Pistoleer Archive
Thread: GCW Revamp: What do Pistoleers want specifically?
Ragmop
Mon Jun 07, 2004 6:57 pm
#14
Faction specific weapons is a good idea. But think the main reason there is a lack of pistoleers inthe GCWis just plainly because were not effective. I think this questions may be better answered after the combat ballance.
Message Edited by Ragmop on 06-07-2004 10:00 PM
pnjpenguin
Mon Jun 07, 2004 8:56 pm
#15
I want to be able to do a decent amount of damage to something with an armor rating above light. O yeah I also want a holster.
David665
Mon Jun 07, 2004 9:18 pm
#16
Higher damage Scout pistols for Imps is a good idea. They are already plenty fast enough. We already have upgraded versions of the FWG-5 and Republic Blaster. I'd like to see the DE-10 easier to get. Maybe a higher damage version for Imps, and a faster version for Rebs. Lets get some of the lesser known and usedpistols back in the game. I'd like to see a higher damage Striker and SR Combat Pistol in game. All of these could be questable from faction rectuiters, with limited number schematics.
Rypht
Mon Jun 07, 2004 11:41 pm
#17
Why not faction specific skills? Something that reflects the fighting philosophies of the sides. Empire tactics tend to be bold and straight forward. Rebel tactics are more hit and run. (talking about the movies/books/etc not the way players twist things). Can't think of specific examples of these skills just yet... brain is trying to sleep.
Maybe faction specific skill rebalancing. Empire skills would lean more toward offensive having higher accuracy or speed(remember empire stormtroopers were thought to be incredibly accurate, despite how the movie made it look). Rebel skills would lean more defensive, more dodging higher melee defense. And of course each faction would be a bit weaker in the skills the other side excels in even beyond that of a neutral skill balance.
JawaJoey2
Mon Jun 07, 2004 11:49 pm
#18
Faction skills seems a little sketchy to me. That's something really new, and doesn't make a whole lot of sense. Faction weapons though, that'd be nice. I like the idea of a special Scout Blaster, sort of like the Featherweight FWG5 compared to the normal, and in SCHEMATIC form.
Basically though, IMO, the only practical things that can be addressed in terms of the GCW are our current PvP issues, like dps and stuff. The most specific thing I can think of is making disarming shot actually disarm the oponent in PvP.
Rathask
Tue Jun 08, 2004 1:23 am
#19
Personally, I'd like to see status effects on specials such as dizzy, stun, etc. Those would facilitate our ability to cause chaos in PvP without relegating us to simply doing damage, and minimal damage at that.
As for faction perks, I'd like to suggest a new weapon: the Needler.
A needler would be a PvP-only pistol that fires hypervelocity needles. While not very damaging in and of themselves, these needles would be exceedingly small, yet also exceedingly strong, capable of punching through most armor to deliver doses of virulent poison. These pistols would be weaponsmith-crafted, use CM-components (for the poison),and only have soa limited number ofuses, much the same way a rocket launcher does now (thereby preventing endless poison spams). Unlike the rocket launcher, however, the weapon itself would not be destroyed upon running out of ammo; instead, needle refills (again crafted by weaponsmiths and CMs in conjunction) could be purchased in clips, though I would suggest a lengthy reload period during which no other actions could be taken, perhaps around 30 seconds. In any case, this poison should be significantly weaker than a combat medics and last for less time, but perhaps it could stun the target at the same time. The schematic for these needlers, as I envision them, would be a faction perk, and there would be a separate schematic for Imperials and Rebels. Also, a Rebel would not be able to use an Imperial-crafted needler and vice versa; neutrals would not be able to use either.
To balance this (and to balance CMs in general!), I'd suggest giving each combat profession an increasing resistance to poison and disease much like melee and ranged damage mitigation. This would come in stages (same as damage mitigation), and both increase resistance to the effect and also reduce damage delivered by each tick.
Just some thoughts...
Rathask
Tue Jun 08, 2004 1:24 am
#20
Sorry for the double-post. It said I was logged out, so I hit "back" and tried again. I'm still tryin' to figure out how to edit/delete posts - don't see any buttons for it.
Commander_Blevins
Tue Jun 08, 2004 1:40 am
#21
This is probably a bad idea, but what about a tinker skill that would allow someone to temporarily change the damage output (Heat, Acid, etc) of a gun at the expense of a certain amount of condition, say for example, you get 100 uses at the expense of 50 condition, and if you wanted to make things really interesting you could implement some form of "experimentation" system on it for more uses and less condition. But as I said, probably not the greatest idea, and this after thinking about this some more would seem to me to better fall under the Smuggler class.
FatesTheatre
Tue Jun 08, 2004 2:46 am
#22
I think its hard to say from my perspective that theres something that can enhance our GCW fun without some love to the profession. I understand that at the same time we get the GCW revamp we get the combat one as well so two birds with one stone I guess.
I'd love to see some factional stuff with bonuses. Kinda like the B-Wing/Tie Suits but ya know in factional armor. I'd gladly wear that ugly ass Marine armor if it say gave me +10 to speed. Maybe a secret Rebel weapon that pierces all armor? Factional stuff that can only be used overt, and make them better than the rest, after all this is military gear here.
I'd love to see some factional stuff with bonuses. Kinda like the B-Wing/Tie Suits but ya know in factional armor. I'd gladly wear that ugly ass Marine armor if it say gave me +10 to speed. Maybe a secret Rebel weapon that pierces all armor? Factional stuff that can only be used overt, and make them better than the rest, after all this is military gear here.
Oopsi
Tue Jun 08, 2004 3:54 am
#23
What i want for my Pistoleer?
°Wielding Dual Pistols! That would be great! I think we are the weakest Fightning Profession in the game. This could balance it more.
°Holsters. It Just looks Stupid, when alle Players allways running with weps around. I never seen that in any SW Movie.
°A BH is just as good in using Pistols as a Pistoleer. Perhaps there could be done anything about.
°Wielding Dual Pistols! That would be great! I think we are the weakest Fightning Profession in the game. This could balance it more.
°Holsters. It Just looks Stupid, when alle Players allways running with weps around. I never seen that in any SW Movie.
°A BH is just as good in using Pistols as a Pistoleer. Perhaps there could be done anything about.
poser00002
Tue Jun 08, 2004 4:19 am
#24
Well something that could be added to the gcw for pistolers could be weapons based on rank. Every so many ranks u get a new weapon sch that u can buy. I new gun all together. As u get to col u can get to use 2 hand guns at one time. If this does not get put in to the game for master pistolers as it is.
Also something could be put in the game like a powerup that can change the dmg type of the gun. Like a ammo when u place it in the gun it changes it from stun to heat or heat to cold. That could be used for a new gun just to make it work for when when we go to caves and not have to change 4 guns to hit there weak spot.
twindragon
Tue Jun 08, 2004 5:51 am
#25
I agree with the power-up Ideal.
I was thinking the same thing. But, Instead of being a faction
based power up How about a Master Pistoleer Power up?
I think it would add balance for those who like to dabble![]()
Javac
Tue Jun 08, 2004 5:57 am
#26
Two birds with one stone perhaps?
Faction-purchaseable schematics/pistols with additional damage types, or the ability to convert a pistol to another damage type (within reason of course). We're supposed to be versatile, but we aren't 'king' of having different types of damage to deal. Most notably we're missing Blast, Electric and Cold. We can pick up blast (Launcher Pistol), but that's an insane skillpoint expenditure for a single weapon.
Faction-purchaseable schematics/pistols with additional damage types, or the ability to convert a pistol to another damage type (within reason of course). We're supposed to be versatile, but we aren't 'king' of having different types of damage to deal. Most notably we're missing Blast, Electric and Cold. We can pick up blast (Launcher Pistol), but that's an insane skillpoint expenditure for a single weapon.