Pistoleer Archive

Thread: Knockdown Suggestion Jaegen please read

Burawura
Sat Aug 23, 2003 2:47 pm
#14

Pistoleer needs to have 1) some sort of ranged status-changing special attack, and 2) more effectiveness with targeted health attacks in order to remain competitive in PvP.

We have to have our version of the KD/dizzy/posture change attacks, and the targeted pool attacks. Every other ranged combat class gets these. Pistoleers have no way to compete except spam their random HAM specials and pray that they get lucky and do enough damage to one pool before dying, because once disarm2 does no KD, THEY WILL DIE. Without the ability to gain an advantage in ranged PvP, pistoleers will be easy pickings for the rest of the ranged combat classes.

Therefore I propose three changes be made to rectify this:

1. Make the disarming shots have some sort of disarming effect; have disarm1 unequip the enemy's currently equipped weapon, and have disarm2 unequip it and keep it unequipped for a 5 second time period.

2. Increase the damage on BS3 so that it is at least 50% more effective than BS2 in terms of DPS.

3. Fix multitarget pistol shot and make it do targeted AOE health damage.

This way pistoleers would have some sort of offensive weapons, and a fighting chance, against the other ranged combat classes.

Think about these ideas folks, especially the first one. I think this would go a long way towards giving pistoleers their place in tactical PvP combat. Jaegan, I hope you see this post.



Bur'a Wur'a, DIE Guild
DeadEye/Expert Bounty Hunter
Tarquinas
Marko
Sat Aug 23, 2003 3:44 pm
#15

I really do like this idea alot, and I think it should have been set up this way to begin with; however, if I recall, things like KD was coded skillwise (hence the global nerf of KD). It probably would have been harder for them to go in and recode every weapon that can do KD than it is just to recode a global skill set.


Realistically, yeah KD should be based on a weapon, IMHO, whether it be a gun, your fists, or even a baseball bat, if you smack hard enough on the first hit.


But, we're not talking reality, we're talking about a game. Again, good idea, I support it, but it depends on how the dev team looks at the time to recode. Besides, they need to tweak the professions (err nerf, grr) before they could look into it, I suppose.




Nerf bats don't hurt, baseball bats do!
Bolanos
Sat Aug 23, 2003 5:51 pm
#16

Well, this is SOE we're talking about. I doubt they will do anything Positive to our class untill they loose half of their playerbase. If you don't believe me, look at it. They take the ONLY working, useful special we have and nerf it BEFORE they even look into fixing the broken ones. Yea, great form, I swear, makes you wonder what their thinking with.
Greeblesnort
Sat Aug 23, 2003 9:10 pm
#17


Burawura wrote:
Pistoleer needs to have 1) some sort of ranged status-changing special attack, and 2) more effectiveness with targeted health attacks in order to remain competitive in PvP.

We have to have our version of the KD/dizzy/posture change attacks, and the targeted pool attacks. Every other ranged combat class gets these. Pistoleers have no way to compete except spam their random HAM specials and pray that they get lucky and do enough damage to one pool before dying, because once disarm2 does no KD, THEY WILL DIE. Without the ability to gain an advantage in ranged PvP, pistoleers will be easy pickings for the rest of the ranged combat classes.

Therefore I propose three changes be made to rectify this:

1. Make the disarming shots have some sort of disarming effect; have disarm1 unequip the enemy's currently equipped weapon, and have disarm2 unequip it and keep it unequipped for a 5 second time period.

2. Increase the damage on BS3 so that it is at least 50% more effective than BS2 in terms of DPS.

3. Fix multitarget pistol shot and make it do targeted AOE health damage.

This way pistoleers would have some sort of offensive weapons, and a fighting chance, against the other ranged combat classes.

Think about these ideas folks, especially the first one. I think this would go a long way towards giving pistoleers their place in tactical PvP combat. Jaegan, I hope you see this post.




/agree for the most part

1. BS3 should absolutely do more targeted health damage (DPS) than BS2, I think that's a big fat duh...

2. Alot of people don't care squat about PvP, myself included. Today was actually the second time that I've ever went and hunted someone (Overt Imp in Moenia space port...has to be smaked down =) I want to see -some- form of crowd control, especailly since, even as a ranger, I can't tell if critters are social or not. Target one, try to pull em out, and get nerf rushed.

3. There would be alot less whining about no ranged KD if it were -replaced- with something -useful-! As it stands, I've reached 1/4/4/2 and all I have is BS2 from marksman, and some random HAM shots besides the already nerfed melee KD. Dizzy, blind, stunned specials are nowhere in sight. Our primary gun pretty much sucks for everything but gnorts and chubas.

4. I don't know that I agree that multi-target shot should be targeted HAM, but that would be awfully nice, especially if it did BS3 damage. It is a master level skill afetr all.

5. I would be perfectly ok with pistolmelee2 being an AoE KD, but with a range of 7m like 1 is. At least then, when I get rushed, I have -some- defense.

Comeon devs, just because we're not a buncha whiners, don't break one fo the few working professions. I've already dropped BH and CH so that I can master pistol and ranger...if you remove the motivation to do so...I, for one, am done.

Tssr'ct Misso
Kalor_Kast
Sat Aug 23, 2003 10:07 pm
#18

Quote:


"Pistoleer needs to be equal to a bounty hunter in combat. Can i get you to agree on that? "


---


Sure as soon as they add Master Scout/Marksman as a pre req for the class I will agree on that. Until then if you want to be a bounty hunter, be one. There is no way in hell you should be a bounty hunter with 152 points left over ya FOTM noob.




Kalor Kast - Master Bounty Hunter of Shadowfire

Danid Star - Master Doctor / Teras Kasi of Lowca
Shufflefield
Sun Aug 24, 2003 12:32 am
#19

I am glad I am getting some positive feedback. I hope Jaegan reads this soon. I would really like to hear his comments and see if this can get put on his report.


I don't understand why so many of these abilities are tied into the players abilities. I used to play UO and effects like dizzy, stun, and knockback (as opposed to down) were really more a part of the weapon you used. A more skilled user always had a better shot at it, but the weapon had to be able to do it in the first place. Pistol Melee 1 makes sense with any pistol though, if I get right next to you and bash you on the head with even a cdef, your gonna fall over and see stars. But I must admit, the way disarm2 knocks you down doesn't make sense, from 50m out with a cdef or scout? Maybe with an FWG5... hehehe, see my bit about .22's vs. 44's. =)


Anywho, let's keep our wits about us and see if we can push this through, I even invite comment from carbiners and boutny hunters, I would like to see what you guys think too.


And too all Pistolleers, Carbs, BH's, Etc. Can't we just all have a moment of silence and thank the maker that we aren't Commando's? No that is a class that is F'd. =)




Verio WeeGee
So I guess they nerfed sigs too?
SYNthSRI
Sun Aug 24, 2003 7:18 am
#20

I 100% agree with Burawara's post!



Jaegen thoughts?




'StarScream' - Master Pistoleer/Master Creature Handler/Entertainer
--talk about cookie cut class pre-nerf ;-)

aRCie - Novice Weaponsmith/Novice Smuggler
--soon to be master junkie with tons of guns, mmm!
Zer0xChan
Wed Aug 27, 2003 12:42 am
#21

something definitely needs to happen...or I"m probably going to go for carbine skills



Rudolph Shakov
Master Doctor
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