Pistoleer Archive

Thread: Dual Wield Discussion Issue 2!! Vote Now!!

Jaguarrr
Fri Oct 29, 2004 1:27 am
#27

B



We couldn't play SWG without Tiggs. Now we can =)
lavosslayer
Fri Oct 29, 2004 2:33 am
#28


I'm with Kevie on this one I think that we should be forced to fight up close but that we should counter that with better defense and alittle higher accuracy...I mean the closer you are the larger the target and the smaller the margin of error is so its only natural to be more accurate up close!


I'm going withA though on this one!


Message Edited by lavosslayer on 10-29-2004 10:34 AM



Commander Ja'driel D'arkstar
Lurid Dawn Naval Academy
Keito_Temreh
Fri Oct 29, 2004 6:20 am
#29






LordMaxx wrote:
There should be appropriate penalites to offset the possible power of Dual Wielding weapons...one of these penalties could be the realistic factor of a limited range. As ranged professionals we can fire from 64 meters away, but if we want to use 2 pistols at once it does not seem feasible. Discussion said we should be just out of melee's lunge range, but not so far that we can kite so easily.

This code is already evident in the programs architecture as Commandos have to face this normally.

We will also discuss accuracy problems as another possible hit. Remember there should always be balance, and dual wielding should be a tactical decision. The actual range number can be changed, this is more to see if this would be one of the feasible "down sides" to dual wielding.

So how would you vote on a limited range penalty to offset the powah of the dual wield side of the force?

A. 30m Range sounds fine to me.

B. No Limited Range Just higher accuracy hits.






OK maybe you know more than we do, but I don't even know what changes the combat revamp are going to bring or how duel wield will affect our damage output yet. I don't see the need for making such a vote yet when absolutelyt no information has been posted in regards to upcoming changes.


30m range restriction is too harsh and more accuracy hits on an already low accuracy profession seems to me to be ludicrous.


Perhaps 45m restriction such as what is on the tangle/geo sonic/sr combat pistol would be inline and should be applied to all pistols, but anymore accuracy penalties and we'll be lucky to hit a green con durni. The day a rifleman can't hit the broad side of a barn at point blank range and fires slower then we do then maybe we can discuss penalties like these. And for those who say only to worry about our profession, you have to look at the bigger picture and be concerned with the other ranged proffesions at the same time or any changes made will be doomed to failure.




Keito Tarmeh Master Bounty Hunter/Master Pistoleer Valcyn : Retired
Brant Hogan Master Combat Medic/Master Carbineer Bloodfin : Retired
Notam Vavaso Master Pilot/Master Carbineer/Master Bounty Hunter Chilastra : Active
RazorBlade79
Fri Oct 29, 2004 7:25 am
#30

B. If anything, ranged professions need MORE range not less.



___________________________________________________________________________________________________________
Quick fixes to make the game fun now: NPCs using weapons and special attacks, reduced resistances on all except faction armor and percentbased encumbrance, faction armor craftable with improved resistances with limited use schematics from recruiters, no permadeath for faction pets, doc buffs percentbased, fixed BH mission payouts, more imperial crackdown activities, replace SBDs on the corvette with high ranking NPCs, reintroduce a Jedi TEF, reward overt players with improved payouts and faction gains
How to be a successful newbie
Whil Grey #2 #3 #5 #4 #6 - My character's screenshots of the day on SWG.com
WillGrey.cyndera.com
- My homepage

DarthXadius
Fri Oct 29, 2004 7:30 am
#31



LordMaxx wrote:
There should be appropriate penalites to offset the possible power of Dual Wielding weapons...one of these penalties could be the realistic factor of a limited range. As ranged professionals we can fire from 64 meters away, but if we want to use 2 pistols at once it does not seem feasible. Discussion said we should be just out of melee's lunge range, but not so far that we can kite so easily.

This code is already evident in the programs architecture as Commandos have to face this normally.

We will also discuss accuracy problems as another possible hit. Remember there should always be balance, and dual wielding should be a tactical decision. The actual range number can be changed, this is more to see if this would be one of the feasible "down sides" to dual wielding.

So how would you vote on a limited range penalty to offset the powah of the dual wield side of the force?

A. 30m Range sounds fine to me.

B. No Limited Range Just higher accuracy hits.




I don't see how having a limited range relates to shooting two guns at the same time vs. 1, so don't agree with it. =-/

Lowered accuracy, or the other suggestions I left in the issue1 thread seem more relavent, to me at least.



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
XwingRogue3
Fri Oct 29, 2004 7:43 am
#32

I choose B

Up close a pistoleer should do excellent damage. The farther away they get then our accuracy would suffer. Pistols are made for close quarters combat and I see pistoleers as the tool used in raids to fend off melee professions. Basically if they get past your riflemans shots then they will have to deal with your up close pistoleers. This seems balanced to me in terms of ranged balance and their place in a battle.



Kylos - Your friendly neighborhood Mon Calamari


Zekk-
Fri Oct 29, 2004 8:30 am
#33

b



Jurri Cerae
Scylla
Railyn Trelura
Scylla
DoctorGriggs
Fri Oct 29, 2004 8:41 am
#34

A

I am going to have to go against the tide and say A. Most PvP combat I am in seems to fall within that range anyways, and I am sure if we opt for B we will face a damage pentalty somehow.

Message Edited by DoctorGriggs on 10-29-2004 11:42 AM



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

iamnotatarget
Fri Oct 29, 2004 8:55 am
#35

B



Icierveiro
Captain of Irodonian Jewel and Moon-Curser
Owner/Operator of PackRats Import/Export Inc.
Iciev
Information Specialist, Rebel Pilot,and Field Agent of PackRats
StraightOuttaTexas
Fri Oct 29, 2004 9:30 am
#36

b
sixtyhertzdrone
Fri Oct 29, 2004 10:07 am
#37

B


That way you don't just tell people they can't do something, but the accuracy has to be terrible outside this range otherwise it might get unbalanced.



- Col. Cropper Nelae - Master Smuggler -
- Raincrow Blackveil - Master Rifleman -
}fated{
"Sooner or later one has to take sides. If one is to remain human." - Graham Greene
"Long live the Rebellion."

Rooc
Fri Oct 29, 2004 10:12 am
#38

I vote A!



Pilot in the Crimson Phoniex Squadran
CalArsou
Fri Oct 29, 2004 11:15 am
#39



DoctorGriggs wrote:
A

I am going to have to go against the tide and say A. Most PvP combat I am in seems to fall within that range anyways, and I am sure if we opt for B we will face a damage pentalty somehow.

Message Edited by DoctorGriggs on 10-29-2004 11:42 AM





Good point, as even in hilly terrain with a Burst Run and +50 Terrain Negotiation (MCM) I rarely get outside of 25-30m kiting.

Still, a hard limit just doesn't make sense, and I'd prefer the near-exponential (although considering the Speed formula, I don't really trust the Devs with math...) accuracy loss. Also, DW specials (if we get any) should be capped at 15-30m.



Aen'ene Escaa
g Master Medic // Royal Security Forces Ace

Auctions 101: directions, do's, and don'ts all rolled into one HERE!


Page 3 of 8