Pistoleer Archive

Thread: Pistoleer Community Issues 8/20/2003 Submitted

YetiIronfist
Thu Aug 21, 2003 3:33 pm
#27



Mkappus wrote:

If you can wipe out his launcher pistol, you might have a shot at him.






Ouch. So you're not just suggesting that we be able to damage weapons, but that the damage to them be significant enough that you could destory your opponent's weapon faster than he can kill you? (Remember, if the condition drops to zero, you can't even use a repair tool on it)

That's awfully severe.

Personally I don't like the idea of damaging other's weapons, but since a good post should contain suggestions / ideas as well as an agreement or disagreement... Hmmm, what can I say here

If they insist on allowing us to damage weapons, I would suggest that it be an "alternate" damage. That the actual condition of the weapon isn't destroyed, but instead it is tagged as having been Disarm Shot disabled or something like that. Maybe in this condition if you use a weapon repair tool on it, it is restored to fine, WITHOUT the normal chance to destroy the weapon you have when using a repair tool, and possibly with the normal drop in maximum condition that you get from a repair.
DiLune
Thu Aug 21, 2003 3:37 pm
#28

Hmmm. You may be onto something there. Like a % decrease in damage done. Sort of a temporary "stun" (for lack of a better word) damage done to the weapon that naturally recovers over a certain peroid of time.
ReeveConnor
Thu Aug 21, 2003 7:31 pm
#29

That's not a bad approach to Disarm if the reduction in damage is temporary in nature, but I would personally prefer to see it be a true disarm. In other words, you see the animation of the weapon flying out of the opposition's hands and for a period of time, say 6 or 8 seconds, he or she is incapable of attacking. Its not a stun, he or she can still move, heal etc. but they can't attack. This special should also deal decent targeted HAMdamage though not on the order of what BS 3 should do (but currently doesn't). And I would also apply a timer to this special to prevent it from being spammed. If you do reuse it inside the timer, it just deals the damage, but does not apply the effect.


On another matter, Jaegen have you looked at the SR Combat pistol? I note you mentioned the problem with the DX2's not applying a damage bonus to unarmored opponents. Is there a similar issue with the SR Combat pistol? I just got one and really haven't looked at it, but I was wondering what yours (and the community's) impressions were?


Ciao.


----------------------------------------------------------------


Jund Starstrider - Novice Pistoleer/Novice Ranger/Would-be Medic- Chilastra




Jund Starstrider
Chilastra
Imperial Corporal
Novice Pistoleer/Novice Ranger/Novice Creature Handler
Ranende
Fri Aug 22, 2003 7:15 am
#30

I thought we were going to ask that disarming shot one delay the opponents next attack, instead of renaming it to "Lair Shot". This is just a cosmetic change and does nothing for the pistoleer.


We go two big nerfs coming up


1) 30 second delay on knockdown


We should ask for increase in Pistol Speedand Melee Defense skill mods to offset what was our most useful attack.


2) Decreased accuracy while moving


Increased accuracy while not moving.


----


These two changes mean,no more kiting and no more "melee" fighting for pistoleer.



Jaegen88
Fri Aug 22, 2003 7:31 am
#31

Dashiva7 ,


You're incorrect. Knockdown delay stackingworks the exact same way in PvE, try it out, it's funny. I've tested this a dozen timesand was even doing it last night. But hurry, it wont be possible much longer. Note, the oppoenent will stand up/get up, but they CANNOT attack you.





Jagen88
Jaegen Kel'daron - Master Gunfighter
Jaegen88
Fri Aug 22, 2003 7:36 am
#32

YetiIronfist ,


That's the only thing I came up with to on the issue of weapon damage. I also liked the idea when I was thinking about deflector shields, and why they are never used. Maybe if they regenerated damage slow enough to make it not useful in a single fight, but fast enough to regenerate between fights (say 5 minutes or 10 minutes, dunno), then people might actually spend the credits on them. Of course, condition still needs to drop at some rate (1/10 the current rate??) so that armor smiths have some demand.


If they used the same code on weapons, I could see it maybe being useful.




Jagen88
Jaegen Kel'daron - Master Gunfighter
Sozek_Roojen
Fri Aug 22, 2003 7:44 am
#33

why cant they change disarm shot so if its successful it unequips the guys gun? that would be way better then damageing the gun i think, plus it would add more strategy to pvp
Taallyn
Fri Aug 22, 2003 8:04 am
#34

The problem is what happens to the gun if they person's inventory is full? Does it drop to the ground? Disappear entirely? Would that prevent it from getting disarmed at all?
Jaegen88
Fri Aug 22, 2003 8:06 am
#35

OK then, I sent this off today. Not perfect but I think I caught a lot of the suggestions. Maybe they will communicate with us on the change *fingers crossed*.


Please amend this to our issues list, regarding Disarming Shot 1.
================================================


Feedback on the forum has swung back to wanting Disarming Shot 1 to be some sort of "disarming shot". The best reason for this is it adds some spice to the profession’s specials, which is lacking in many people’s opinion.


Other suggestions for Disarming Shot 1
======================================


(These are in no particular order)



1.Jams/disables the opponents weapon for 9 seconds, usable only once per 30s (opponent gets immunity) They can switch weapons, so it isn't too powerful IMO, and there is immunity.



2.Single target version of panic shot, or something similar, where it basically delays the opponents next action, or does not allow them to use specials for "X" amount of time. Can either be hard to land or have it again, with 30s immunity (30s just taken from KD immunity). This is like you “shoot the gun and it’s too hot to handle” type of thing.



3. Knocks the weapon to inventory where it has to stay there for some amount of time (like #1, just a different effect). Again, immunity would probably be needed.



4, Does weapon condition damage, that doesn't "destroy the weapon"


So you can directly damage an opponent’s weapon, but it's only temporarily disabled once it reaches 0. After some time (60seconds?) it starts to regenerate quickly back to whatever its current maximum condition is. This could allow damaging an opponent’s weapon, without the griefing aspect of it, since it would not "destroy" the weapon. Alternative is that once it reaches 0, it has to get repaired by a weapon crafter tool, but condition doesn’t drop (it un-jams it)


I hope these suggestions help.


Best Regards,


Jaegen88 and pistoleer community





Jagen88
Jaegen Kel'daron - Master Gunfighter
Peadar
Fri Aug 22, 2003 11:36 am
#36

I think its a good post Jag. You seem to hit the major concerns of the Pistoleer profession, at least the skills which are broken anyway. Unfortunately, this thread will become loaded with whining from other professions. Which makes me wonder...if they spent as much time on their own profession threads putting in constructive suggestions as they do here flaming...maybe they wouldn't have some much to complain about? but I doubt it.


I really hope the Dev's take what you've suggested and give it some serious thought and look at the Pistoleer profession as a whole when they make a decision not the rants and cries for NERF from others. I think each profession as to be evaluated on its own merit...lets get the profession working as they were intended, then balance them.


Keep up the great work Jag





Perhaps you feel you are being treated unfairly? ...Darth Vader
RurouniJedi
Fri Aug 22, 2003 12:21 pm
#37

Very nice Jaegen88. I really hope the developers take everything into consideration. I also really hope they fix these defensive mods. I have a feeling that if they did something, maybe if each point counted as an outright 1.5%-2% chance for completely resisting/dodging Knockdowns wouldn't be much of an issue.


I also would like to point out that you're the absolute best and most dedicated corrispondent I've seen on these boards, and I'm proud and feel secure knowing you're on the job looking out for our profession.

Bolanos
Sat Aug 23, 2003 5:32 pm
#38

Jaegen, the thing about pistol whip and how it's adding time on top of the previous one instead of starting all over again. Can you test it out again, use it like 5 times, then have the person change his weapon. I know this is gonna sound REALLY weird, but yesterday I wanted to test it out on an NPC, so I whiped him down to the ground with a CDEF blaster about 6 times, healed myself, then blasted him. He stood up, and used hand to hand and almost took me down in hand to hand, so I whiped him again like 5 times, healed and ran back to get some distance, and he opened fire on me with a carbine or rifle, longer then a rifle. First, I never had an NPC change from ranged to melee on me then back to ranged again, so that was weird, but it seemed like the delay was only being added to that weapon/combat style? When you run the test, after you whip him, have him change to either a rifle or carbine, and see if he can shoot. If he can then the dev's might be able to fix it easier since we're giving them more info, hopefully with the correct info they won't nerf us.
Bolanos
Sat Aug 23, 2003 5:33 pm
#39

longer then a pistol, not rifle, really need an edit button. the NPC looked like he was using a carbine/rifle, sorry.
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