Pistoleer Archive
Thread: Which do we want??? Have to act fast!!
The way i read was that the designer guy was simply redistributing the speed mods. Which is fair enough, I always thought it was wierd getting +6 speed per box when BH's get +10 and +20. but thats another discussion.
Here's a question, with Pistoleer as it currently stands, when you hit Master and the the max speed bonus +79, is BS3 still less DPS than BS2? If it is, the Pistoleer designer guy needs to know about it, because he seems clueless to that fact.
I think this might be a start of a revamp of how +speed works, pistoleer designer claims we're suppose to be very very fast, which we're not.
So this leads me to believe he is upping the speed modifers and also moving them down the skill tree, and you would think that all the designers have some sort of interaction with each other.. so... maybe we'll see some changes in a couple of days/weeks/months, who knows.. but sounds like we're off to a good start of fixing the +speed system.
I'm pretty ignorant on Intemidate, so can anyone explain what it does?
We can't have Disarm do damage to weapons, here's why..
To beworthwhile it would have to destroy a enemies weapon in 3-4 shots, or we're dead. If it was made that good, it will be nerfed, then it becomes a worthless shot we get at master level, just like it is now.
A state effect would kick ass since we're like the only weapons class that has none whatsoever.
Trust me I have no moral issue with destroying people's gun, but I just don't believe they'd let us keep something that good for very long.
None of the proposed changes will make any real difference.
Intimidate is also healable by Doctors. So, there is already a counter-effect in the game. Thus, it shouldn't need any new coding or immunity-timer to properly balance.
I would like to see BS3 vs. BS2 addressed. I also like the suggestion that MTPS also target the Health Pool. That would provide a Master level version of the Bodyshot series.
The speed changes sound interesting. However, other balancing will need to be made if they change the way that speed works entirely so that carbines and rifles can't fire at 1.0 second. Pistolsmay need to have more severe range mods at extreme range to they are not as accurate as rifles at long range. Rifles and carbine specials may need their damage increased to maintain current DPS figures ifthe currentDPS figures with the 1.0 speed cap are what the Devs want them to be.
I do hope that the Defensive skills get fixed. It seems that they are aware of the problems with them and are working on them. Fixing them will help other classes as well, in particular the melee classes.
I hope that the Devs will also look at the carbine and rifle skills as they have some of the same issues as pistol skills do, i.e. the level 3 targeted pool attacts are not as effect over time as the level 2 versions obtained in the Marksman tree.
1) Fanshot fix sounds good.
2) MTPS: 32mAoE attack truncated to 10 targets sounds best. I'd also like to see if we can get this targeted to the health pool.
3) Disarming Shot: I'd also like to see Intimidate on this.
4) Defense Mods: Understood.
5) Body Shot 3 needs more love.
6) Speed issues: Can we get a clarification on his comments -
"My proposal is to move down the mods, and raise them."
Does that mean in addition to lower the box where we get the increase, they're increasing our overall speed bonuses? Or that we'll still cap at 79%, just get the increases sooner? It's somewhat ambiguous.
"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."
Hitting the speed cap earlier will be nice, but if rifles and carbines can still eventually hit the same speed cap - we've not gained anything. If pistols are supposed to be "very, very fast" we need to know why rifles can carbines can fire just as fast.
All in all it sounds like we at least have their attention and can really start working towards getting things fixed. Great work Jaegen et. al. ![]()
I would rather that Multi-Target Pistol Shot only target enemies targeting the player. Too often am I out hunting a factional mission, surrounded by Durnis. I don't need the extra agro. As for intimidate vs panic vs whatever.. I don't know what any of them do, so I can't help much.
Great job, Jaegen!
Well some fixes at least ![]()
Fanshot = Would prefer they leave this one alone, or fix BS3 /or/ increase Pistol Speed(which they seem to be saying they are, in which case = AOE for less dmg ok with me). Admittedly Fanshot just sounds like it should be an Area dmg special too.
Multitarget = Cone of doom, yah I like it! One thing though doesn't this just sound like a AOE Fanshot then? Betterbe much better dmg than Fanshot as this is a Master special, also what kinda range are 'they' talking bout for the changed Fanshot. Sorry just seems they taking our one good DPS special and making two nearly identical Area specials.
Disarming shot 1&2 = Saaaahweeet Googa Moogas! = gimmieINTIMIDATE on this, even a small chance for intimidate. Would love this! So how bout Disarm 02? Could improve the chance for intimidate, better dmg, lower cost, as once again this is a master special. That would keep these two inline. All for it!
Speed = I think this is called for! Would suggest adding +6 for master( so +26 at master), +10 to another skill line other than the combat xp special abilities line for its skill4 box (like the uber crappy tactics line) and +5 to skill3 of same one. Reason for the diff. skill line, its a reward for say a somewhat less than stellar line like Tactics and makes going further up the skill tree more rewarding overall. That adds +21 = 100 (master marksman/master pistoleer) and 95 for (just pistol spec + master pistoleer). Think this is awesome! Stopping shot will be our all purpose smack down single shot special (although a nice little increase to BS3 dmg would own too...).
My 2 Cents!!