Pistoleer Archive

Thread: Does Marksman Range tree help Pistoleer, need to drop it

CaptainKurt
Tue Dec 02, 2003 12:40 pm
#14

You guys get Suppression to work that often?? somethings wrong...


I dropped it Because, 8 out of 10 times.. it didn't work.


WarningShot.. that is the one to have for PvE to get some Breathing room..

electricnomad
Tue Dec 02, 2003 3:06 pm
#15

I dropped the entire line of Ranged Support from Marksman and am loving my character more than ever.


My thought was that as a Master Pistoleer, I 'm better off running and shooting, so /aim isn't needed anymore. Suppression Fire is pretty weak and redundantif you have KDs or Delays (from Panic Shot or Warcry). Warning Shot is good, but with the modest TKA skills I picked up in exchange for dropping Ranged Support, I find that anything that wants to run up and start hitting me at close range will die quickly. Thrreaten Shot is useless.


Just about any upper-level skills you can pick up are better than what you get in Ranged Support. Especially if you travel in groups, you don't need the skills (someone else always has Warning Shot, just in case), and i think you're better off investing your skillpoints elsewhere.





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Logitition
Tue Dec 02, 2003 9:11 pm
#16

I have to disagree...


Suppression fire has saved me more than 20 times in pvp..... TKA's are stopped to kneeling by it... when kneeling, things take more damage from what I have seen. Those pesky CH's will be easier when u use it to keep the pet offa your back by laying the root down...


Threaten Shot will make the mobs mill around, Warning will make them only rubberband.


-to take TKA u need unarmed brawler.... which is the same amount of pts as the Ranged column... TKA is more after that is spent....


If u need to drop something ... then sure, the best to drop is the Ranged column... UNLESS as stated, u have the speed from BH.


-Because lets face it with only4 good specials at master, speed is needed to spam them as fast as possible.




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kokeaux
Wed Dec 03, 2003 1:53 am
#17

So, does Suppressifire work or not?



Jedi
**********



Xenothaulus
Wed Dec 03, 2003 10:24 pm
#18

The General Ranged Aiming mod says "increases the efficacy of your aim command."

LIES, I say. I dropped III and II and suddenly I was missing almost 4/5 shots. Plugging points into the marksmanship branch evened it back out.



Xenothaulus Questor
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Druidimastah
Thu Dec 04, 2003 4:34 pm
#19

So, without ranged support pistoleers are useless? Im currently novice ranger/pistoleer and want to master both of these profession andkeep novice medic as well, so that i can heal myself. Any suggestion what skill to drop and still be able to solo..



Ranger 1/0/1/1 Pistoleer 0/0/2/1 Marksman 0/0/0/3 Novice medic





Mosty

Master Ranger
Xenothaulus
Thu Dec 04, 2003 9:51 pm
#20

As I said, when I picked up some boxes of the marksmanship branch it evened back out.



Xenothaulus Questor
iTunesRegistry.com: 2,938 tracks, 3.357 diversity
PanzerGR
Thu Dec 04, 2003 10:34 pm
#21






Philosopher1976 wrote:

I wouldn't drop Ranged 3 -- WarningShot is the best PvE special in the game, in my opinion. It's also useful in PvP against CH pets.


Ranged 4 (Suppression Fire) probably isn't worth the 5 skill points, though.


Message Edited by Philosopher1976 on 12-01-2003 11:36 AM





i dotn wanan disagree....but warning shot stinks.


I used to use it all the time.....but gave up on it. I could warning shot a target, and itd just turn back around 5 seconds later. Only 10% of the tiem did a target actually run..and keep running away from me. and if 2 or 3 targets hit oyu...forget it. You can warning 1, then another, then the 3rd. By the time you warning off the second one, the first is already back on you. And wiht player warping and Creature warping I have seen happening lately, it makes it totally useless.


liek I said, i used ot value it...but it really does stink heh.


My favorite ranged attack is Supression fire.....you cant top it. It prevents MOBs from charging you, changes NPC stance and delays an attack, and in PvP it forces player sinto othe rpositions and delays their attack. If i hit a supress I can usually get 2 more shots in before they fire again....within 20m or so if i hit a supress I have time to run up and pistol whip my target.


Supression>WarningShot





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Philosopher1976
Fri Dec 05, 2003 6:48 pm
#22







PanzerGR wrote:


i dotn wanan disagree....but warning shot stinks.


I used to use it all the time.....but gave up on it. I could warning shot a target, and itd just turn back around 5 seconds later. Only 10% of the tiem did a target actually run..and keep running away from me. and if 2 or 3 targets hit oyu...forget it. You can warning 1, then another, then the 3rd. By the time you warning off the second one, the first is already back on you. And wiht player warping and Creature warping I have seen happening lately, it makes it totally useless.




Have you tried using /peace after /WarningShot? I use WarningShot a lot and it works really well if you use /peace right after it.





Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


HardwiredXMan
Sat Dec 06, 2003 6:16 am
#23

Warning shot is suppose to make your target run directly away from you which then allows you to get away to safety. It is not meant to keep your target away from you indefinitely so you can shower it with hot laser bolts.


One thing I think we are all missing here is the level of your target plays a big role in how effective any of your specials are. The tougher the target the less likely warning shot, suppression fire, threaten shot are to work consistently and effectively.I've notice that some targets that I hit with suppression fire will kneel for a long timeand delay buthigher level mobs will kneel and get right back up immediately, but it's still random.....afterwards they may continue to run at you or walk toward you. Warning shot also seems to effect different targets the same way......some you can warning shot and they run, run, run....others will just turn around and then turn right back around and come after you, then there's the one's that say "what!, was I suppose to be scared of that shot....hahaha"


Also, you have to realize these specials along with every other special in the game, are percentage based. What I mean by that is that everytime you use a special, there's a chance that it will or will not work.....they are not meant to work every single time you use them and even if they do work every single time, the length of time effects, delay and effectiveness are all random.


I think the problem with most specials in this game is that they don't have any kind of mod that increases their strength like speed mods and accuracy mods. If we could have mods that would increase the strength and effectiveness of warning shot, suppression fire and threaten shot, instead of suppression fire 2 (which only carbineers get).....then there would be a noticable difference in how effective they are.



In terms of specials, remember this........throw a rock at a cat and it'll scurry away frightened.....throw a rock at a lion and you just might not live to throw another one........so warning shot a gruber he'll run scared.....warning shot akrayt and you'll be running scared.....


These are low level specials that once you start training in pistoleer don't rely on them to work like they did when you were just a novice marksman (exception being suppression fire whichseems to work on any target effectively)....that's what pistoleer specials are for...too bad they're broken.


As far as dropping ranged support......I advise that you get some BE clothing or find some skill tapes that add to ranged defense if you do decide to drop it. Offense isgreat, but don'tforget about the defensive bonuses, many people usually do. Aa'kuan mobs drop +10 ranged defense rings.....you can find them on talus about 1500m east of Nashal. As long as you feel like you can do without the specials and mods that ranged support gives, then drop it....if you find that you don't like the outcome....it's easy to pick it back up again......


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