Pistoleer Archive

Thread: DEV Response to the DE-10 and Pistoleers

AdunaHunter
Thu May 05, 2005 3:52 am
#27

A timer similar to that placed on knockdowns and a removal of the long cooldown timer on Stopping Shot would be ideal.


With the current timer, the role of 'crowd control' changes to 'single target control'.


I had a great time on test center before the cooldown timer 'balance' pass, rooting multiple mobs in pve so the group could focus on one, etc. and in pvp fulfilling the role of crowd control by halting enemy advances/retreats, rooting enemies who were closing on a groupmate to db, and seperating members of small groups that were trying to loadgank me in a starport.


With the cooldown increased the crowd control role of Stopping Shot, and Pistoleers gets muddied and diluted.



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ooooooo \\\ Gunslinger
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ooooooooooooooooooooooooooooooooooooooooooooo \\\ Where life had no value,

ooooooooooooooooooooooooooooooooooooooooooooo \\\ death, sometimes,
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ooooooooooooooooooooooooooooooooooooooooooooo \\\ That is why
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Giftmacher
Thu May 05, 2005 4:09 am
#28






BadgerSmaker wrote:

The 48 second timer on stopping shot seems fine, they just need to remove the ability for multiple playersto stack stopping shot, so that you would get a +No Effect+ floaty message when a second player sticks stopping shot on a mob/player that is already effected by this state, or even better have it cancel out the root completely the way KD used to work.


I'm not too sure about having a delay after being effected by stopping shot though. If you have that then you are in the situation wherewe can only use stopping shot once in a fight, you could however have it produce dimishing returns every time you use it on the same target, say for instance giving a reduction in the root time or a higher chance to resist once a target has recovered from the first root.







Agree whole heartedly, I really think we shouldn't lose a skill that is well balanced for an individual because of the workarounds used in groups. Stop the ability to stack, rather than have break on damage, because unlike paralyse stopping shot does not prevent the ability to perform actions, only to move. This may not be palatable for melee players, but we don't hit for masses of damage,they do have "center of being"and the current timer on stopping shot means we can't keep them totally out of combat. If the freeze time does need adjusting for PvP then ok but lets not go extending that to PvE where >CL80 mobs need to be rooted to give groups breathing space to fight.


Just stop stacking, which is IMHO currently a necesaryhack/come exploit, because high end Mobs aren't properly balanced yet. Otherwise with break modifications etc. you'll just end up wrecking our crowd control ability andjust as pistoleer was looking like a valueble group member again.


Gift.


Giftmacher
Thu May 05, 2005 4:58 am
#29

Possibly, although a -15 speed mod, certainly sounds like it goes someway to limiting the use of stopping shot. Maybe something that caused a chance of a fumble? Either way, I think we actually have to consider balance both in PvP and PvE, perhaps we should have conditional rules for PvP?


I just hope in the effort to fix one the devs don'tinadvertantly break the other.


Gift.


Ternque01
Thu May 05, 2005 9:16 am
#30

Good lord, can the devs please increase the DPS on the converted DE-10's? My carefully obtained guns are now complete garbage



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
BadgerSmaker
Thu May 05, 2005 9:28 am
#31

At least can we have a definate statement that DE-10's are staying as is so we can destroy them and get our ADK's back.



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Ternque01
Thu May 05, 2005 9:48 am
#32

No crap! What a waste of time!



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
BadgerSmaker
Thu May 05, 2005 9:53 am
#33

Or a refit option via radial to convert them into high powered DX2's or something.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
RenKesson
Thu May 05, 2005 1:15 pm
#34

That's true, Nifty, but the whole point of the Combat Upgrade was that uber equipment wasn't such a gamebreaker for some people. Equipment is more standardized now. Highs are not as high, and lows are not as low. Uber equipment shouldn't be the be all, end all, and this kinda does that.



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
Nifty
Thu May 05, 2005 1:56 pm
#35


Totally agree, Ren. But if someone's DE-10 was the best pistol in their inventory pre-CU, it should be at the very least tied for the best pistol in their inventory post-CU. A lot of people are reporting this isn't the case with their convertedweapons. My modified rep blaster was my best pistol before the CU (in terms of damage vs speed, not just because of the health bleed); nowit's far behind my dx-2, regular rep, and my featherweight FWG (which is currently my pistol of choice against MOBs.)


edit for clarification on the mod rep blaster.


Message Edited by Nifty on 05-05-2005 03:57 PM



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
RenKesson
Thu May 05, 2005 2:02 pm
#36

That's true, Nift. I guess that's why we spend so much time trying to compare our weapons to others now. We at least want to know that one of our weapons is as useful to us as our prized possession was before the CU.



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
KaiRan
Thu May 05, 2005 2:02 pm
#37

What about the PUP error? Frankly, I'll take my DE-10s revamped numbers if it was confirmed, and corrected, that PUPs were accidentally included in the CU respecs. Just because the last shot I fired pre-CU burned off the pup doesnt mean I should see a 33% lower damage change than on my Republic. A boost to the DE-10 across the board as a means of balancing the difficulty in obtaining them would be nice, but frankly the PUP issue is killing me by making my best weapon my worst.



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Gunga000
Fri May 06, 2005 12:14 am
#38





I agree with you Crash. I was practicing Master Pistols / Master Smuggler / Combat Medic 4000 (for healing) againist my MBH/Commando friend and i didnt even make him sweat once in about 20 duels. Pistols and Smuggler together will not give you enough for PVP. I just don't see it.


Now, Crash have you thought of maybe taking up Master Carbineer / Master Smuggler ? And i guess add in some Pistol Boxes. I think that may give us a better chance. More Range and damage from the carbine. But i love Pistols, i hope they fix us before the RESPEC ends for me.

Message Edited by Gunga000 on 05-05-2005 03:16 PM




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Bzzzz
Fri May 06, 2005 12:33 am
#39


It's a little late to be "tweaking" the potency of the DE-10 now, isn't it?



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