Pistoleer Archive

Thread: CU Info, for the Gunslingers.

samijx
Mon Mar 21, 2005 8:17 pm
#14






LordMaxx wrote:
yes, there will be a conversion.

Great stuff will remain great, good stuff remain good etc etc...but any unbalancing weapons like thsoe 5000 damage power hammers will probably be scaled down farther than their owners would like.





Ooohh..I been waiting for some news such as this from the WS forum, but so far nothing. Thanks LordMaxx!



Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
Jacella
Tue Mar 22, 2005 1:26 am
#15

will pistol specials work?





___________________(J)__________________
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riotcontrol
Tue Mar 22, 2005 8:50 am
#16


LordMaxx wrote:
yes, there will be a conversion.

Great stuff will remain great, good stuff remain good etc etc...but any unbalancing weapons like thsoe 5000 damage power hammers will probably be scaled down farther than their owners would like.




Hmph, the 'elemental' damage sounds a bit silly and too everquesty to me, especially with just those four 'elements' they implemented... I mean, Geonosian blasters (and presumably the carbine from the CU info?) should deal sonic damage, how does that fit into the new system? And there's a few other weapons too (for example, blast damage, which, I guess, will become kinetic?)

Would the answer to the 'Are they going to rename the damage types to completely unrealistic and non-starwarsy names in a manner never seen before in any of the two SWRPG systems?' question be breaking the NDA?



__
wieland argosy <gunslinger>
BadgerSmaker
Tue Mar 22, 2005 9:30 am
#17

"All weapons will do a base damage of type of two possible types: "Kinetic" or "Energy". Several weapons will do additional elemental damage of one of the following types: "Heat", "Cold", "Acid", "Electrical". "


Thats what Blair said... existing stun and blast weapons will probably be changed to something else, either that or he forgot to put them in the list.


Not that it matters, a reduction in the number of damage types is probably a good idea anyway.


If you want to read the whole thing (and I suggest you do) it is here.

Message Edited by BadgerSmaker on 03-22-2005 04:31 PM



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
riotcontrol
Tue Mar 22, 2005 10:17 am
#18


BadgerSmaker wrote:
"All weapons will do a base damage of type of two possible types: "Kinetic" or "Energy". Several weapons will do additional elemental damage of one of the following types: "Heat", "Cold", "Acid", "Electrical". "
Thats what Blair said... existing stun and blast weapons will probably be changed to something else, either that or he forgot to put them in the list.
Not that it matters, a reduction in the number of damage types is probably a good idea anyway.
If you want to read the whole thing (and I suggest you do) it is here.

Message Edited by BadgerSmaker on 03-22-2005 04:31 PM





I've read that. But Star Wars weapons, including some of the ones already in-game, don't do just those four damage types (not to mention some other completely off things like armor having resists of one type having to be vulnerable to the 'opposite element' - I'd somehow think that the same thermal insulation would protect someone both from extreme heat and extreme cold). Which is why I'm wondering if they are converting everything or if this is just a part of the whole picture. I'd hate to see absolutely everything converted to the 'four elements'.



__
wieland argosy <gunslinger>
Aemout
Tue Mar 22, 2005 6:04 pm
#19

I think we should get more skill points i dont see why we shouldent few good things about it

1. We could explore more proffecions

2. We could make that extra special template we have always wanted

And finally 3. If you wanna make thousands of players happy then do it!!



If we do not end war... war will end us
Aemout Irbea- 0400 Enhanced Reflexes Master Bounty Hunter, Master Rifleman, Come by my shops at An'tir Naboo huge cleareance of all ship componets and swoops, and armor.
BadgerSmaker
Wed Mar 23, 2005 2:51 am
#20

The whole point of the CU is to bring some balance to the game.


The new armour looks like it will be a case of trading off a certain damage resistance if you want more of another type. So no more everyone running around in the same "best" armour. Plus, different professions will get less penalties for certain armour, thus having more of a defined role in combat.


As for "four elements", who cares what the call it, they could call it cheese, bannana, apple and pear damage for all I care... as long as there is a fun balance to the game.


More skillpoints... they are actually giving you less skillpoints to play with by adding more pre-requisits to elite professions, thereby lowering the amount of skill a character can have.


Also, giving profession specific defences, rather than being able to stack certain skills form different professions further reduces the amount of defence a player can have.


These are all good things... this means that you cant just load your toon with defences and equipment and then hit 1 move over and over, it means players will have to use skill and tactics to win in combat.


A lot of players will find this hard to adjust to, but you have to take a good look at the flaws in the current system, no matter how much you enjoy being able to solo everything in the entire game, that's not how it's supposed to be.


I for one welcome the "nerfs" with open arms.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Dawgypoo
Wed Mar 23, 2005 7:43 am
#21

So far I have reframed from commenting on the CU, but this was the first really civil discussion about it I have read yet! Hat's off to all those who have posted!!!


From what I have read about the CU, everyone of my professions for my 2 characters are going to change in some way. My brain hurts trying to figure out how it's REALLY going to affect me, but I know it will. I have decided to follow a plan till more info comes out:

1) Not purchasing and high end weapons till more is disclosed or after the CU

2) Not purchasing any skill tapes, nor using any I loot till after the CU

3) Will continue to harvest premium resources as before for my Doc and for resale

4) Will cut back on my crafting and reducing inventory

5) Will continue playing the game to have fun and not worring about the CU till more information is released or it hits, which ever comes first


I see the skill points (as of present info released) greatly affecting my characters. What I would like to see is a division of skill points into 2 divisions: 1-Combat, 2-Support. Say 200 SP's for combat and 100 SP's for support. But as stated in the press release, the goal is to prevent mastering 3 elite combat professions. So maybe being able to shift some of your unused "combat" SP's to support so that you may be able to craft what you want, and still be able to pick up a combat profession for self-defense.


Anyway, just my thoughts on this changing topic. Only time will tell I guess.



Dawgy Cancelled
Scrappy-Doo Cancelled
Obed
Wed Mar 23, 2005 11:37 am
#22






LordMaxx wrote:
yes, there will be a conversion.

Great stuff will remain great, good stuff remain good etc etc...but any unbalancing weapons like thsoe 5000 damage power hammers will probably be scaled down farther than their owners would like.





Good. I'm still pissed off at the time my guild spent two hours on an Ancient Krayt just to have the kill stolen by a single jackass with a legendary T-21.




Obed T'Bo'Akh / Andreau Tiqaras
"Yeah, what if you fell? Alas for the jigglybits" ~ Sakkra on Male Nude Cycling
LordMaxx
Wed Mar 23, 2005 12:29 pm
#23



riotcontrol wrote:

LordMaxx wrote:
yes, there will be a conversion.

Great stuff will remain great, good stuff remain good etc etc...but any unbalancing weapons like thsoe 5000 damage power hammers will probably be scaled down farther than their owners would like.




Hmph, the 'elemental' damage sounds a bit silly and too everquesty to me, especially with just those four 'elements' they implemented... I mean, Geonosian blasters (and presumably the carbine from the CU info?) should deal sonic damage, how does that fit into the new system? And there's a few other weapons too (for example, blast damage, which, I guess, will become kinetic?)

Would the answer to the 'Are they going to rename the damage types to completely unrealistic and non-starwarsy names in a manner never seen before in any of the two SWRPG systems?' question be breaking the NDA?




It was the sheer number of damage types that was bogging the system down in the first place. Now we have a better set of damage types the devs can put more focus on those damage types. and playing classes against each other. And make things much more interesting when trying to choose armor/weapons then Just picking best weapon and Composite Hit same button 50 times yay I r teh w1n!

Damage types will still play a huge roll. But im glad we are cleaning out the junk...



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Uthyr
Fri Mar 25, 2005 8:57 am
#24






Dawgypoo wrote:


I see the skill points (as of present info released) greatly affecting my characters. What I would like to see is a division of skill points into 2 divisions: 1-Combat, 2-Support. Say 200 SP's for combat and 100 SP's for support. But as stated in the press release, the goal is to prevent mastering 3 elite combat professions. So maybe being able to shift some of your unused "combat" SP's to support so that you may be able to craft what you want, and still be able to pick up a combat profession for self-defense.




That is an excellent idea, Dawgypoo. Basically, in this game you can be either an elite combat specialist, or a high-end crafter, but not both (at least on a single toon). If you want to be a high-end crafter, you basically have to resign yourself to not being able to hold your own in high-level combat, and this will conceivably become worse after the CU, with the increased skill requirements for elite professions. That comment was not meant as a slam against the CU--I am actually really looking forward to the changes, but being able to be both a fighter and a crafter (not just a dabbler) would be a welcome change. The only reason I can do both right now is because I have an alt. Unfortunately, being a successful crafter means that so much of my time is spent crafting (trying to keep my wares in stock and harvest resources to make them all) that I don't have as much time for fighting thses days as I would prefer. I often think that I'd have more fun in this game if I gave up on the crafting.


On the other hand, with defense stacking going out the window with the CU (as well as the increased prerequisites for mastering), perhaps there will be less emphasis on wanting to master multiple combat professions, and perhaps more combat professionals will pick up supplemental crafting professions. It will be interesting to see how this develops.



Col. Uthyr Pendragon | Artorius Pendragon
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Elder Architect
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Blackjack2062
Sat Mar 26, 2005 4:27 am
#25

I don't think they ever intended Stun damage to become the sole way to PvP in the game.



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Chewoma
Sat Mar 26, 2005 7:08 am
#26

Does anyone know if the CU will effect how the skill mod system works. Will ca's and aa's for caping your abilities (such as pistol speed or acc.) be effected????
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