Pistoleer Archive

Thread: Results from the Pistoleer Poll

Marsupial-DREAD-
Fri Feb 27, 2004 1:55 am
#14

ummm if you are losing to melee's then you are just a terrible player. Sorry, but people with all melee and no ranged skills, are the absolute easiest to kill in the game.



Oh btw if they nerf our range to lower than 64m, it will ruin the profession.


Confusion12345
Fri Feb 27, 2004 2:00 pm
#15






KnightHawk420 wrote:





Synkharra wrote:

I have a observation that I would like to share: according to your poll the majority of voters according to you would like to be most effective at a range of 21m or under which is fine however that same majority of people would rather us get more bonus to dodge than melee defense. I don't know about you guys but if I'm most effective at ranges that put me into harms way for getting hit by the lame arse prof's in melee then I want melee def. and lots of it.


SIDE NOTE: Dev's please wake up and come to your senses, the fact that u made these melee prof's able to hang or in alot of cases dominate prof's that use ranged weapons in PvP is just ridiculous. My reasons for saying this are -


1. I think I can justify this w/ 1 reason - Who in their right mind would want to fight someone armed w/ a gun? That would be suicidal. If you put Martial Arts phenom Bruce Lee 20m away from me ( which is over 50ft I think ) and you gave me a pistol, the end result would be 1 dead Bruce Lee. You could do that 10 times and Bruce would die 10 times. I understand that people like to use melee professions and thats fine but they need to know that if you come at a guy using carbine and all you have is a silly sword you will end up taking a dirt nap. This is not EQ people it's Star Wars, in all the battles shown in the movies I never saw people rushing each other baring fists and silly swords ( exception Jedi ), It's a World where firepower creates the victor. It's a matter of paper, rock, scissors, and with that









Your in the wrong forum to be complaining about melee professions. Of all the ranged professions pistoleer is best equipped to deal with melee.






First of all, Bruce Lee would probably duck behind something and then manage to make his way up to you


Second, yes, in real life and Star Wars guns would dominate melee weapons, but this is a game in which there has to be balance (though I do think that being able to use a melee attack at 20 meters is a bit much).




-Confusion12345

"The shroud of Confusion has fallen. Begun, the Dumb War has."
-Jedi Master Stupid
Geevo
Fri Feb 27, 2004 2:33 pm
#16






Randonb wrote:


Some important things to consider. Are you sure that you want to have these range limitations? If that is what the community wants, then that is what I will fight for. But you all have to understand that this could be a large change in our role. "Melee with a blaster" isn't quite what I had in mind when I visited the Marksman trainer.




Right now we run 'n gun from a distance to minimize the damage we recieve. If this goes through, sure we could run around in melee range, but it would only be to limit our opponent's accuracy. Could we get enough melee defense for it not to matter that we have to be within range to be effective? Theoretically. Would we actually get it? I'm pessemistic. We're talking a lot more melee defense than brawlers get, to make up for us not having Center of Being, Toughness, or Melee Damage Mitigation. I just don't see it happening. We would bevery tough targetsto all but the most accurate brawlers. And if it were stacked* with another profession? Yeesh. Talk about bang for your buck.




*the current word on defensive stacking after Publish 7 is that it will be allowed, but limited. Which defenses will be limited has not been disclosed with any amount of certainty, and neither has the degree of the limitation



EDIT: formatting

Message Edited by Randonb on 02-26-2004 03:14 PM





I agree with you ... I think it should be more distance based. My answers to the Poll were mid range first, then close range, then long range.



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
WesBelden
Sat Feb 28, 2004 1:08 pm
#17







TechBoss wrote:

I think there is a common misconception about the actual ranges of the melee professions. The precived melee range is about 5m, when in all actuallitya meleer can strike up to 20m away. This is should not be feasible.



  • Meleers should hit from 0m-10m

  • Pistoleers from 10m-35m

  • Carbineers from 35m-55m

  • Rifleman from 55m-75m (don't tell me this can't be done, turrets and CM can attack at ranges of 80m)

If I were tosubmit the poll, I would put a huge note next to the ideal range stating that this only applies if meleers are limited to a 5m range. If they are left as the currently are, then our ideal range should be from 20-40.






/agree



I've changed my mind somewhat on the range issue after reading this thread. I guess if the melee range was reduced to something like 10 in the combat balance, then it'd all be good, but the chances of that are more than likely slim at best.


We can't know the minds of the Devs and what they've got planned - but maybe we can offer them different responses for various scenarios. IE - as it stands, this is the range we want to be best at: Am to Bm. However, should the combat balance attempt to make melee combat more realistic and reduce the max range to (20-Y)m we would want to be best at (A-Y)m to (B-Y)m [this would be our ideal situation].


... Or something along those lines.





=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
David665
Sat Feb 28, 2004 10:12 pm
#18

The melee issue is beyond stupid. I was incapped on Dath last night from 23 meters by a Nightsister using a melee attack. 23 meters!! That is around 69 feet. That is on helll of a lunge.
Scoundrel7
Sun Feb 29, 2004 7:53 pm
#19

ok second try, new to pistoleer but here is my concern as a pistoleer two of the best pistols are denied us (scatter and launcher). Understand them being limited but if I am a pistol used at high lvl or master I should have access to all pistols. And a personal note I like to see multi pistol (2) at top lvl or master.

As for others questions about ranger I love pistols and have been shooting for years and accuracy at 100-150yds is not out of the question. Now I dont mean with a defence pistol ( i.e. Glocks, HKs, 1911's etc.) but hunting pistols and revolvers with 5-9" bbls are more that adaquate for this range. The best advantagesare speed and the ability to rapidly aquire a target(s).


Sorry for any spelling mistakes, not my best ability. I know dictionary but that is at home so...lets see what i stir up.
MarcBulger
Mon Mar 01, 2004 6:09 am
#20

This is what happens when you just let anyone take the poll. You don't know how much information the poll'ees have on the issue. I'm pretty disgusted in how the results came out.


Lol, can we get some kind of electoral college system going?



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BigLands
Tue Mar 02, 2004 6:07 am
#21

Lo folks - just one comment to add - trying to do this in isolation is a recipe for disaster.


This is just my opinion, but a lot of the issues we see in game are because professions evolve independently of each other.


This is why we end up with regular flavour of the month profession combos - because a relatively minor change in one profession can have profound effects on both profession combinations and other professions.


IF, and this is a huge 30 storey IF, with resident parking and room service, the combat balance actually takes into account the interplay of the combat professions then we'll have a much clearer idea of what needs to get fixed. I suppose what I'm saying is we're looking a lot at symptoms and not the root causes of pistoleer problems.


I agree that we should excel a short range - certainly not within range of melee however. So again, any changes in the melee professions will impact greatly on how we perform.


I'm certainly not advocating a 'wait and see' policy - we need to generate as much feedback to our esteemed correspondent as possible, which can then be passed to the devs.


Lets sum up then shall we


We







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.
BigLands
Tue Mar 02, 2004 6:12 am
#22

Lol - using a laptop with the onboard trackpad and buttons activated = bad idea when posting.



To Sum up from our various threads



We'd like to be a profession that doesn't need to dabble to excel


We'd like the broken/misnamed/simply insane specials fixed


We'd like at least some state effects


We'd really like have dual wield pistols (not holding my breath for that one)





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.
Sabatian_FarStrider
Tue Mar 02, 2004 6:19 am
#23

Wait. I think we should be good 0-20m, great at 21-40m and average 40-64m.


Diferent pistols with diferent distant modifiers would be nice based on your play style.


IMHO





Sabastain FarStrider
FarStrider Emporium
(-6331,-3124) Solace, CorelliaIntrepid Galaxy

djswift2k
Thu Mar 04, 2004 2:31 am
#24

I've been a master gunfighter since augest, and mastered the profession 3 times ( because i like pistols) iom a pistoleer/rogue/commando. I remember when disarming shot 2 worked, and ever since that has been taken away, pistoleers have been gettting nothign but worse in pvp. When mitigation was brought in, pistols have become very hard to pvp against other ranged professions, because carbineers and rifleman have weapons with ap2 or ap3, abnd hit harder AND faster.

I think last ditch doesnt even cut it damage wise. I get outdamaged by every single other person iplay with, and i have a 452 max damage republic, a 410 and 440 launcher, and a 395 scout.Stopping shot was useful... until they put the damage cap in pvp... it just does not cut it, neither does last ditch.I need to hit warcry after i use pmd1 to get stuff sto stick down.... its absurd.Ive seen just about every other profession solo krayts with ease (including carbineers-pre publish 6... havent been krayt hunting since) and frankly Im the only person ive ever seen solo a krayt without getting incapped while using only a pistol.... and thats because over a million credits were on the line (was doing it ona bet and i knew exactly what i was doing going into the fight)


pistoleer does not deserve to be stood out. while the other professions (namely rifle) have been improved and strengthened, we've been having nothing but moves taken away (aka disarming shot 2 and mtps) and our weapons significantly hindered in strength (fwg5 and scatter pistol nerf) mind you, disarming shot 2 was extremely powerful, i remember hitting for 3000 damage and KD to an area when using it.... but we now have no moves tathat can realistically hit that kind of damage. without becoming a hybrid with BH pistol (for stat mods) or becoming a hybrid with smuggler ( for moves) pistoleer is completely underpowered.


I think that we NEED an ap2 weapon. teras kasi and fencer areable to make up for not having this by having extremely high melee defenses, so they are able to withstand a lot more during a fight. WE however have state change defenses, which while they may be high on paper, still rarely prevent state changes in pvp compared to what one might expect by the numbers, or it at least seems to be that. Because our melee defense is nil, and we are supposed to be close range fighters, we should at least be able to do some sort of suitable damage from that range, with perhaps a high powered, but slower pistol with AP2... a magnum of sorts so to speak.... or have stopping shot's damage modifier raised.


I think the optimal scenario would be to make pistols do more damage, but limit our effectiev range at which we are accurate. I dont think it is realistic to be hitting accurately at 200 feet while running with a pistol, even for a master, but the ability to hit and hit hard up close but put similar accuracy standards to the old dx2's but not necessarily as drastic, but increase our damage output to compensate. I think it makes more sense to increase the damage modifiers of our moves in this rather than increasing the possible damage of our weaons themselves, becasue this was obviously seen as a problem by the devs.


in pvp when comparing the damage output of a pistol to say... a rifle, ap3 rifle with mitigation is still going to do a LOT mroe damage than a ap1 or ap0. as it stands now, there is only 1 ap1 pistol worth using... which is the republic, becasue the range mods and ham on the dx2 make it unreasonable to use practically in a duel. the damageand speedon the republic is much higher than any sr combat pistol I've ever seen, and the SRgets ruled out becasue of that. because rifles are soo horribly inaccurate at close range, but still pack a punch and are more than adequately effective at range, i think it is more than fair to make such a balance of increasing damage and making us have a significantly more accurate close range.


as it stands, I generalyl dont have trouble dispatching melee users in duels, because most peole go straight for the dizzy/kd rather than lunges when opening a duel. In terms of GCW pvp, the melee range for lunges is absurd. mind you, i still use warcry and intimidate after i use pmd1 on ocasion, but only if the kd works, andonly if its a duel.In terms of "skirmish" fighting for gcw etc, pistoleer is completely outgunnned by every single other combat profession for reasons ive mentioned above. I think our lack of status effects in combination with our lack of an ap2 weapon in combination with our lack of an ability to do a respectable amount of damage creates our problem. at least one of the variables needs to be tweaked.


Sorry if i rambled and went back and forth, but im writing this at 4:30 in the morning in the middle of the week......but this is my $0.02




stealth mcownzjoo of the valcyn server

pistoleer extraordinaire

hunter/buyer/seller/collector of rare loots.... some see my arsenal some time, i have over 100 guns in my usual lineup, slicedand unslicedunsliced, Krayt, looted, and prenerf pistols rifles and carbines.

(my best: highest damage rifle: 747 laser rifle with 33% pup,carbine: 515 max laser carbine with pup, pistol: 452 republic with pup) Im always looking to get something better so send me an email if your willing to part with a better gun than what i have and play on the valcyn server. I will buy/trade. I also have a large suply of resources for weaponsmithing and architects willing to trade as well.

Fase
Tue Mar 09, 2004 11:04 pm
#25


Keeping in mind that PvP and PvE opponents have a range of 20 meters, how effective should we be at which range?

0-21 meters: 51

21-42 meters: 36

43-64 meters: 13




Please, for the love of god, don't put us toe to toe with the melee classes
true_Kieran
Wed Mar 10, 2004 7:31 am
#26






Fase wrote:


Keeping in mind that PvP and PvE opponents have a range of 20 meters, how effective should we be at which range?

0-21 meters: 51

21-42 meters: 36

43-64 meters: 13




Please, for the love of god, don't put us toe to toe with the melee classes






Amen



Same range for pistoleer AND melee classes is just rediculous (sorry if spelled wrong). NO melee weapon is of use at 20m range, not even if you throw it... but IF they have to get 20m range because of lag then WE have to get higher range because of lag too, fair is fair. But since most of us, like myself, would prefer to be real good at certain range(mid rangein my opinion) it would be much better to make our best range 10-35m and melee range 0-10m.





Jarrod Larson
Bounty Hunter


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