 54 gun does standard damage, or have the level 54 gun spamming damage specials with the other gun... doing little, if anything to up the pistoleer's dps slightly.
Another balance idea for dual wielding would be to impose penalties on speed and accuracy.
I'm sure there are other ideas that would add balance to the equasion, but to say as someone said above that dual wielding pistols would definatley be overpowered isn't very creative.
The thing that I would think would take the most of the devs' collective time on the matter would be the fact that they would have to develop new artwork and animations to implement this sort of thing. Of course, this thought may have come up entirely because I have no idea what is involved in animating 3d models these days.
Rhu wrote:
There would be plenty of ways to balance dual wielding pistols that wouldn't be game breaking.
One way would be to simply disallow specials while two pistols are equipped.
Another would be to have the player designate which pistol is the 'main' pistol and which one is the 'off hand' pistol, and only have specials performed with the main pistol. The secondary pistol would just spam the standard /attack.
Yet another methodology that might be employed to assure that dual wielding pistols isn't overpowered would be to have the system assure that the sum of the levels of individual pistols does not exceed the character level--Leaving the players with the choice of wielding two level 40 pistols (finally get some end-game use out of them)! Or, if combined with (1) above, leave the pistoleer with a choice: Use a level 20-something low sac gun as the main hand to keep the target disabled while a CL 54 gun does standard damage, or have the level 54 gun spamming damage specials with the other gun... doing little, if anything to up the pistoleer's dps slightly.
Another balance idea for dual wielding would be to impose penalties on speed and accuracy.
I'm sure there are other ideas that would add balance to the equasion, but to say as someone said above that dual wielding pistols would definatley be overpowered isn't very creative.
The thing that I would think would take the most of the devs' collective time on the matter would be the fact that they would have to develop new artwork and animations to implement this sort of thing. Of course, this thought may have come up entirely because I have no idea what is involved in animating 3d models these days.
And God forbid they take any time away from MP speeders development. You know how long Smugglers, BHs, Jedi's, and pistoleers have been asking for those!
This request is getting really old. and some people do not get the hint...
Think about it, you think they will let you have duel wielding without sacrifing accuracy or damage or BOTH???
C'mon, not to be rude about it, butcan you shut up about it already and let it die with the rest of good ideas?...
How could they have balanced dual-wielding? With ease, have "dual pistol" models that generally have the same stats as the current pistols, make it a visual difference only.
Rhu wrote:
There would be plenty of ways to balance dual wielding pistols that wouldn't be game breaking.
One way would be to simply disallow specials while two pistols are equipped.
Another would be to have the player designate which pistol is the 'main' pistol and which one is the 'off hand' pistol, and only have specials performed with the main pistol. The secondary pistol would just spam the standard /attack.
Yet another methodology that might be employed to assure that dual wielding pistols isn't overpowered would be to have the system assure that the sum of the levels of individual pistols does not exceed the character level--Leaving the players with the choice of wielding two level 40 pistols (finally get some end-game use out of them)! Or, if combined with (1) above, leave the pistoleer with a choice: Use a level 20-something low sac gun as the main hand to keep the target disabled while a CL 54 gun does standard damage, or have the level 54 gun spamming damage specials with the other gun... doing little, if anything to up the pistoleer's dps slightly.
Another balance idea for dual wielding would be to impose penalties on speed and accuracy.
I'm sure there are other ideas that would add balance to the equasion, but to say as someone said above that dual wielding pistols would definatley be overpowered isn't very creative.
The thing that I would think would take the most of the devs' collective time on the matter would be the fact that they would have to develop new artwork and animations to implement this sort of thing. Of course, this thought may have come up entirely because I have no idea what is involved in animating 3d models these days.
And God forbid they take any time away from MP speeders development. You know how long Smugglers, BHs, Jedi's, and pistoleers have been asking for those!