Pistoleer Archive
Thread: The DE-10 Pistol An Update (still Energy AP1)
Keito_Temreh wrote:
IForgotMyName wrote:
The reason why pistoleers don't get AP2 is simple to understand. Here's how the game was supposed to be desgined(note since some proffesions are overpowered it throws the whole thing out of whack):
Pistoleer:
Damage: Low-Medium
Defenses: High
Speed: High
Special: Single target/close range
AP: 0 to 1
Carbineer:
Damage: Medium
Defenses: Medium
Speed: Medium-Low
Special: Area target/medium range
AP: 1 to 2
Rifleman:
Damage: High
Defenses: Low
Speed: Low
Special: Long range sniping/single target
AP: 2 to 3
Now since rifle has the most speed mods it throws the whole speed category out of order. This is a system of checks and balances and you have to realize that. Since you get the highest defence you should get the lowest damage and lowest AP. Fencers aren't getting AP2 and neither should pistoleers. That's how it's supposed to work.
LOL man you are on drugs or something. Those defenses we have are pretty much worthless. Tell ya what when a rifleman misses 80% of his shots against me then maybe i'd agree with you.
That's why IForgotMyName used the words "That's how it's supposed to work"
edit: Oh and fix our specials!
Message Edited by Cidem_Relaeh on 04-25-2004 12:09 PM
Keito_Temreh wrote:
Only way you could even possibly balance the disparity between rifleman and pistoleers is to make ap3 armor that only we can wear to make up for the fact we cant do any damage. Least thats how offense to defense balancing always works in every other rpg in existance.
Haha! You forget it would have to have almost no encumbrance, so we don't kill ourselves before killing our target with the PvP damage reduction. I think I'd rather we just dealt more damage.
Hmmm... I wonder how much loving the rifleman get points wise.... Using what's reported in the skills tab...
Rifleman:Pistoleer:
Accuracy 160Accuracy 95
Accuracy while moving 10Accuracy while moving 10
Accuracy while standing 0 Accuracy while standing 15
Total accuracy point170 Total accuracypoints 140
Aiming10016
Speed 90 Speed 74
Block 80 Dodge105
Ranged defense 102 Ranged defense 7
Melee Defense 40 Melee Defense 45
Defense vs. Stun 10 Defense vs. Stun40
Defense vs.Blind 10 Defense vs.Blind40
Defense vs.Dizzy 10 Defense vs.Dizzy 40
Defense vs.PostureC. 30 Defense vs. PostureC. 20
Defense vs. Knockdown 0Defense vs. Knockdown 50
Total defense points282 Total defense points 347
Cover 80
Conceal Chance65
Overall total points 787 Overall total points 577
I don't know if it's quite fair to list things in that manner. You also need to take into account how the weaponis supposed to be fired. Pistoleers have a max accuracy bonus of 110 at any one time, at least going by the skills (kneeling and prone may offer higher bonuses, but our proximity to mobs and need for movement negate these). The rifleman, however, has 50 accuracy above that, plus 10 while moving. It remains to be seen whether rifles have a higher inherent penalty when moving than pistols do. If so, then this +10 while moving may not be worth that much.
What should happen is take rifle accuracy down to +95, then give riflemen a +65 Rifle Accuracy while prone modifier, since this is the state rifleman is meant to be in most of the time.
The defenses are a different matter. Overall it's inherently easier to hit a pistoleer than a rifleman due to the differences in the profession. Riflemen are most likely at a long distance, prone, and possibly under cover. Pistoleers are right there in your face. Pistoleers are usually in melee range of mobs, so a higher melee defense is necessary, and riflemen are most likely getting shot at or hit with ranged "spit" attacks, justifying their higher ranged defense. However, the discrepancies between these two sorely need to be looked at. Either the pistoleer's defense both need to be jacked up a good amount or the rifleman'smelee defense needs to come down a bit, and the pistoleer's ranged defense taken up. The second option is most likely, astaking themelee defense up too much higher on the pistoleer will start to infringe on the grounds of the melee professions.
The defense vs. state effects signify our purpose as close-in fighters.
The most common argument I hear from riflemen is "we're not meant to be only snipers." Perhaps not, but that is the rifleman's major function, as evidenced by the Defense vs. Posture change (Up) modifier and the slow base speed of the weaponry. Assault rifles should be the domain of the commando (since the SW equivalent of the SMG is the domain of the carbineer).
Again, what this all comes down to is a vague "role" the developers have in mind for the pistoleer.
Thanks for the info RandonB. Its nice tohave a master pistoleer only weapon. As much as i hate to say it, i will try to wait till the revamp before criticizing it too much. My only comment is are pistoleers meant to be actully going down into this dungeon or should we just buy it off a TKM/Fencer? ![]()
Sounds cool.
See, this is my biggest problem with this new dungeon. If its as hardcore as everyone seems to be making it out to be, how the hell are we meant to get one of these new pistols for ourselves? Considering they're not amazing weapons, and are mainly going to be used for RP or "Look What I Have" situations, are these weapons only going to be available to the players who can afford to spend 3 million + on a weapon they will almost never use?
/sigh Oh Well
Thanks for info Rand, really appreciate it. Another Energy AP1? Man if they don't want to give us AP2, then IMHO about the only thing that's going to make us worth while to be different, is more damage types available to us then others. I mean rifles has AP3, Carbines has AP2. Cool. So if we don't get better then AP1, then something to make us different, and considering our damage ranges are lowest, give us a wider range of damage type. Just a thought.
My new sig should be something like "Wonders if he will still be Pistoleer or even playing by the time Pistoleer gets fixed."