Pistoleer Archive

Thread: Status of Pistoleer Specials

Daermoth
Thu Mar 04, 2004 8:05 am
#14

Hehe, come to check on geno pistol stats Prime?



0000000000000000000.Colonel Daermoth Kaetan..0000000000000000000
0000000000000000000.......Bloodfinian, Tester......0000000000000000000

0000000000000000000.........Master Smuggler......0000000000000000000
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0....Always Selling Faction.....0000000000000000000
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Necrothewookie
Thu Mar 04, 2004 8:56 am
#15

disarm shots work great against trandoshans and wookiees with no gloves
lauranna
Thu Mar 04, 2004 9:23 am
#16

nice work Ran....hopfully the devs will hear our pleas to fix the specials.



TEMPEST - Daminan Danzig
PVP Specialist
*RETIRED* Master Weaponsmith

BLOODFIN - Zarick Lotor
(Dark Army) Talus

LOWCA - Illiania Silvercross
House of Resources East of Kadaraa

TARQ - Lauranna De' Lioncourt
electricnomad
Thu Mar 04, 2004 11:02 am
#17

Honestly, I think the ideas that Philosopher1976 presented back in November would be better (and more realistic - some of the suggested fixes you propose are a bit too much). here's that post, word for word:






1) DISARMING SHOT 1 AND DISARMING SHOT 2 DON'T WORK (Reported in AUGUST): These specials do not “disarm” an opponent or do ANYTHING else and are useless in their current forms (the descriptions do not match the special effect). DisarmingShot1 has no special effect -- it just does random HAM damage. Actually, it does LESS DAMAGE THAN THE DEFAULT AUTO ATTACK (when you don’t use a special attack), due to the delay. DisarmingShot2 (Master Pistoleer special) used to be an AOE Knockdown, but now it just does more damage to the person using it (in HAM costs) than it does to the enemy. Please add something useful to these specials, because they are unique signature specials of Pistoleers. In the past we've made a number of suggestions, including making DisarmingShot a ranged Intimidate, making it an ability similar to Panic Shot, or making it "disarm" an opponent by preventing him from equipping any weapon for a certain number of seconds, with a timer. Even hitting the Action bar for a decent amount of damage (say, 2.0 and 3.5 modifiers), at this point, would be worthwhile given that all of our specials tend to hit the Health bar. From our perspective, ANYTHING that is actually useful, at this point, would be welcome. One idea we'd like to take off the table -- Pistoleers are uniformly against the idea of damaging the condition of an opponent's weapon, because we are not interested in griefing other players. Please give us something that helps us kill the enemy, not grief him by destroying his expensive gun.


2) BODYSHOT 3 IS WORSE THAN BODYSHOT 2 (Reported in AUGUST): BodyShot3 (Pistoleer Grips 3) is outperformed by BodyShot2 (Marksman), and has been worse than BodyShot2 since release! We reported this in our first month's report, and it's still not fixed. Since BodyShot3 is the ONLY targeted HAM special in the entire Pistoleer tree, it should be significantly more effective than the special we get in Marksman. Just in case you don't believe us, multiple tests all showed the same results: (+74 pistol speed, 4.0 speed, 17-35 damage CDEF on unarmored, same opponent:


Body Shot 2 = 80.4 avg dmg per shot 1.8s avg delay = 43.8 dmg per second (Marksman skill)


Body Shot 3 = 97.8 avg dmg per shot 2.5s avg delay = 39.0 dmg per second (Pistoleer Grips 3)


We need BodyShot3 to be effective, given that it's our only targeted damage shot. A 3.5x damage modifier, a reduced delay modifier, a state effect added to it, ANYTHING to make it effective for a Pistoleer. As it currently stands, it’s basically useless, and it’s one of our hallmark special attacks.


[...]


4) MULTI TARGET PISTOL SHOT IS BROKEN (Reported in SEPTEMBER): Multi Target Pistol Shot, one of our Master Pistoleer specials, works only sporadically and even then is ineffective. I can't get the special to fire most of time when I've tried to test it, and even when it "works" it is worse than just firing by using the TAB key to move to the next target. As a Master Pistoleer special, it should provide a significant benefit -- right now it rarely works and isn't worth using when it does. Just make this into an AOE attack (since we know that the AOE code actually works) that targets the Health pool, and add a bleed/DoT or state effect. If that isn’t possible, make it a high damage AOE random HAM attack with a useful state effect (knockdown, blind, etc). Maybe even the “attack everyone within 32m” idea that the Combat Dev mentioned would suffice, as long as the code actually worked so we could hit everyone instantaneously. As a Master Pistoleer special, MTPS should be worth using and provide an incentive to climb up the tree instead of just dabbling at the bottom. Pistoleer specials are in general redundant, vanilla, and are seriously lacking without any ranged state effects, ranged knockdown, etc. One way to improve them is to have effective AOE attacks that work, such as MTPS.


5) PISTOL MELEE DEFENSE 2 DOESN'T WORK (Reported in SEPTEMBER): This special currently does nothing -- it doesn't knock down the target, cause a state effect, or do anything else worthwhile ... yet it has a HIGHER HAM cost than Pistol Melee Defense 1, which is a melee knockdown. Right now it causes as much damage to the Pistoleer using the attack as it does to the enemy and is never worth using, as a MELEE range random HAM attack with high HAM cost. Please add the dizzy state effect to this special, so it's worth using as a combo with Melee Defense 1, and lower the HAM cost to be in line with the other pistol specials. Right now this special is totally broken.


6) FANSHOT IS BROKEN ON TESTCENTER: Prior to the last patch, FanShot was yet another useless Pistoleer random HAM attack that had no state effect and spit out the same DPS as Marksman specials. In the last patch, an AOE effect was added to the special, which suddenly made it a useful and unique change-of-pace attack for Pistoleers. Now, on TestCenter, the AOE effect has been removed. Why? Is this a bug? I haven't gotten Correspondent access on TestCenter yet, and you've asked me to write this Report ASAP, so I'm not able to investigate further. If the removal of the AOE effect is intentional, do SOMETHING to FanShot to make it useful. Right now Pistoleer is full of vanilla random HAM attacks that have no state effects and spit out the same or worse damage-per-second as Marksman specials.


7) STOPPING SHOT IS BROKEN (Reported in SEPTEMBER): The description of Stopping Shot is that it stops or incapacitates an opponent in one hit. We get a lot of questions asking if it slows an opponent, if it has a % chance to incap, etc., but all it currently does is spit out random HAM damage with a long delay modifier (it's slow). As currently implemented, StoppingShot is worthless to the average Pistoleer. It does less damage per second than Double Tap (Techniques II Pistoleer), and less damage per second than Roll Shot and Kip Up Shot from Marksman! Actually, it even does less damage over time early on, when compared to Overcharge Shot 1, which you get at NOVICE Marksman! The only folks who find this attack useful are folks who have the BH Pistol line, because they can dabble in Pistoleer and use the borked speed equation (see Gameplay Issue #2, below) to fire this special at the one-second speed cap. Please lower the delay to make this attack better than the Marksman specials for the average Pistoleer -- as we climb our tree, we should get better abilities, not worse ones! Also please add a state effect (like Posture Down) so this special actually stops/slows the enemy, as its description states. Right now, like so many of our attacks, this is just a random HAM attack with no state effects ... which means Pistoleers are better off using BodyShot because at least BodyShot’s damage is hitting a single pool instead of being spread across three (only 55% of random HAM attacks hit health, on average, based on our tests).


8) POINT BLANK AREA 2 IS BROKEN (Reported in SEPTEMBER): It is only hitting one target and not multiple targets -- please fix the area of effect. Also, the damage should be increased to make up for this being a point blank attack -- right now it has a similar DPS to Marksman specials, even though it is not attained until Pistoleer Grips 4 and is limited to melee range. Point blank attacks are so limiting to fast moving ranged combat professions that they need to offer significant benefits in order to be worth the risk of using. Significantly increase the damage on this special, and consider making it an AOE Warning Shot, so it can be useful to a Pistoleer who is being aggroed by multiple creatures.


9) DOUBLE TAP IS WORSE THAN MARKSMAN SPECIALS (Reported in SEPTEMBER): This special, achieved at Pistoleer Techniques 2, is currently outperformed by the Marksman skills that any Pistoleer already has (Kip Up Shot, Roll Shot) in terms of pure DPS. We suggest a damage increase, or a drastic delay decrease so this can become the "quick attack" for low level Pistoleers. If there is something that could be done with this special attack to make it unique, that would also be welcome, since we have so many redundant special attacks that only do random HAM damage (and as you see, far less than they should).


10) POINT BLANK SINGLE 1 IS WORSE THAN MARKSMAN SPECIALS (Reported in SEPTEMBER): This special has the same damage-per-second as Marksman specials, yet is limited to melee range. This special ability offers no advantage to a Pistoleer that acquires it since they could use a non-range limited Marksman attack instead to deal out the same damage. Consider:



  • increasing damage appropriately,
  • decreasing the HAM cost for these specials,
  • or adding a state effect to make it unique and worthwhile.

Please note that pistols are MOST effective at short range already, having a better chance to hit at short range is essentially overkill on accuracy, it needs something more than that to be useful.


11) HEALTHSHOT2 IS BUGGED (Reported in SEPTEMBER): Based on multiple tests (against other players), the wound levels for HealthShot2 are bugged. Each time that HealthShot2 hits an enemy, it has a chance of causing Strength or Constitution wounds. However, if the first HealthShot2 causes 58 Strength wounds, for example, the next HealthShot2 could cause the number of wounds to GO DOWN to, say, 43 or whatever. The wounds can actually DECREASE or increase with each subsequent hit, randomly. If this is supposed to be a way for Pistoleers to cause wounds, each shot should have a chance to cause Strength/Constitution wounds and they should add rather than fluctuate up and down (we think that is a bug). It’s obviously not functioning properly.






http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=24714





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Shadowhand1
Thu Mar 04, 2004 11:29 am
#18

Call me stupid, but what exactly does intimidate do?
vetght
Thu Mar 04, 2004 11:37 am
#19

Great post!!

Keyyotee
Gray03
Thu Mar 04, 2004 11:56 am
#20

Report from Test center - We're effectively reduced to 2 working specials again


Healthshot 1-2 now that they auto hit the Health pool are hands down our best DPS for the vast majority of pistoleers (Some of the really high damage/delay attacks might be better at master+bh pistol or master+speed tapes)


Pistol Melee Defense


All the rest are worthless. Why use random pool attacks with no state/side effects? Why use Health pool targetted attacks with a lower DPS than HS?


Shazeen
Thu Mar 04, 2004 12:55 pm
#21

Great Post RandonB!


The sad thing is though, that this sums up our profession nicely: alot of broken and redundant specials. If they could implement just some of the suggestions you've provided, our profession would be much better off than it is now.






~ Blanchbaca ~ Master Rifleman / Master Chef ~ Flurry || Orim ~ Master Pistoleer / Master Smuggler ~ Scylla ~


Randonb
Thu Mar 04, 2004 1:23 pm
#22
















Here I have listed every Pistoleer Special, and it's status. The broken specials are in Red, the redundant or inadequate specials are in Yellow, and the working specials are in Green. They are listed in no particular order. This system is copied almost exactly from Carbineer Correspondent, novamarine.


You may notice a number of DPS comparisons involving pistol speeds. The pistol speeds mentioned are accurate for a Master Pistoleer with 74 speed. Unfortunately, thespeed numbers arecompletely made up in that the pistols may or may not be available to the player. Most of the speeds listed are either impossible with all but the Scout Blaster schematic (complete with a speed slice and speed powerup) or require Krayt Tissue, and darn good tissue at that. This will make more sense as you read on. The fastest pistol realistically available to most players before slice is between 1.8 and 2.0.






Working Specials: 2

Redundant/Inadequate Specials: 5

Broken Specials: 5


Health Shot 2: A health bleed that deals more damage than Health Shot 1. The initial hit is random HAM, which is and enormous problem and is expected to be fixedin Publish 7. Unfortunately, our bleeds do less than that of Carbineers and Riflemen. The damage is based on the weapon in the player's hands, and they all "tick" at the same speed. Since pistols are supposed to be "weak but fast," we get the short end of the stick. Our speed advantage is negated, and our damage disadvantage is maintained. This disparity is made even worse by armor piercing. (Fix: Either increase the damage or factor weapon speed into bleeds. Apply similar thinking to other professoins.)


Point Blank Single 2: It works as intended, but why would you use it? Our accuracy at point blank range is outstanding, and you get much better results with either Body Shot 2/3 or one of our better random HAM specials. (Fix: Increase damage and add temporary defensive modifiers to justify the additional risk of firing from point blank range.)


Point Blank Area 2: Does not hit multiple targets. Again, why would you use it even if it did? (Fix: Increase damage and add temporary defensive modifiers to justify the additional risk of firing from point blank range. Repair AoE effect.)


Body Shot 3: Works, but not as well as Body Shot 2. The only conditions where BS3 has a higher DPS than BS2 is when the player has +74 pistol speed (Master Pistoleer) and he has a 1.9 speed pistol. The ham costs on BS3 are significantly higher than those of BS2. (Fix: Increase damage multiplier, as was done for Head Shot 3 months ago.)


Double Tap: Technically works, but is inferior to the random HAM Marksman special Kip Up Shot untilthe player isa Master Pistoleer with a 2.0 speed pistol. Even then, you get better DPS with Fan Shot. (Fix: have it target 2 HAM pools at random, but have it divide the damage between the 2 targeted pools.[giving it the potential to land on the same pool twice] Increase damage slightly. Give a chance for a random pool bleed.)


Stopping Shot: Works, but is inferior to Fan Shot until the player is a Master Pistoleer with a 1.2 speed pistol. One could argue that Stopping Shot is good for single targets and Fan Shot is good for multiple targets, but this doesn't hold water. A relatively experienced player should have no trouble aiming the cone effect to avoid unwanted targets. Versus a single target, Body Shot 3 (2.5 multiplier) brings targets down faster than Stopping Shot (5.0 multiplier) unless theMaster Pistoleerhas a 1.3 speed pistol, and even then, it only kills 0.01695% faster. (Fix: Give Stopping Shot a posture change down or other stopping effect.)


Fan Shot: By and large, this special works. It has good DPS as far as Pistoleer Specials go, and has an area effect cone. Our only complaints would be the AoE cone bug thatis present in any similar special:It won't damage targets that are not currently engaged in combat, but it will agro them.(Fix: Fix the AoE bug.)


Pistol Melee Defense 1: Works as intended. It's a melee range (10m) knockdown. (Fix: None needed at this time.)


Pistol Melee Defense 2: The knockdownappears to be bugged. It almost never lands. The special doesn't really do anything. A random HAM melee attack with a high ham cost. (Fix: give Pistol Melee Defense 2 a reliable knockdown & a state effect, such as Stun or Dizzy.)


Multi Target Pistol Shot: A master level special. It attacks all targets within a 32m radius, but there are bugs.It doesn't damage targets that aren't engaged in combat, it fails to attack and clears the combat queue if there is a Line of Sight obstruction to one or more of the targets, and it clears the combat queue when one of the targets is slain. Even so, the combat effectiveness leaves much to be desired. Players even report better results using a single target special and "tabbing through" the targets. Fan Shot has a higher DPS than MTPS until the player is a Master Pistoleer with a 1.1 speed pistol. Since it is so easy to line up a Cone effect with Fan Shot, the 32m Sphere effect of MTPS just isn't valuable in it's current state, even if it worked like it was supposed to. (Fix:fix the aforementioned bugsand either increase the damage multiplier, or make it health damage. Consider adding a state effect or DoT.)


Disarming Shot 1: Doesn't do anything worthwhile. A low damage, random HAM special. It's double damage against lairs effect was removed in Publish 9. (Fix: Give Disarming Shot 1 the Intimidate state effect. Consider making it Health damage, as it presumably strikes the hands. Return double damage against lairs effect.)


Disarming Shot 2: A master level special. Doesn't do anything worthwhile. A low damage, random HAM cone effect special with an extremely highHAM cost. It's double damage against lairs effect was removed in Publish 9. A little more damage than Disarming Shot 1. (Fix: giveDisarming Shot 2 theIntimidate state effect andmaintain itsAoE cone.Consider making this special health damage as well. Return double damage against lairs effect)

Message Edited by Randonb on 07-18-2004 01:51 AM





"...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)
BigLands
Thu Mar 04, 2004 1:37 pm
#23

Nicely summed up there!






Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
electricnomad
Thu Mar 04, 2004 2:05 pm
#24




Randonb wrote:

electricnomad - The 2 reports are similar in some respects. I don't want to get into a point-by-point analysis over which report is better. I certainly could, but I don't want to. It doesn't seem right and it doesn't seem fair to Philosopher1976. That report was written a long time ago. Things change, and what we need now are clear, consise recommendations for fixes that are technically feasable.




It's really the 64 meter range for MTPS and Point Blank thatI think is over the top.


Personally, I could care less about improved Point Blank shots; if the Devs just gave us some special Point Blank Accuracy mods or something like that for existing shots, that would work just as well, and probably be more efficient.


As for MTPS, the Devs said they were probably going to give us an up-to-10-target attack good for a 32 meter radius. I think that would be just fine, so long as it did some nice damage. If it were, say, 4x damage with a moderate delay (like a 360 degree Fan Shot), that wouldn't be bad at all. Even better would be an targeted Health pool attack at 3.5 or 4x damage that works in a 360 degree radius out to 32 meters (maybe 48 or so would work, too). I just can't endorse any special 64-meter attacks for Pistoleers, or that could potentially affect 50 opponents (I thought 10 was enough, really, especially for a 32m radius).


Anyway, as much as I'd like to have seen Pistoleer specials get fixed up, the bulk of them are EXACTLY the same as they were in November (and in most cases, launch). So I think Philosopher's observations stand, especially since he did a lot of technical research into DPS and state effects. The guy was one of the best testers this game ever knew.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

KzinKiller
Thu Mar 04, 2004 2:12 pm
#25


Excellent post ...


I'm not 100% sure about your reference to PMD1's range, though ... when I use it against NPC's during faction grinding, it seems to work at 9-10 meters quite frequently. I don't get the out-of-range message until I'm outside 10m.


The whole idea of only 2 specials out of 12 working properly makes me want to change my signature, though ... something like:


"SOE: Quality is Job .... er, we're having a meeting next week to discuss what number it should be ... please give us your list of Top 5 suggestions for which number Quality should be ..."

Message Edited by KzinKiller on 03-04-2004 01:12 PM




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
MarcBulger
Thu Mar 04, 2004 2:47 pm
#26

Looks good, except for Disarming Shot 2. It looks like the devs aren't too high on delay attacks considering WC and Panic Shot are becoming useless in the next patch (I beg you to give me a use for them post-patch). The intimidate sounds nice. Work it kinda like Intim1 and Intim2, Disarming shot 1 intims for a short period of time, and Disarming Shot 2 intims for a bit longer with a little more damage added on. Though I don't like the idea of a special making another special useless, that seems to be the theme with numbered specials, with the exception of a few that have some different goodies attached.


We really got hit hard with the bleed nerf. Our bleeds weren't great in the first place, now only to become even worse.


All in all, great post. The only other problem is that we've been doing this for months now, and not once have they really listened to what we said. We just kind of dream about it. Though maybe now that carbineer is getting fixed, we'll be next in line. /crossfingers.




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