Pistoleer Archive
Thread: DX2 pistol info gathering post thread thingy
Bumping to try and draw some support for getting the range modifyers changed on the dx2, I said it once i'll say it again were supposed to be masters fo the pistol theirs no way i should have to have my DX2's barrel pressed against the broadside of a barn in order to hit it. The plus to hit modifyer should be at least 10m minimum and probably more like 15 or 20.Heck the scatter pistol is most effective at 20m and that is most definatley a hand cannon.
This is the only cert we get right now ( yes they have said they will be putting more certs in, but i think they have alot more pressing things atm and we won't be seeing them for awhile
we should push to have this weapon fixed a bit, lets get the range to something reasonable and get them to fix whatever is wrong with the AR1
YetiIronfist wrote:
He's a new idea (I thinkOr at least one I haven't seen mentioned before):
Give the weaponsmiths some more ability to customize weapons (with different barrels perhaps?) in such a way that it affects the optimal range. Overall penalties would be the same, but they could move them around. So do you want the DX2 that has an ideal range of 8 meters (like they are currently), or one that's best from 25 meters? Heck... I'll take both - situational weapons!
My ideal range is 8 meters, but I get the most + to my damage at point blank. Based on this, I would say that point blank is actually the "ideal" range.
At any rate, on Eclipse mine is 113-174 2.2 speed (damage has a 30% slice).
P.S. I have fought mobs and seen the damage numbers in excess of the combat spam by 25%.
DX2 has a an ideal range of 8m's?You sure? Every DX2 ive seen has positive to hit modifyers only at 0m's and negative to hits at "ideal range" of 20m.I havent tested the DX2 at8m's i will when i log on tonite, but i have tested them at 10m on a stationary target with me standing and my to hit modifyer at 10m like that is negative 35 so i find it hard to believe that by moving up 2m im gonna be at my "ideal range".
We should push for an increase in the DX2's ideal range the scatter pistol is most effective at 20m. |And the commando weapons which the commandos were told just a few days ago in their designer responses when asking why most their heavy weapons were point blank range and were told this was working as intended, they are extremely powerful weapons and should be used at close range.Have been told today that that all their weapons will have range increases.
Theychangedthe accuracy modifyers, before then it was fine having a 0m "ideal range" on the DX2 but now that they accuracy modifyers are in they should beef up the DX2's effective range so we dont have to literally stand on top of our mob to hit it effectively.Does the DX2 have a bayonet on it and were supposed to be stabbing our targets with our DX2's to hit it effectively?
we go through 4 trees of pistol experience to become so called experts with a pistol only to be rewarded with a weapon that is most effective at 0m.Heck lets putcomparing otherranged weapon with itaside,I've never played a mellee but im sure alot the mellee weapons have a better effective range then 0m's.When i get in game im gonna go check some mellee weapon vendors and see what their ranges are like.
Kevlan Wolfe
Combat Medic/Pistoleer
As to the availablity of DX2's, I can honestly say that I see far more T21 rifles and scatter pistols that I do DX2 pistols. Something is out of whack there.
I believe the Devs mentioned something about adding more weapon certs in the future. Maybe we'll have some options so we don't get stuck with scout blasters or the odd FWG5 forever.
Pistoleers are supposed to excel at close range gunfights. 0 seems a bit extreme, I mean really, 5-7m might be more realistic, but not a huge issue IMO.
My DX2 is very roughly (being lazy) 85-132 1.8 speed (Speed sliced) If you factor in AR, it's superior to most other pistoleer pistols, and I know this isn't the best they get. They want them to be rare I suspect, as all the master WSmith items seem to be fairly rare.
I tried that test with the Bolle bol, my FWG5 still does more damage on him then my DX2. And the DX2 was not getting a bonus and was missing a heck of a lot more. I then went on to a Rogue Fambaa, which are resistant only to acid, my FWG5 still did more damage and that's after the Fambaa's 30%(?) resist to heat. The AR1 Rating on the DX2 is really screwed up, works on some and not on other's and SOE really needs to have this fixed. It's not like the DX2 is all that great in damage since the only other AR1 pistol I know with working certs belongs to BH and I have seen damage on those as high as 200, someone claimed their's had 300something on the boards here. Cut us some slack, it's enough our weapons are Crap, you got to have them bugged too?
Oh, and there is a way to increase the range of the DX2's optimal range but last I heard and seen after testing, even after the big patch, it's still BUGGED. The Scope's are suppose to help increase the range, as it is now, they don't, and they increase your HAM requirements on the weapon for no benefits. SOE stated it was fixed and is not suppose to raise the HAM cost, I tested it out (I have a small amount of Weaponsmithing exp :smileyhappy
and they are wrong, it doesn't work.
We might want to look into the DX2 range modifiers. The /examine window claims that the ideal range is 8 meters (which sounds like a reasonable value for a very short ranged weapon), but at that range it has a negative modifier. The only positive modifer shown is at zero meters.
Bolanos:
Some info on scopes - With very good resources and lots of experimentation points into the HAM costs, they can be reduced to, or close to, zero. However the more you put into reducing HAM, the less they help with anything else. I went weapon shopping last night and found factory runs of the following available from the same weaponsmith:
FWG5: 51-200 damage, 2.0 speed, 15/26/18 HAM, -17 / + 25 / -70 range modifiers
FWG5 with scope: 51-200 damage, 2.0 speed, 16/26/19 HAM, -17 / +34 / -70 range modifiers
Now, these numbers are from memory. I know both guns were 51-200. I know they had the same delay (might have been 1.9). I don't remember the exact starting HAM, but I know that the one with the scope added 1/0/1 to the HAM cost - ONE to mind, ONE to health, and NO increase in action cost. I also don't remember what the modified ideal range value was. The base value before the scope was +25 (and was only +18 on my older pre-patch FWG5 !?) at ideal range, and it was in the 30s or 40s with the scope.
So basically, scope cost 1 health and 1 mind pool, NO action pool, increased the ideal range accuracy by a decent amount, and I believe also increased wound chance.
I went ahead and bought the FWG5 with scope
i have 2 dx 2 pistols.
base stats are 100-156 at 2.4 speed.
after damage slice one ended up being 115-180 at 2.4
other was 100-156 at 1.8 seconds.