Pistoleer Archive

Thread: Why pistoleer over rifleman?

Uthyr
Thu Jun 02, 2005 6:05 am
#14

Yeah, you're right, Badger. I actually do run out of action though during prolonged fights (more so than I did with Pistoleer), and definitely when fighting one mob after another with no break, even when using chef buffs, but it's not anything I have a complaint about. It's a reasonable trade-off for the higher per-shot damage of rifles. It usually just happens because I get greedy spamming my highest-damage specials continuously instead of switching to lower SAC specials (like the basic Ranged Shot), so it's my own fault when it happens. Usually when I run out of action, I just use the down time to heal myself back to 100% health, so it's not wasted time.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

RebRifle
Thu Jun 02, 2005 8:53 pm
#15






BadgerSmaker wrote:

I can solo pretty well with PIstoleer. I have Master Pistoleer, 4/4/0/3 CM, 1/0/0/4 Doc, and FS skills.


Were I to replace Master PIstoleer with Master Rifleman...


I lose:


Root target for 20 seconds

Stun target

Intimidate target

Prevent target from attacking for 5 seconds.

Reduce targets defence by 80 points.

3 Different damage attacks, one of which is cone AoE


I gain:


The ability to fire from cover.

2damage attacks.

Short duration target combat speed debuff

More Max damage.


Looking at it that way I'd be losing out on quite a lot if I were a Rifleman instead of a Pistoleer.









don't mean to but in but rifleman do get a 5 second shooting delay its startle shot
Uthyr
Fri Jun 03, 2005 4:05 am
#16






PyscoJuggalo wrote:


OK when it comes to Weapons:


Rifleman>Carbineer>Pistoleer



When it comes to Specials:



Pistoleer>Carbineer>Rifleman


So things are balanced, from this point of veiw.





I'd agree with that assessment. It's really a question of which you prefer--specials or range (or arguably, damage output). At least that's the main comparison that I considered. If the pistoleer specials worked better, I'd say that the specials are more important... but I haven't been impressed with most of the CU pistoleers specials other than the awesome Stopping Shot. Hopefully they'll get tweaked to be more useful.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Maxil
Fri Jun 03, 2005 4:42 am
#17

let's not also forget the robo-arms. As a BH, I use my laser rifle from a mile away.. usually get a couple roots in before they get in saber range.. once they break about 40 switch to my pistol untill I can get another root off.. then take back out my rifle and get about 80m away again. Drives 'em crazy.



Maxil





(gnn[[[[[[[[[[]nnnWX9gggggggggggggggggggggggg)
Uthyr
Fri Jun 03, 2005 6:38 am
#18

I hate those arms. I did the quest and got my +5 range arm, but I refuse to wear it because it makes me look like a robot. I'd rather give up the range and look normal.


Incidentally, there was a thread in the Rifleman forum last week demonstrating that there's a way to do damage from 95m using those arms!




Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

BadgerSmaker
Fri Jun 03, 2005 6:51 am
#19


I have the Rez arm on my toon to get my group members back up, it looks very funny when you equip a bicep on the other arm and theentire armbecomes invisable and people can see through me, it looks as if my DX2 has taken on some other worldly quality.


Also, if any of you have seen Clone Wars, I keep telling people I am "Ghost Hand".




1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Uthyr
Fri Jun 03, 2005 7:03 am
#20






BadgerSmaker wrote:


I have the Rez arm on my toon to get my group members back up, it looks very funny when you equip a bicep on the other arm and theentire armbecomes invisable and people can see through me, it looks as if my DX2 has taken on some other worldly quality.




Anybody ever read Larry Niven's"The Long Arm of Gil Hamilton"?



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Arxy
Fri Jun 03, 2005 9:34 am
#21

Well to be honest why not use all the pistol specials with a rifle? To be honest I get along great with MP/MB/ some carb and FS stuff, and i always open with a rifle even though i currently have zero points allocated to rifles. I have a
PyscoJuggalo
Fri Jun 03, 2005 12:02 pm
#22


OK when it comes to Weapons:


Rifleman>Carbineer>Pistoleer



When it comes to Specials:



Pistoleer>Carbineer>Rifleman


So things are balanced, from this point of veiw.






When it comes to templates, you can mix and match and come up with a temp that relies on pistols as their main weapon and does not do bad. Master CM/Pistoleer/ 4-0-4-0Rifleman should be good or replace 4-0-4-0 Rifles with0-4-4-0 carbs to get charge shot. Doc pistoleer works also but with 0-0-4-0 RM or 0-0-4-0 Carbs instead. Pistoleer is a get in close profession, so you guys should go towards CM and Doc since they need to get in close to heal or in CM's case apply poison. Also since CM and Doc limit your SP somewhat, pistoleer is the better well rounded choice.

Message Edited by PyscoJuggalo on 06-03-2005 05:08 AM



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
PyscoJuggalo
Fri Jun 03, 2005 1:43 pm
#23






Uthyr wrote:

I hate those arms. I did the quest and got my +5 range arm, but I refuse to wear it because it makes me look like a robot. I'd rather give up the range and look normal.


Incidentally, there was a thread in the Rifleman forum last week demonstrating that there's a way to do damage from 95m using those arms!







That is if your using a Heavy Weapon, not a Rifle......


The Acid Stream launcher's AOE reaches 95m if you hit someone at 85m.



This is also with equiping tworight arms, to get +20 range which is an exploit because equiping two left or two right arms is a bug

Message Edited by PyscoJuggalo on 06-03-2005 04:44 PM



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Uthyr
Fri Jun 03, 2005 2:42 pm
#24






PyscoJuggalo wrote:




That is if your using a Heavy Weapon, not a Rifle......


The Acid Stream launcher's AOE reaches 95m if you hit someone at 85m.





Hehe, either you read that thread on the Rifleman forum, or else you guessed how that works a lot faster than those folks did!



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

mmaness
Sun Jun 05, 2005 3:00 pm
#25



I love pistols, I was MBH MP pre-CU, but after the CU i've tried a lot of things (MP MCM BH4000, MBH MCM Pistol0004, etc.). I narrowed my results down to MP Rifle4004 MBH and MR Pistol0404 MBH. Pistol specials are great but there really isn't thing about pistols that rifles can't make up for.


My major comparsions between rifleman and pistoleer were:


1) Improved Disarming Shot vs Advance Startle Shot - both have the same effect but startle shot does the same dmg as improved body shot and has posture up for counter-sniping purposes


2) Intimidate Shot - great special I miss it at times, but increased dmg of rifles makes up for it


3) Sniper Shot - does the extra damage I need at Master Rifleman to get a lucky shot on an unsuspecting jedi


4) Warning Shot - BS special that does nothing to counter COB and force aura


5) Improved Head Shot - more damaging than body shot


6) Defenses of Pistoleer - Very good defenses but as a dabbler 0404 i still recieve nearly the same benefit, a COB or Force Aura-like ability at MP should have been put in place


7) Pistol range - for most pistols, range is still within force powers and saber throw range, rifles make it easier for me to kite and drain force


8) Advance Aim - puts a bigger dent in Force Aura and COB than Warning Shot (about +220 accuracy vs -80 defense)


All in all, I love pistoleer and I love MP but for jedi hunting and general hunting it just doesn't cut it. Pistoleer is too up close and personal for its defenses and is greatly in need of an ability that adds 200+ defense or greater dmg output at MP (possibly dual wield).

Message Edited by mmaness on 06-05-2005 03:02 PM



Bring back the CU or at least Pre-CU... its better that this MMO Third Person Shooter bullcrap
bgold4
Sun Jun 05, 2005 5:25 pm
#26






mmaness wrote:



I love pistols, I was MBH MP pre-CU, but after the CU i've tried a lot of things (MP MCM BH4000, MBH MCM Pistol0004, etc.). I narrowed my results down to MP Rifle4004 MBH and MR Pistol0404 MBH. Pistol specials are great but there really isn't thing about pistols that rifles can't make up for.


My major comparsions between rifleman and pistoleer were:


1) Improved Disarming Shot vs Advance Startle Shot - both have the same effect but startle shot does the same dmg as improved body shot and has posture up for counter-sniping purposes


2) Intimidate Shot - great special I miss it at times, but increased dmg of rifles makes up for it


3) Sniper Shot - does the extra damage I need at Master Rifleman to get a lucky shot on an unsuspecting jedi


4) Warning Shot - BS special that does nothing to counter COB and force aura


5) Improved Head Shot - more damaging than body shot


6) Defenses of Pistoleer - Very good defenses but as a dabbler 0404 i still recieve nearly the same benefit, a COB or Force Aura-like ability at MP should have been put in place


7) Pistol range - for most pistols, range is still within force powers and saber throw range, rifles make it easier for me to kite and drain force


8) Advance Aim - puts a bigger dent in Force Aura and COB than Warning Shot (about +220 accuracy vs -80 defense)


All in all, I love pistoleer and I love MP but for jedi hunting and general hunting it just doesn't cut it. Pistoleer is too up close and personal for its defenses and is greatly in need of an ability that adds 200+ defense or greater dmg output at MP (possibly dual wield).


Message Edited by mmaness on 06-05-2005 03:02 PM



I kinda agree on most except #4... warning shot is an incredibly useful shot... although it wont counter their defenses as much, it is great for sticking states, kds, and other similar stuff



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