Pistoleer Archive

Thread: Recompiling the Top 5 Issues

xivtarren
Thu Mar 25, 2004 2:23 pm
#27



1). Up the Damage Modifier on our specials a lil bit

2.) State Effect, without smuggler we have no state effect shots

3.) A posture change shot,not a knockdown, but just a posture down shot

4.) Accuracy ( I'll get my extra speed from skill tapes )

5.) A Gun that is not ugly and can be crafted on demand, not loot drop or rare schematic (AP1?)



I not sure so much anymore it our profession that is broken, but our inability to do worthy damage in a pvp ( Armored, Buffed opponent) / pve situation, Quite frankly all those that calling for a mind shot , Lets stop envying over rifleman. Really dont wish to become the next FOTM, and if the speed cap is put in place we already are headed that direction


Message Edited by xivtarren on 03-25-2004 01:48 PM

Message Edited by xivtarren on 03-25-2004 01:48 PM



!Xiv' Tarren!
7 Prognovic 7
Shazeen
Fri Mar 26, 2004 1:34 am
#28

I think we really only have two issues that we should be concerned with: (1) our broken specials and (2) the speed equation. If we can make some sort of progress on these two fronts (mainly just the specials though), then we would be in a much better state. I personally would like to see all of the suggested "fixes" (from the Status of Pistoleer Specials thread) implemented. Make Disarming shot a ranged intimidate, give stopping shot a posture down effect, have double tap affect two pools, Give PMD2 some sort of random status affect or a knockdown, raise the damage on BS3 and turn MTPS into an AoE health targeted attack. In short, give us a special to choose from other than fan shot, health shot2, and PMD1. If we add some variety and functionality to our specials, then we will cease being an incomplete profession.


Just my two cents.






~ Blanchbaca ~ Master Rifleman / Master Chef ~ Flurry || Orim ~ Master Pistoleer / Master Smuggler ~ Scylla ~


ShiOt
Fri Mar 26, 2004 4:23 am
#29

weird idea.. how about offering terrain negatiotion in the skill tree? I think it would be useful for the get in and fire... get out tactic. Seems like if pistol is supposed to be a close range combat proffession.. then there should be a distinct advantage against melee classes when it comes to foot speed. Sry if this is off topic just popped in my head while i was reading =D.



Smooth Remington
Master Weaponsmith / Master Businessfish
Flurry Galaxy- Shop Located 400m East of the MO, Dantooine @ -220, 2520
Randonb
Fri Mar 26, 2004 1:18 pm
#30








Brutha wrote:

Looks good to me.


I would just like to add that i never saw any response to the issue about weatherpistoleerswere included as a ranged class when melee classes get a bonus against ranged. As we are most effective short ranged I would think this is an issue. Might come in under defence though.


If i have missed something (which is entirely possible) could someone point me in the right direction?






This investigation hit a snag. I'm still looking into it. Thunderheart and I were talking about 2 different (but similar) patch notes from Publish 7. It looks like we're in the clear, but I'd like to wait for confirmation.

My own tests on the matter were inconclusive, because I couldn't find 2 players (1 on Live, 1 on TC) with the same accuracy from the same profession with the same weapons. I thought maybe an unarmed TKA, but I'm afraid a TKA has perfect accuracy, or so close to it that it was untestable. I couldn't find 2 non masters of the same skill level. Now that the patch is on both Live and TC, a test is impossible.

Message Edited by Randonb on 03-26-2004 03:28 AM





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
Kevie
Fri Mar 26, 2004 7:08 pm
#31




we are close range and need a lot of melee defense and accuracy at close range which means that pistoleers can fire at someone from 64m away but a rifleman would head shot us with little effort and we're down, close range, many melee attackers should have to put up a decent fight to take us out, and rifleman/carbineers would have less accuracy


given the combat balance, and each profession's role in combat, tha'ts how i see our profession working

it seems to me like pistoleers should have enormous melee defense and less ranged defense (comparatively, with other ranged professions)


i would suggest that range would be themost determining factor on if a pistoleer wins a fight with a carbineer or rifleman (ie. at close range, pistols would most-likely win, at long range, rifleman would most likely win)

Message Edited by Kevie on 03-29-2004 08:14 PM




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

WesBelden
Sat Mar 27, 2004 12:54 am
#32






Randonb wrote:

Would "we're boring to play" be a Top 5Issue? Not worded that way, of course. Our specials, even if they worked, don't really do anything but damage. Because all we do is damage, our only course of action is to pick the special that deals the most damage and spam it.


As long as our specials are bland, this tactic isn't going anywhere. Or does this go hand in hand with "fix our specials" closely enough that it doesn't need to be mentioned seperately?








Yep, I'd go with that. Perhaps remove the DX2 issue, as it's more accurate now and I believe they've said they'll be introducing new weapons and certificates at different levels of each combat profession anyway (right?)



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
WesBelden
Mon Mar 29, 2004 6:44 am
#33


Actually, I've changed my mind on the swapping the DX2 for the "We're boring" issue. Talking to players from other professions, I've been told it's the same for them too.. I've got a vision of putting this in causing the same response of the Devs not taking us seriouslywhen webrought uptwirly animations, holsters and the fact that the DX2 looks likeabrick wrapped to a handle with a bottle kneck stuck on for good measure.


Either stickwith the DX2 issue, or find something else that could be improved. Either way, mention the blandness of thespeicals when asking for them to be fixed.





=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
electricnomad
Mon Mar 29, 2004 8:25 am
#34





Randonb wrote:


. . .


1) Almost all of our specials are broken or useless.

2) Our pistol (DX2) is worse than Marksman pistols and is not used by most players.

3) Our defenses don't work are mostly useless.

4) The way speed works in the game is completely screwed up.

5) We are not fast or accurate enough with our weapon at the master level.


. . .








So I have3 questions for you all:


1) Can any of these items be removed from the list?


2) What would replace the items we remove, if any?

3) From the ones that we want to keep, what new information do we want to reflect?



1) Drop #2. The DX2 is a respectable weapon these days, and is definitely the best mass-produced, off-the-rack pistol you'll find. I'm betting most people who complain about it don't realize thatsince that list was written, the DX2got improved from about -25 accuracy at ideal range and is now about +45 ideal range accuracy. That's a HUGE improvement. All I want for the DX2 is that it looks better - shooting a hot glue gun is just kind of silly.


2) No idea for now. Your "It's boring" statement is accurate, but what do you expect from a pure combat profession?


3) For #5, it's important to note that we should also be more accurate. I think more Accuracy WHile Moving mods would be in order. For #3, I think it's important to note in the State Effect Spam Wars that is PVP, State Defenses are meaningless, and even in PVE, I don't see much of a difference in the resistance of those with high State Defenses and those without any whatsoever. Our almost total lack of Ranged and Melee Defense means we get hit harder and more often than just about any other profession out there. Our only noteworthy defense is Dodge, which works well.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

RebPat
Wed Mar 31, 2004 7:01 am
#35

We really need specials that don't affect out speed as much yet give a better damage.

Speed is supposed to be our specialty despite all logic. Then the highest the speed multiplier on a special should be 2.0. But a need fix for point blank shot 1 and 2 would be high mind damage. I mean the best shot would be a head shot at point blank. That would give thema reason to be used especailly on the TKA's that like to get in close.



Protoman'One
Master Tank
WesBelden
Wed Mar 31, 2004 8:22 am
#36

They're removing mind damage from combat, so that's not gonna be an option.



=======================================================================
WesBelden the last Smuggler Correspondent.
Who's the more foolish? The fool, or the fool who follows him?
EcadMistflier
Wed Mar 31, 2004 11:42 am
#37






1) Almost all of our specials are broken or useless.

2) Our pistol (DX2) is worse than Marksman pistols and is not used by most players.

3) Our defenses don't work.

4) The way speed works in the game is completely screwed up.

5) We are not fast enough with our weapon at the master level





So I have3 questions for you all:


1) Can any of these items be removed from the list?


2) What would replace the items we remove, if any?

3) From the ones that we want to keep, what new information do we want to reflect?



1.) Yes remove the DX2 from the list. It has been improved and although not perfect is a quantum leap from what it was.


2.) I wouldn't add anything new to the list ( not that there are plenty of additional issues not listed here) simply because the devs seem to respond to a short list much more aggressively than they do to a long "wish" list.


3.) I am trying to answer your specific questions and not re-hashing the issues we all already know by heart. The "new" information that I would add is I would make clear to the devs that fixing our specials (ALL of them at once not piece meal) is our number one issue. I would also make clear that fixing our speed is very important but if it is possible ( it likely isn't) fix this issue with out nerfing the other classes. I am sick of coming off as the bad guy because I want my class fixed.


Now,secondary to all this is giving us improved defences, provide true "Pistoleer" state change specials, and if we are suppose to attack the health of a target then please give us the tools to do that.




Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
Hisler
Wed Mar 31, 2004 4:47 pm
#38


Ok while grinding my way to jedi I went through pistoler and despite the large shaft protruding out of my bumm while i was running around as a pistoler I came to love the class ..... As a pistoler I always got my bumm handed to me in pvp unless it was with a melee profession and then I just kited them .... Rifleman always seemed to tear me a new one and I can never seem to even hit them but the can chew through me in no time flat ........ I finished pistoler and smuggler a little while ago and I noticed one big thing ..... when I pvp'd with my character and he went bounty hunter I creamed a rifleman so fast even with my gimped defence. I immediatly thought it was bounty hunter so I wrote it off....... While reading the numbers I found out one IMPORTANT THING


++++PISTOL ACCURACY++++105 with master marksman and pistoler 60 with master marksman and 45 with master pistoler............... while on the other hand ......................



RIFLEMAN= RIFLE ACCURACY 180 **edit** is thisBS ........ 60 with master marksman and 110 with master rifleman ......................



anyone else see a problem with this????????????
Hisler
Wed Mar 31, 2004 11:00 pm
#39



I agree that rifles should get more accuracy mods than us, but the fact that they get more speed mods is just sick... they may not like it, but something NEEDS to be done.

REPLY ..............



Why Should RIFLEMEN get more accuracy ???? Have you looked at your weapon lately ???? All ranged classes should have the same stinking accuracy......


Pistols + at close range .... - at long range

Carbines 0 or - at close range + intermediate range and 0 or - at long range

Rifles - at close range and - at long range .....


That is the deciding factor in accuracy bro the weapon ....... But as it is with a 180 accuracy and your pathetic 110 accuracy rifleman can even beat you standing in your face because thier two hit is still better than yours .... Considering the fact that they have 70 more points of accuracy than you do ..... I could even understand that pistoler was designed to match up with smuggler, commando, or bounty hunter .... But as of now commando has 0 pistol mods also smuggler has 0 mods .. Hell Bounty hunter the best you can hope for is 155 accuracy whereas a rifleman still has you beat by 25 points but they still got more points to spend so they can stack more defenses onto thier already super offensive class.....


As of now rifleman is the most offensive class in the game and has the most accuracy .... Fensers only get 155 at master and thats with brawler .... The defenses are better than a pistoler also ...... So if you go rifleman you can also stack pistoler and maybe tka for the most defensive and most offensive combo in the game ......


Point is a rifleman is a SNIPER its not a close combat profession so why on earth do they have any melee defense ..... this is how it should be .....



Pistoler 50 melee defense and 110 dodge


Carbiner 25 melee defense and 25 ranged defense + 110 counter attack


Rifleman 50 ranged defense and 110 block ......


Now wouldnt that make more sense .......... I'm talking about what is fair than fair ....... Pistolers and carbiners have all taken a back seat to this class ..... The most popular template btw is rifleman + some tka + fenser .....


The other day one rifleman named -Solo- came into the imperial outpost after the defense nerf and killed like 4 or 5 imps by himself and didnt even get a scratch on him .... I was point blank as a master commando with a flamethrower and I missed ..... Also spaming fan shot I missed every stinkin time about 30 times in a row at medium to close range ........ while on the other hand the other day when i got bounty hunter pistols 4 I smoked a stinkin rifleman template jerk because my accuracy was 155 not a stinkin 110 .........



Also Speed mods is totaly pathetic ....... If the lowest time per attack being 1 second and you max it out in no time with pistols that fire as fast as 2 or 3 seconds ......... Pistols 1 have no armor penetration and are supposed to be real fast giving a pistoler an advantage in speed to make up in dps for what is lacking in weapon damage ...... Rifleman on the other hand have high damage rifles which are slow but at master level still fire at one second ...... What is the problem here ...... The speed calculations need to be hard capped .....



Rifles should be high damage but slow speed

Carbines Medium damage at medium speed

pistols low damage at fast speeds


Rifles should fire once every 3 seconds ........

Carbines once every 2 seconds .....

Pistols once every one second ........



Another point if Duel Wielding Pistols was introduced I really wouldnt have a hard time with the low accuracy ....... but it should be the same accross the board untill I equip that pistol..... And as far as im concerned duel wielding should be a smuggler trait and not a pistoler trait ..........




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