Pistoleer Archive
Thread: Focus Thread : Making more Pistols useful.
Message Edited by Short_Timer on 08-30-2005 02:48 PM
Short_Timer wrote:
Mind you, probably best not to discuss these things with me at 3am when you've been on the sauce mate........
I posted some rather silly messages on here on Friday night too...
Anyway, have updated all the pistols with information on Max damage stolen from the weaponsmith forum, only max crafting caps for the Tangle and DX2 are missing. And I've forgotten to do your SL pistols at the end there as well it seems. ![]()
Don't suppose you know what ever happened to your SL "Flare pistol", did it get renamed to theTchotchee?
Message Edited by BadgerSmaker on 08-30-2005 03:04 PM
Hmm, now look at the normal Republic Blaster, it has acid elemental damage and hopefuly master level damage caps.
I'll have to look into what kind of Republic Blasters can be made.
It also seems that the Deathrain D50 has the highest minimum damage, but with SAC over 90.
BadgerSmaker wrote:
Pistols take more experiment points to craft than Rifles and Carbines as we cannot use Stocks. I would like to see an across the board reduction in the starting crafting SAC on pistol of around 20 SAC, that way more points can be put into damage, speed and elemental damage and more pistols become viable, like the DE-10.
Message Edited by Vaf123 on 08-31-2005 07:53 AM
Vaf123 wrote:
BadgerSmaker wrote:
Pistols take more experiment points to craft than Rifles and Carbines as we cannot use Stocks. I would like to see an across the board reduction in the starting crafting SAC on pistol of around 20 SAC, that way more points can be put into damage, speed and elemental damage and more pistols become viable, like the DE-10.
From WS pint of view Pistols are not toodifficult to craft with good stats but Rifles are too easy
To makerifles and pistolscompareable it would be better increase the starting SAC on rifles or else you will only see tripple capped pistols after a few weeks and everybody will have exactly the same weapon, think about that Praecor...
Message Edited by Vaf123 on 08-31-2005 07:53 AM
Good point, but I doubt I'll be very popular if I suggest that. I'll have to wai and see what the new weaponsmith corro thinks about it all.
Im notA Pistoleer, but I know a fair bit about Weaponsmithing so Ill chime in here with some suggestions.
- Higher min dam on Pistols (meaning PIstols will have a tighter Damage Range than Rifles and Carbines. (seeing that min dam influences damage output this should help a bit. See this Thread for more info.)
- More accuracy on Pistols. I know most tests show that accuracy on weapons doesnt work atm, but when it gets fixed I believe pistoleers should be a lot more accurate than Carbineers.
- Master Weapons needs to have some sort of benefit. I havent sold asingle DX2 since the CU, because its simply not worth it. (to expensive to craft and doesnt even come close to matching the Feather. I would suggest adding a skillbonus to all master weapons (not only the pistoleer ones) that was exclusive for that particular profession (Like +10 to pistol speed) Tying specials to the master weapons would be another idea that I think Badger mentioned (I think its awesome
) - More variety in damage types. Im going to copy paste something I have written on the WS forum (please excuse my lazyness
)
We need damage types (elemental damage)to mean a lot more. We need creatures to be resistant towards some damage types and vulnerable towards others.
We need elemental damage to be a lot more important. and we need enhancers that could add different types of elemental damage.
Example: Player x wants a weapon he can use for kraythunting. Krayts have 90% resistance against heat meaning your weapon will do 90% less damge if yo uare using heat), but are 20% vulnerable towards Cold (meaning your attacks will do 20% extra damage if you are using a weapon with cold damage.)
Player x goes to his WS with a +500 Cold elemental damage -300 ordinary damageenhancer (this goes instead of krayt tissues/enhanced power Cells, Reinforced casings/Gorax shards). The WS makes an ALR that comes out with 685 max dam and 500 Cold elemental damage (the - to ordinary damge is necessary to get the elemental up in a number that would make a noticable difference without unbalancing the weapon).
Player x will now have a weapon that against Krayts would be very viable, but when he wants to hunt Crazed Geonosians he has a problem. They have 60% COld resistance, but 40% Electricity Vulnerability. Player x starts hunting Electricity Enhancers, to get yet anohter weapon made.
In this way players would allmost need a weapon for each elemental damage type. This would create new loot for the combattants. New weapons for us to craft. A lot more variaty. Possibly more content for AS aswell as they could also have enhancers for their armour protecting against different kinds of elemental damage (which of course would lower the resists on some of the other types to keep it balanced).
Personally I dont like the idea of making weapons be skins only as I would feel it would make the whole weapon arsenal generic. Id rather that there was added benefits and drawbacks to all the weapons as that would IMO add a lot more variety.
- Perhaps make some stocks drop with range bonus(+10 like the cyberarm ex.), but let them have the same drawback that looted stocks have atm (very high sac penalty, but a bonus of min and max dam)
- Give WS the ability oftransforming skilltapes, so we can add skillmodifiers to weapons (ex. You come with a CA with +15 to Pistol Accuracy. Itransform it toa +15 PistolAccuracy weaponcomponent that I craft into your DX2 (which allready have +10 to speed as it is a master pistoleer weapon
)
Hmm I think that is all from me for this time, but Ill keep an eye on this thread as it is a very interesting dicussion. (and Ive probably forgot something anyway
)
Summerflame wrote:Im notA Pistoleer, but I know a fair bit about Weaponsmithing so Ill chime in here with some suggestions.
- Higher min dam on Pistols (meaning PIstols will have a tighter Damage Range than Rifles and Carbines. (seeing that min dam influences damage output this should help a bit. See this Thread for more info.)
- More accuracy on Pistols. I know most tests show that accuracy on weapons doesnt work atm, but when it gets fixed I believe pistoleers should be a lot more accurate than Carbineers.
- Master Weapons needs to have some sort of benefit. I havent sold asingle DX2 since the CU, because its simply not worth it. (to expensive to craft and doesnt even come close to matching the Feather. I would suggest adding a skillbonus to all master weapons (not only the pistoleer ones) that was exclusive for that particular profession (Like +10 to pistol speed) Tying specials to the master weapons would be another idea that I think Badger mentioned (I think its awesome
)
- More variety in damage types. Im going to copy paste something I have written on the WS forum (please excuse my lazyness
)
We need damage types (elemental damage)to mean a lot more. We need creatures to be resistant towards some damage types and vulnerable towards others.
We need elemental damage to be a lot more important. and we need enhancers that could add different types of elemental damage.
Example: Player x wants a weapon he can use for kraythunting. Krayts have 90% resistance against heat meaning your weapon will do 90% less damge if yo uare using heat), but are 20% vulnerable towards Cold (meaning your attacks will do 20% extra damage if you are using a weapon with cold damage.)
Player x goes to his WS with a +500 Cold elemental damage -300 ordinary damageenhancer (this goes instead of krayt tissues/enhanced power Cells, Reinforced casings/Gorax shards). The WS makes an ALR that comes out with 685 max dam and 500 Cold elemental damage (the - to ordinary damge is necessary to get the elemental up in a number that would make a noticable difference without unbalancing the weapon).
Player x will now have a weapon that against Krayts would be very viable, but when he wants to hunt Crazed Geonosians he has a problem. They have 60% COld resistance, but 40% Electricity Vulnerability. Player x starts hunting Electricity Enhancers, to get yet anohter weapon made.
In this way players would allmost need a weapon for each elemental damage type. This would create new loot for the combattants. New weapons for us to craft. A lot more variaty. Possibly more content for AS aswell as they could also have enhancers for their armour protecting against different kinds of elemental damage (which of course would lower the resists on some of the other types to keep it balanced).
Personally I dont like the idea of making weapons be skins only as I would feel it would make the whole weapon arsenal generic. Id rather that there was added benefits and drawbacks to all the weapons as that would IMO add a lot more variety.
- Perhaps make some stocks drop with range bonus(+10 like the cyberarm ex.), but let them have the same drawback that looted stocks have atm (very high sac penalty, but a bonus of min and max dam)
- Give WS the ability oftransforming skilltapes, so we can add skillmodifiers to weapons (ex. You come with a CA with +15 to Pistol Accuracy. Itransform it toa +15 PistolAccuracy weaponcomponent that I craft into your DX2 (which allready have +10 to speed as it is a master pistoleer weapon
)
Hmm I think that is all from me for this time, but Ill keep an eye on this thread as it is a very interesting dicussion. (and Ive probably forgot something anyway
)
Wow. That has to be one of the single most even-minded collection of ideas on how to address this situation that I have seen. I love the idea for the scopes that increase the range but with extremely high SAC, and the idea for increasing the MINIMUM damage would make pistols extremely sought after in PvP engagements where you face high defense enemies.
Very nicely done. LOTS of nice ideas.
BadgerSmaker wrote:
Vaf123 wrote:
BadgerSmaker wrote:
Pistols take more experiment points to craft than Rifles and Carbines as we cannot use Stocks. I would like to see an across the board reduction in the starting crafting SAC on pistol of around 20 SAC, that way more points can be put into damage, speed and elemental damage and more pistols become viable, like the DE-10.
From WS pint of view Pistols are not toodifficult to craft with good stats but Rifles are too easy
To makerifles and pistolscompareable it would be better increase the starting SAC on rifles or else you will only see tripple capped pistols after a few weeks and everybody will have exactly the same weapon, think about that Praecor...
Message Edited by Vaf123 on 08-31-2005 07:53 AM
Good point, but I doubt I'll be very popular if I suggest that. I'll have to wait and see what the new weaponsmith corro thinks about it all.
LOL
I envision you becoming a white hot ball of fire after the flames that would come at you for suggesting that one. I would recommend you take synthsteak, pikatta, and have a full crate of stims ready to go when you go to post that suggestion. Ill be the one running behind you tossing heals in your direction.
ChefVomit wrote:
Wow. That has to be one of the single most even-minded collection of ideas on how to address this situation that I have seen. I love the idea for the scopes that increase the range but with extremely high SAC, and the idea for increasing the MINIMUM damage would make pistols extremely sought after in PvP engagements where you face high defense enemies.
Very nicely done. LOTS of nice ideas.