Pistoleer Archive

Thread: Pistoleer's please comment on upcoming requests

Dinian
Fri Oct 10, 2003 7:20 pm
#14






CombatDesignerGuy wrote:

I don’t think I like this. Pistols are supposed to be very very fast. My proposal is to move down the mods, and raise them. The end result is that pistoleers will hit the speed cap earlier, allowing them to use the slower/more powerful pistols with the higher level moves.






There is no selective recollection at all sir! See http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=554019#M554019





Dinian :: Master Swordsman - Teräs Käsi Master - Force Adept
Retired producer of fine weapons for Kong Technologies
EasyMcRhinopants
Fri Oct 10, 2003 7:57 pm
#15




Jaegen88 wrote:

Can I just push to go for this as a package deal?




Hold off on the trigger, skip.


Now that fanshot is a cone attack, having PBA2 as a mere cone attack is pretty pointless.


Also, I think that presenting Intimidate as an option for Disarm 1 & 2 should be presented as a mere backup option to a REAL disarm move, if that proves too difficult for the devs to figure out.

Jaegen88
Fri Oct 10, 2003 8:07 pm
#16

My proposal is to move down the mods, and raise them.


Dinian, you're right, he does say "raise". and "move down", while that seems silly, it most certainly does mean "add speed". I'll be sure to use his quote to him soon in a post...good to make sure I understand that fully thanks.


----------


Easy,


Ah, no, that would mean reverting fan shot. Get it? Then you don't have that issue.

However, the current course of action is to leave it as-is, so no worries (on our side at least)


Proposals on the AOE issue:

MTPS: Cone Health Targeted


DA2: Cone intimidate (DA1 single version)
PBAOE2: Increase range and increase damage and/or add state effect..needs to be useful in a different capacity than fan shot. 360 another option here.


Stopping shot damage boosted to 6x, or delay lowered to 3.3-ish, so that it in-effectreplaces the current fan shot and actualy does more damage than double tap. HOWEVER: NOTE: If The devs DO increase our speed, this might not be necessary...since stopping shot 5x is better at cap than fan shot was anyway..we might get a boost anyway out of it. will suggest state effect but dont hold breath. (needs to "stop" like the description says)


And of course, we have other issues, these are the ones that are inter-related to some degree. (PMD2 needs dizzy or something, BS3 needs 3x damage, etc., etc.)




Jagen88
Jaegen Kel'daron - Master Gunfighter
electricnomad
Fri Oct 10, 2003 8:32 pm
#17

I think we should keep Fan Shot and Multitarget as the Devs told us they'd be making them - test them out a bit before we ask for changes. I LIKE the idea of a Fan Shot being a cone of damage. I LIKE the idea of Multitarget being a 360 degree shot of up to 10 targets within 32 meters. Those both sound incredibly useful to me.


As for revamping Disarming Shot, I like the proposal to add Intimidate effects to both of them, and to have them target Action rather than health. I'd also like to see the shots cause a delay before the target can attack - maybe about 3-5 seconds for Disarming Shot 1 and 5-10 seconds for Disarming Shot 2 - it would simulate the weapon being 'disarmed' and would prevent the victim from simply using a hotkey to circumvent the loss of one weapon.


I'd like to see Body Shot 3 get more damage and be faster. Perhaps keep it the same speed as Body Shot 2 but just ratchet up the damage.


For Stopping Shot, I'd like to see the damage continue as it is, but add a Forced Posture Change Down effect to the massive damage, so that the target actually has to stop.


And the single biggest issue for me as a Pistoleer is that we're not the fastest and most accurate with a pistol. Ask the Devs to rebalance speed and accuracy with Bounty Hunters so that someone with bothQuickdraw and Dead-Eyeis faster than even a Master Bounty Hunter, and let a Master Pistoleer truly shine as a master of pistols.





"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***

Ossoi
Fri Oct 10, 2003 8:45 pm
#18

why does PMD2 need dizzy?


Stop trying to turn Pistoleers into Bounty Hunters




Lineage2 - Sieghardt
Level 6x Abyss Walker
TheRegulators
Ossoi
Fri Oct 10, 2003 8:47 pm
#19

"

Smuggler: runs this macro:


Lowblow: knockdown and delays opponent for 5 seconds


-while opponent down use last ditch,last ditch


-opponent gets up,hit him with panic shot=delays opponent for 10 more seconds


-spam some more last ditch -----------------> dead master pistoleer"



If the smuggler is a Master Gunfighter and has Dirty Fighting 4, I think he should win dont you.




Lineage2 - Sieghardt
Level 6x Abyss Walker
TheRegulators
vGeist
Fri Oct 10, 2003 8:57 pm
#20

Jaegen I agree with your list. The only thing is I don't want a scatter pistol just because I consider it the gun of chump eyeshooters, I don't need to sink to their level. Disarm2 should be a very good, killer PvP shot. We have waited so long for this to get fixed it's stupid.

vGeist
Fri Oct 10, 2003 8:59 pm
#21

Oh, and so many people have Disarm1 I'd hate for initimidate be put on that at such a low level. It is WAY too easy to get Disarm1 for it to have such a strong state effect on it.
Jaegen88
Fri Oct 10, 2003 9:46 pm
#22

Ossoi ,


Having dizzy added to PMD2 is like a BH how exactly? Please back that up. last I checked:

BH


Carbineer


Riflemen


Brawler


Fencer


TKA


Not sure on polearms/2H< dont know enough about them.


All have dizzy. So are we trying to belike BH or like carbineer? Or rifle..not sure..or brawler, or fencer.. ? TKA maybe? Does that clear it up for you? FYI PMD2 is a melee only skill, hardly comparable with ranged dizzy, in fact, personally, I think other than for PvE, it will still be rarely used because it has a range of 7m.


So. How exactly is having a melee attack that's on tier 3 costing combat XP, a special attack that is currently 100% useless, with dizzy added, somehow not a good idea? Notice we say "or something else" as well, we don't really care, as long as it's useful. And a melee dizzy would be better than nothing and at least fits in the melee line as appropriate. I'd like to hear YOUR suggestion for PMD2, that would be constructive. Or do you not have a master pistoleer (or goal to be one or primarily one) or is your main primarily a BH?


Of course, we can pull up quite a few posts from Wepps and co. asking for medic skills (hahah), intimiidate (copy from pistoleers requests much?), heck, I even see Wepps asking for counter attack (ala carbineer), and DODGE, like pistoleer. But that's on the BH forum, where it belongs. We'll continue to try and make pistoleer a viable combat line, right now, sorry, it's not. and we'll post it where it belongs..here and on the correspondent board. Does that help clear up the confusion on what we post here and how dizzy has nothing to do with BHs?




Jagen88
Jaegen Kel'daron - Master Gunfighter
Zalas
Fri Oct 10, 2003 9:54 pm
#23

Yeah, you should really push for the DX2 to only need 1 power handler. If it's going to be worse than the scat or launcher, it should at least be easier to craft. And the does DX look like crap. Maybe if they shrank the big can part and lengthed the barrel it might look ok, but ugh....it really looks terrible.


I think Stopping Shot should have a higher DPS than Fan Shot. It's lower tier than Fan, but it's single target. I think it would make sense to do more damage. Though if we do see a speed increase, it should be fine.


Why should Body Shot 3 be worse than Torso Shot? Torso has the fire DoT and wounding. And they have nicer pistols to boot. We should have similar DPS per hit. We are supposedly the health damage specialists.


Fixing Disarm Shot 2 would be nice. The best pistol move really should be a master pistoleer move. Intimidate is a strong state effect, but novice brawlers get it. But being able to apply it at range would make it very powerful. I wouldn't mind a delay effect ala Panic Shot. Finally got hit by one today. The message that popped on my screen said that I was delayed 15(?) seconds by my own Panic Shot, lol. That message needs fixing.


A niche for the profession would be nice. I wouldn't mind if ours was to dodge like crazy. Defense is supposedly one of our strong points. Fixing the dodge rate would be very useful and I think it should be looked at sooner than later.





Zalas Dryz'Narek
Codename: Aravar

Dragged out of retirement and back in action
Jaegen88
Fri Oct 10, 2003 10:03 pm
#24

Zalas,


Yes, I'll push on the DX2 power handler issue as stated.


Graphics on DX2, back burner, but I agree, it's pathetic and make it less fun to use as a result of looking so moronic.


Disarming shot...I'm wondering about this one. If we keep it tier1, it can't be powerful whatever it is. So the choice then to pistoleers..I'll need to post this soon...is can we think of a solution? My suggestion is to do something like:

Move disarming shot 1 to the marksman line tier 3. That way you keep it from being too overpowering since marksman is currently the least attractive line. Hitting a "weapon" through disarming can certainly be attributed to better marksmanship, however, trickshot is the name fo the other line. Not sure if that matters, but its' something to think about. Alternatively, we could move disarming shot where fan shot is, and move fan shot to marksman.....just throwing these out there. IMO it would help the profession as whole, and could make disarming shot 1 more "useful". Frankly, disarming shot 1-2 are the ONLY unique pistoleer specials (PMD1/PMD2 are easily better duplicated in any melee line..) and I'd like to see them be effective.


I agree, if intimdate is on tier1 disarming shot 1, it would need to be a 20% intimdate, or something, and the mastery one could be higher and AOE. Or something like that. from what I've read, the intimidate in master brawler is a lot better than the one they get early on...same thing we'd suggest here, although, probably lower overall than the melee versions respectively.




Jagen88
Jaegen Kel'daron - Master Gunfighter
Dinian
Fri Oct 10, 2003 10:27 pm
#25

You realize that every smuggler out there has intimidate and can use it with a pistol equipped right now right?





Dinian :: Master Swordsman - Teräs Käsi Master - Force Adept
Retired producer of fine weapons for Kong Technologies
GeneralJozzy
Fri Oct 10, 2003 10:30 pm
#26

I like your ideas with the specials being to upmost important issues. However, Disarming shot... what is disarming shot? Put Lair shot for the first one and get rid of the second one, its useless. I dont understand why do we have to follow this template of damaging an opponets weapon at all, get rid of disarming shot 1 and 2 for all I care and give us something new (targeted special). We do not get a ranged knockdown, no state effects (Dizzy and such), so why cant we get more than random HAM crap and Bodyshot 3 which still isnt great?



I Push for Targeted specials.... 3.0x for Bodyshot 3...... Fix the aggro bug with Fanshot... add state effect to Stopping shot (and mabye make it a bit faster).... And do something with pointblank area and single (they are quite useless like Disarming shot)


Heres my Point With Pistoleer-


BH's and Smugglers get what 3 or 4 specials, all they use and they are all very effective.


Pistoleers get what 2 or 3 specials commonly used, which arent as good as BH's and Smuggler's specials.


What Im trying to say is the specials we get around Novice Pistoleer should get better when we are Master to still be used.. I dont use anything but Bodyshot 3, Stopping, Healthshot 1 and 2. And Fan still one on one.


And when Im close PMD1 as well (which in PVP doesnt happen much)

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