Pistoleer Archive
Thread: Question about speed; Pistols vs. Rifles.
jamesgoddard wrote:
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*cough*
did you read all of my post?
rifleman have always had +90 speed (and +5 at master) but the first T-21's came out with double digit speeds- until recently (and i don't mean like a week ago), rifleman weren't firing many specials at the cap...... the devs never realized that a T-21 would be crafted and then sliced to 1.5 speed (there's one on eclipse or something)
i also pointed out that loot drops were used also...... in beta not many people killed krayts so there wasn't much in the way of loot to be tested before galaxies went live
also there weren't many master smugglers around to get those +45% slices on weapons
you have to realize that all the speed mods have been in since beta..... it hasn't changed in almost a year and many weaponsmiths are finding ways to make weapons much greater than expected (like those 700+ damage or 0 speedfwg5's)
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Kevie, you really dont have a clue do you....... The speed of the rifle has not caused this problem!!! Yes there are some very fast loot t21's, but if you gave a master rifleman a choice of a 1.5 second t21 doing 400 max damage and a 6 second t21 doing 500 max damage, he would go for the 6 second weapon because it has a much higher DPS in his hands, why, because he fires them both at speed cap.
Rifleman speed is borked - the calculations are exponential thus is he just purchased +5 speed tape he can fire any weapon, any move at speed cap - even if it was a double digit fire rate.
i never insulted your intelligence, and so far you've just tried to insult mine at every chance you could
i was making a very valid point and i totally sympathize with you (i am a pistoleer after all)
T21's weren't ever supposed to be made with speeds that low (6 seconds, let alone 1.5 seconds) THAT was my point all along.....
the speed equation and speed mods have been put in place since beta and the developers noticed these flaws way back last fall
the combat balance was planned to fix this, among other problems
i never said you were wrong, i was merely making a point.... but every response i got from you was just condescending trash talk
jamesgoddard wrote:
--------------------------------------------------------------------------------------------------
*cough*
did you read all of my post?
rifleman have always had +90 speed (and +5 at master) but the first T-21's came out with double digit speeds- until recently (and i don't mean like a week ago), rifleman weren't firing many specials at the cap...... the devs never realized that a T-21 would be crafted and then sliced to 1.5 speed (there's one on eclipse or something)
i also pointed out that loot drops were used also...... in beta not many people killed krayts so there wasn't much in the way of loot to be tested before galaxies went live
also there weren't many master smugglers around to get those +45% slices on weapons
you have to realize that all the speed mods have been in since beta..... it hasn't changed in almost a year and many weaponsmiths are finding ways to make weapons much greater than expected (like those 700+ damage or 0 speedfwg5's)
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Kevie, you really dont have a clue do you....... The speed of the rifle has not caused this problem!!! Yes there are some very fast loot t21's, but if you gave a master rifleman a choice of a 1.5 second t21 doing 400 max damage and a 6 second t21 doing 500 max damage, he would go for the 6 second weapon because it has a much higher DPS in his hands, why, because he fires them both at speed cap.
Rifleman speed is borked - the calculations are exponential thus is he just purchased +5 speed tape he can fire any weapon, any move at speed cap - even if it was a double digit fire rate.
i never insulted your intelligence, and so far you've just tried to insult mine at every chance you could
i was making a very valid point and i totally sympathize with you (i am a pistoleer after all)
T21's weren't ever supposed to be made with speeds that low (6 seconds, let alone 1.5 seconds) THAT was my point all along.....
the speed equation and speed mods have been put in place since beta and the developers noticed these flaws way back last fall
the combat balance was planned to fix this, among other problems
i never said you were wrong, i was merely making a point.... but every response i got from you was just condescending trash talk
Hmmm, interesting point Philo. Perhaps they should make it so that weapons have an accuracy stat that can be adjusted during the crafting process when they are manufactured? Rifles would have a great accuracy stat for standing shots or prone shots but when the attacker moves and tries to hit a target, they would lose 50% of their accuracy, if they were to burst run, they would lose 80% or something to that effect. I always found it funny to see a Bothan running away from a Wookie with a T21 in his hand and hitting the Wookie with every shot.
Does anyone else think that Pistoleers should get a terrain negotiating bonus? We are suppose to be able to perform quick strikes and retreats, it would make sense that we would be able to move quicker when using our weapons than the other classes.
Randonb wrote:Whoops, I think you may have missed my point Kevie. My emphasis was on the last paragraph.
I was attempting to demonstrate that without adequate foresight, working out advantages/disadvantages can go awry, even if they sound good at first. Specifically, if these distinctions are too severe, the profession could potentially run into problems when fighting other players of the same profession.
But yes, I agree that professions are in dire need of distinction between their own roles. It's just a tricky business fitting what people want to be into the "balance paradigm."
Message Edited by Randonb on 05-29-2004 09:47 PM
That happens on TC2 right now, people (jedi) with insane DEFENSE and absolutely low damage output are fighting each other without a way to win. It's fun the first time it happens.
Anothersweet dealthat rifleman have going for them is that AP>AR=50% damage enhancement, which could be considered an exploit, something I'm sure they don't want getting out. Why should this be considered an exploit? Well I did a little serching on the armor rating formula and I found this old fencer FAQ gathering dust:
http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=12599&highlight=armor+piercing#M12599
Ocaigann wrote:
If Rifleman just had the lame speed mod that Carbineers had now, and Pistoleers had the speed mods the Rifleman had, I'd be happy.