Pistoleer Archive

Thread: GCW Revamp: What do Pistoleers want specifically?

Dyraak_Sinh
Tue Jun 08, 2004 6:16 am
#27

This is a pretty tricky question. I think for the most part pistoleers in the GCW want what any combat class wants in the GCW. I'm not sure exactly what that is, but I don't know what a pistoleer would answer any differently than a swordsman.


Maybe faction bases need things other than turrets which can only be used by specific professions? Yeah, that's a crappy idea. I'll try to think of something better.





-------------------------
Drayth Ffreul
Tirsen
Tue Jun 08, 2004 7:24 am
#28

Well I have been thinking about this for some time. After reading many of the posts, I really think that it boils down to a couple of things. First is pistols, I think that the idea of faction pistols is a great idea, but keep it simple. My modified republic blaster is the best weapon I have right now, having to be overt to you use it would just make my position that much more untenable as I don't survive long in PvP combat as it is. Again agreeing with some of the other posts out there, the dungeons that are out there where we can get our top pistols are almost impossible for us to get through, and we all know about the looting issue so I will not go it to that again. Having to cough up millions of creds to get a halfway decent pistol hamstrings most players and really turns off many new players. Make our top pistols easier to aquire, if we have to quest for them great, but have a quest that a Pistolleer has a chance to complete. With the quest issue someone posted about having Pistoleer specific faction missions, hit and run, urban combat,that is perfect and fits inline with GCW.

The second part is the PvP aspect of the GCW, I would love to be a more active participant in PvP, however, the few times that I have entered into it, I have found that I am otherwise useless with other combat profs around, ultimately I end up switching over to my Medic title as I am more effective as a Medic than a Pistoleer.

Pistols, specials and everything else aside, if you want to improve the role of a pistoleer in the GCW make us a force to be concerned about in PvP combat. Right now the way the game is set up it appears less like Star Wars and more like Dungeons and Dragons in space. I see more and more people running around the TK prof titles or swordsman than I do ranged combat, and with almost stunning consistancy a hand to hand combatant with little effort can take out any ranged prof. To me that isn't Star Wars. Star Wars is the low slung blaster and Storm Trooper and their rifles, or Rebel Marines, not about the guy running around with a sword. Some of the issue here Randonb isn't about getting neutral pistoleers to pick aside it is about getting people to play Pistoleers. Lets make ranged combat profs the preeminant combat prof not brawler.




1st LT Thailin Estier

INOX _Flurry_




"Sitting here on the edge of oblivian...Gee its good to be back home!"

atat9619
Tue Jun 08, 2004 10:05 am
#29

1istoleer needs to be the 2nd most accurate and 2 fastes out of the marksman professions

2ual Wield needs to be in Combat Revamp not after!

3:Holsters crafted by tailors(pistoleer,fencer)

4:We should be at 1.0 in speed(fencer and carbineer at 0.5speed,rifle and swordsman 3.0,pike 1.5,tka 1.0)

5:Fix the specials



^4Battlefield SF>SWG
Yargeau
Tue Jun 08, 2004 10:28 am
#30

I agree that above all we need to be made to be viable in PVP for anything else to matter.


I like the ideas of Faction weapons, armors, powerups, holsters,abilities, etc...


However to increase involvment in GCW the best idea yet (previously mentioned by poser00002)is granting uber items or abilities with increases in rank. Everyone wants to be the best in their profesion. In this case to do that you would have to be the highest rank possible, which means getting faction points, which means picking a side and being involved in the GCW.


Problem of getting more people involved in GCW, solved.


Now just come up with the content....What items and/or abilities to grant at what ranks for each faction. And, whether or not to make it easier, harder, or different to make rank.







Master Noob
RandomSHO
Tue Jun 08, 2004 10:29 am
#31

I think faction perks woul draw a lot more people into the GCW. heres a few ideas...


limited use or very low decayed SEA's. such as dodge +20, accuracy +20, speed +20. things you can only use when overt, and they last a limited time. but dont make it food. it has to be seperate from food, because those exist already.


factional pistols of course. but make them worth it. the imperial pistols you can buy with FP suck.


factional armor with mods attached. such as a stormtrooper helmet with +10 to dodge and speed.


high end powerups. say 45% to min and max damage. but again, only useable when overt, and only good for like 50 shots.


maybe bonuses as you gain rank other than being able to store more faction points. <--this is my personal crusade.


Say your a private, you get reward.

sergaent would get +5 to dodge

lietenant(sp) would get +10 speed and +10 to dodge

colonel would get +15 to speed and +15 to dodge


I have no idea how that would be implemented though. but I think if you got actual usefull bonuses to faction rank it would bring A LOT more people into the GCW.


even better would be to seperate mission FP and PvP faction points. so you would need to actually PvP to be able to get the bonuses at the rank. so you couldnt just run missions and get the bonuses. you would need a certain amount of PvP faction points as well to get the ranks.
poser00002
Tue Jun 08, 2004 11:28 am
#32

Well here are a few ideas jsut running ideas.


One ammo like i said befor to change the weapon dmg type from say heat to blaster ext...


Make master pistoler and the highest rank on each side get its own gun with its own dmg type that u cant get unless on that side. Like right now there is no cold pistols and ele.. Make one type for rebs and one type for rebs. Give something for people to go to a side. Give each side something to draw people in to it.


Also with the power up types make it so that u can get make it so that u can get a crate of 25 1000 uses so that they dont run out so fast.


Put outside of jsut pistoler but for every one. Make the higest rank give a weapon to every class as a master just for that field.Thoe make it a sch so that u can craft it so that it is not just a base number.Also tie in faction armor with rank. Just tossing this out there liek scout armor for imps give it to rangers. Riflemen can get normal st armor. melee can get something liek dark trooper armor. Not sure what armor u would tie in to reb classes thoe. This would make crafters usefull also make each side draw people in to that side for the armor and weapons plus help each field.


Just a few rough ideas to run with





My thoughts on a working gcw/rank and fun factor in this game.......

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=210974
Yargeau
Tue Jun 08, 2004 11:30 am
#33

PVP faction points necessary to make rank. Great idea!!!

Would it be possable to have missions for PVP??? That would be cool. (Instead of just BH vs. Jedi) Maybe missions for player city bases,and for high rankingPLAYERS.



Master Noob
Rypht
Tue Jun 08, 2004 12:02 pm
#34

It makes alot of sense if you think about it from a real world standpoint. Different militaries are trained in different manners. They fight with different philosophies behind what they do, what level of sacrafice they are willing to make and from what mistakes have been made in the past. From a real world standpoint, it would be like a wargame being held between an army unit and a police squad. You would see very different skills employed.


The questionthat I'm truly addressing thatwas asked was what would make a neutral pistoleer want to choose a side? Faction specific weapons might do it, but I think having the choice of clearly different fighting styles will appeal to people more than having 0 difference between the sides core training. This type of change should perhaps should be expanded to all the combat professions. Bottom line is, the empire fights differently than the rebels, why not try to reflect that in the skills offered to players?



Shade Indulgent'Night
S I'Ndustries Sublight Engineering & Armor Design
Vendors Now Located Downstairs In Rogue's Paradise, Tirius' New Mall!
Eclipse, Talus Tirius 1985 -4395
Drop-Off Location Talus Tirius 2100 -4260
Citizen of TIRIUS - City of Roleplayers

Mystix17
Tue Jun 08, 2004 12:47 pm
#35

Create two entirely new pistols and have them be a faction perk for pistoleers only. Have two different base models, one for Imperial and one for Rebel. These should come in schematic form (1 use) and possibly only be acquired through questing. Allow the owner of the schematic to then take that base model of his/her faction, and make customizations to the appearance of it. Different colors, decals, engravings, scopes, etc. For example, a modified DL44 that can have it's color changed and have many options to change it's appearances, including a scope like the one Han uses. After the user decides what he wants it to look like, he takes it to the Weaponsmith to be crafted using whatever materials he wants thus generating different stats. Included with this could be a holster schematic that could also be customized and crafted by a tailor. (Options such as the Rebel or Imperial emblem on it) Another possibility would be to give the Imperials a heavy medium armor piercing pistol that is single wield only, and the give the Rebels two light armor piercing pistols that can be dual wielded using the method described above.
gunner4life
Tue Jun 08, 2004 12:55 pm
#36

tough question .


1) allow us to purchase special powerups from recruiters . these powerups would increase the ap- of a pistol by 1 . so your fwg-5 will become a ap-1 pistol and your de-10 becomes a ap-2 . these powerups should last a lot longer then regular powerups , maybe they could be on a timer rather then a set number of uses per powerup .



2) give us a special ability ( kinda like centre of being ) that can only be used against turrets . this ability would allow us to take only a fraction of the damage from turrets that other classes take . this way our role in a base raid could be to tank the turrets while the heavy hitters in the group stay back and unleash hell .



3) we should be able to purchase the certification of the launcher pistol from recruiters . i know that blast damage is seen as the domain of the commando but lets be realistic , the launcher is pretty much worthless anyway without the speed and accuracy mods of pistoleer .



oahep acto





iii captain oahep acto iii
lll sepaku lll
EcadMistflier
Tue Jun 08, 2004 1:09 pm
#37






Randonb wrote:



While I was at Fan Fest, JEST3R asked me what Pistoleers want in the GCW Revamp. To be honest, I was a little surprised. We never really talk about it. After all, isn't our function just to kill things? Most of our energy is spent on talking about how we don't do that very well, and we'd like to do it better.


He told me that he'd like a list of things that we'd like toget in the GCW Revamp. This can be whatever (so long as it is strictly GCW related, so try to avoid general things like "fix our specials" for this list). In particular, he wants to know what might encourage the neutral Pistoleer to pick up a faction. What might be a good "hook?"


Then I got back, and lo and behold, the developers want to know too. What do Pistoleers want in the GCW revamp? Try to keep it related to Pistoleers and the GCW, not general issues or one or the other. It isn't an easy question.


I had a couple of ideas, but I'd like to hear yours.

Message Edited by Randonb on 06-07-2004 06:56 PM





Ok, to stay specific to the question asked instead of wandering all over the freakin place regurgitating the same general "wish list" whine.


Specific to the GCW:


First the obvious:


1. Give us a faction specific pistol. Make it rugged and durable.For the Rebel faction a specific "Rebel" Pistolwhether the republicblaster or not doesn't matter and for the Imp pistoleer an Imp specific faction Pistol schematic.


2. Give dual wield and holsters to faction aligned pistoleers ONLY. Carrot and stick baby.


3. Give the Faction Aligned Pistoleer superior speed, accuracy and damage mods. We are professional combat types devoted to theGCWand it should be reflected in our abilities over that of a neutral pistloleer. If you aren't in the conflict you don't get to have the "military grade" gear, speed, accuracy, or damage.


Not so obvious:


1. Give the pistoleer a role to play in taking down a base. Either a capture the enemy recruiter mission or some other role in taking down an enemy HQ.


2. Make the pistoleer the real "moving target" that he should be in close ranged warfare. Let them be the one's who have the greatest ability to distract and harrass the enemy during a conflict. Let them have the skills to trully "occupy" an enemy combatant while the other melee and ranged professions take care of other business like destroying turrets.



Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
Zerocool01
Tue Jun 08, 2004 3:02 pm
#38

As you can see i dont post often, i have played since day one of release and i have always been a pistoleer even before i was a pistoleer lol if that makes sense.


But to be comepletely honest on this question.....i think its pretty unfair to ask us what we want in the GCW when anything we could want would need to rotate around wether or not our skills worked.....i personally cant think of anything i want more then for us to just work correctly, nothing that can be given per a faction perk or whatever related to the GCW will be worth the time or effort if the people using it are still not working as should be.


i dont mean to rant i just think this is another situation where things are being added before excisting things are being fixed......and the existing things have been nipping at the developers heals for a long time now.


but thats just my two cents.......the question isnt fair at all.
Ariekb
Tue Jun 08, 2004 3:21 pm
#39

As a budding pistoleer I would kie to see a generic pistol that as you go up in ranks you can change damage types.


IE:


Novice pistoleer: Energy/Kinetic


Marksmanship1: Acid


Marksmanship 2: Heat


Marksmanship 3: Stun


Marksmanship 4: Blast


Master pistoleer: Cold


make it so that when changing damage types it take 50-70 seconds to change, so you can't change types in combat and limit it to 2 of these weapons per character (possible because it could be a quest reward)


As you progress in rank the dmage mods could be increased by a pistoleer trainer.


Also once a weapon is beyond repair it could be turned in for a replacement at 20K


this way it wouldn't take 20 people dieing 30 times in a dungeon specificaly designed for large groups only.



Also I would like to see pistoleer at master be able to wield any pistol weapon in game, give us a reason to become a master pistoleer. I understand the the specific pistols for commando and BH in the hands of those should do some better dammage but we should be able to wield them at reduced spped or damage.



~=Ieota- Master Smuggler/Sword=~~=Aezia Gaiteg-TKM/Doctor=~


Vist us

Citizen of TIRIUS - City of Roleplayers

Page 3 of 7