Pistoleer Archive
Thread: Status of Pistoleer Specials
My shock is the lack of status effects we have. Seems to me that riflemen get the big damage, carbines middle gorund, and we should have the (at least) same effect changes as melee fighters since we're in melee range majority of the time.
A pistoleer should be feared in PvP...they're close, you aren't likely to escape the shot (this is ideal, twinkie-stackers are excluded), and it's gonna hurt. Carbineer...stronger, slightly better chance of escaping. A Rifleman...well, they're a sniper. They should be taking long shots, and you should be running your ass off to evade them so they miss.
Makes sense for pistoleer to have status effects.
electricnomad wrote:
It's really the 64 meter range for MTPS and Point Blank thatI think is over the top.
MarcBulger wrote:
Looks good, except for Disarming Shot 2. It looks like the devs aren't too high on delay attacks considering WC and Panic Shot are becoming useless in the next patch (I beg you to give me a use for them post-patch). The intimidate sounds nice. Work it kinda like Intim1 and Intim2, Disarming shot 1 intims for a short period of time, and Disarming Shot 2 intims for a bit longer with a little more damage added on.
I stopped posting on this profession a long time ago... the devs do not hear us.. this has been an issue since august.. but no steps were made to fix it.. notice tka got stronger.. riflemen got stronger.. BH's got better payouts and thier marks were weaker.. commandos got stronger.. the list keeps going.. now carbineers just got a big boost..
all i wanna know is when will they look over here??
when will they reply to this forum? when will they test the pistoleer for themselves and know that its broken.. its been broken..
Im just so disgusted with the whole gig
keep copy & paste handy bro...after next publish you can just make the same thread over again.
maybe they can break fanshot in the process and make this professions totally useless.
Thanks, guys.
electricnomad - The 2 reports are similar in some respects. I don't want to get into a point-by-point analysis over which report is better. I certainly could, but I don't want to. It doesn't seem right and it doesn't seem fair to Philosopher1976. That report was written a long time ago. Things change, and what we need now are clear, consise recommendations for fixes that are technically feasable.
As far as me asking for "a bit too much," I just don't see what you are talking about. The report you quoted suggests some things that are not only difficult to pull off from a technical standpoint, but are more powerful than my recommendations. One of them got me to thinking, though: Ijust edited the post to take the suggested fix for BS3 farther. 2.75 wasn't enough when compared to HS3.
Would like to mention
Disarming Shot 2: A master level special. Doesn't do anything worthwhile. A low damage, random HAM special that has a x2 multiplier vs lairs and vehicles. A little more damage than Disarming Shot 1. (Fix: give Disarming Shot 2 the Intimidate state effect and an AoE cone. Alternatively, Intimidate and a delay)
Seems there is a left over from what it previously did, has anyone else noticed this has a cone aoe effect?
With about 1/4 the damage of fan shot.. except v lairs.
Another point is the double damage v all machines/non creature types? IE Droids, turrets? o i dunno AT ST's?
In which case it does, work, just the names should be changed to collateral damage 1 and 2?
Dhakk Strader
Master Pistoleer
Master Creature handler
Master TKA
Roguish nooby Droid Engineer.....
Starstrider