Pistoleer Archive

Thread: Whatever Happenned to Double Wielding Pistols for Pistoleers!!!!!!!

WarWidow
Mon May 23, 2005 3:25 pm
#14

Easy way to add this skill in:

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?





Seita: "The Iron Maiden" Loyal Imperial Panzer.
Shadmare: old school Master Creature Handler (semi-retired).

3+ year Scylla veteran (8/03). Vanguard here I come!
Served: LOD/MOD/MODSF/AEDI/DTOS/KV
Mayge
Tue May 24, 2005 1:47 pm
#15

I'd have to say I was definately stronger pre-CU. But I think everyone was.


Before, as a Master Pistoleer with BH pistols and misc., with buffs and ubese I could solo an enraged rancor nest without breaking a sweat. Now, things that used to take me 2 seconds to kill take a minute to fight. But I think this is all just the CU balancing everything out, as soloing tought mobs is impossible for most people now. I think some of the new specials are better, but I also miss some of my old ones. I kinda wish they would have just fixed and added to the old ones instead of swapping em all out. I miss Stopping Shot



zl|\|\|lz
MAYGE
aibo220
Tue May 24, 2005 2:33 pm
#16

Yup...

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.



"What a piece of 5|-|17 I returned to." [ Tiphini ]
/cough "Damn book." /cough

BadgerSmaker
Tue May 24, 2005 2:45 pm
#17

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.


As for guns, I've got some quite nice new ones now, I especially like my Trando pistol.


The old game was completely unbalanced and broken, I'm having a lot more fun in the CU and hope it all works out alright for all professions.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
GhostInAShell
Wed May 25, 2005 3:50 pm
#18

Who COULDN'T solo a rancor nest with buffs and armor pre-CU? A Master Pistoleer combined with a back-up elite profession like Master Bounty Hunter is a tricky figure now. Sure, anyone can use those tricks, but not with the speed and finesse that we can, and that's the niche. People are complaining that our specials aren't specific to Pistols anymore, but none of them can dump the kind of damage in a short term the way we can, and none can adapt mid-combat with the speed we can. You've just got to play to our strengths.


I'd like to see some further defining of niches to be sure, but I think that's in the works. Riflemen are NOT going to be a force at point-blank range for long, I'm certain. All I know is that when I step out into the world of SWG, I feel like a space-cowboy now, and that's what I was looking for.
Sparkalot
Thu May 26, 2005 3:42 am
#19


So here's my stance on the whole double wielding idea and you can take it for what it is. I think any and I do mean any weapon that can be wielded in one hand, we should be able to wield two of. So yes, I think fencer, the other small arms using combat profession should be allowed to duel wield as well, along with tks should be allowed to put a Blaster Fist in one hand and a Knuckles of Katarn in the other.

Their are other professions out there that can dump easily twice as much damage with okay made weapons, vice I have to get my pistols made with krayt tissues by a 12 point weaponsmithin them just to stand a chance at doing 550 dps. Look at it this way. In all fairness, damage itself wouldn't go up, but dps would, since you would have a second weapon that would allow you to attack while the other is at rest. Yes, I understand dps eventually equates to damage as a whole, but let's be honest, a cl 80 Commando wielding commando weaps goes toe-to-toe against a cl 80 Pistoleer wielding whatever pistol he chooses and let's see who wins, when a commando can poor on over 800 dps with a decent plasma flamer.

Of course, I also have plans on how to make it a little fair to all that want to cry, moan, groan or just complain about the idea of duel wielding. There would be penalties associated with wielding two weapons at the same time. Your accuracy might drop because now you have two sight pictures to contend with, as might your melee defense since now you don't have that free hand to knock away close range baddies. Speed would increase, but as everyone knows about speed now past CU, speed may not kill you, but when the action bar is gone you aren't doing anything accept standing there and taking it and trying to find the closest bit of spice, food, drink or doc to buff it back up to a usable level.

So there's my ideas and thoughts on duel wielding. If you don't like them.........I don't care.



Kadaan Gorum - Corbantis
*Elder Jedi - Smuggler Retired*
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Rhu
Thu May 26, 2005 1:39 pm
#20

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.


Brutus_TOD
Thu May 26, 2005 2:11 pm
#21






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!



Potentis Veritas
Master Bounty Hunter

Supremus
Master Smuggler
Mayor of Bandits Hideout

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Shin-Ryu
Fri May 27, 2005 8:59 am
#22

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?...





I am a Pre-CU player and I approve this message.

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Shin-Ryu
Elder Jedi

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SigilW
Sun May 29, 2005 9:22 pm
#23

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.


BadChef
Sun May 29, 2005 9:58 pm
#24

Would be cheesey, but real fun haveing two intimidators.




xfire name: thachef
__________
BadChef: Smuggler
XonarIII
Mon May 30, 2005 1:04 am
#25

I'd drop MBH to get pistoleer if i could wield 2 pistols!



Chilastra:
XonarIII
Master Commando/Master SL

:
Leshel Far-Star
Master Rifleman/Master Ranger/Master Scout
Brutus_TOD
Tue Jun 14, 2005 2:11 pm
#26






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!



Potentis Veritas
Master Bounty Hunter

Supremus
Master Smuggler
Mayor of Bandits Hideout

UNDERWORLD MINI-MALL:
Bandits Hideout, Tatooine (-4476, 5882)
Spices / Modded Armor & Clothes / Loot Vendors
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