Pistoleer Archive
Thread: Pistollers, kiss goodbye any and all dammage capability and destroy your DE-10s
silversaber wrote:
Pistoleer
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak(2)
Defense: Moderate(3)
Crowd Control: Strong(4)
That's better than what we have now. In CU document terms, our profession is currently:
Primary Role: Style over substance
Secondary Role: Red-Headed Stepchild
Offense: Piss Poor (1)
Defense: Laughable (1)
Crowd Control: Non-existant (0)
Seriously. It's that bad right now. The fact that pistoleer is pretty much required to take other professions to become truly viable is pathetic. As it is in the CU, we still have the style, but we're getting an actual role. We're not puredamage dealers. We never were meant to be. Look at our namedspecials. They scream out crowd control. Stopping Shot. Disarming Shot. We have a melee range KD pistol whip.
I'll keep my DE-10, thanks. And I'll be able to do more damage because of it. But since I now have a defined role (and a VERY important one, at that), I will be fine at not doing the damage of a rifleman or swordsman, because I know that without me, their chances of survival decline sharply. Dual wield is still completely viable, as is soloing content. Sure, it'll take a bit more time than a rifleman or swordsman, but it's possible.
CommanderFarley wrote:
2 - looking at it now... pistoleer/desperado/rogue looks like a GODLY template again.
silversaber wrote:
Pistoleer
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak(2)
Defense: Moderate(3)
Crowd Control: Strong(4)
The Pistoleer is a lightweight combat specialist. They move quickly around the field of battle softening up targets and reducing their effectiveness. The damage output of the Pistoleer is relatively low but given time and careful tactical control they are still fully capable of taking out targets on their own. The Pistoleer's abilities truly shine though when combined with a well organized group.
Pistoleers are similar in function as a Pikeman. They are more potent in their ability to reduce a target's combat effectiveness and make their opponents weaker in defensive ability. While Pistoleer skills may not create a significant power increase, it can be combined with many other profession's skill abilities to create a significant increase in tactical opportunity.
Profession Mixing Tip: As a versatile close to medium ranged combatant, Pistoleer can benefit greatly from other similar ranged professions. For example, a Pistoleer can add Teras Kasi or Bounty Hunter skills for defensive abilities or Carbineer skills for increased offensive and crowd control ability.
Cut and pasted from the new CU posts.
So much for the hope of Duel Wielding and dealing any decent dammage.
Aint it exactly what you wanted a Pistoleer to be?
Could you pls provide a link to the new CU posts?
The biggest problem with crowd control is that whoever is crowd control is agroing a lot of things. I have been in many situations where I am using fan shot with a group and someone dies, leaving me to deal with what they are fighting, withoutthe defenses to do so. Then there is also the HUGE problem in that using area attacks will agro creatures in other rooms.
Now I will tell you how to make these crowd control professions really good in the CU is if no other professions have viable area attacks and give pistoleer some really wide ranging area hits, especially if they gave us something nice along with that, in so much as giving us a chance to not agro on a hit. If they really make other professions not capable of area hits, then we could really have something, but that means getting rid of all sorts of other abilities from other professions.
I hope to see this soon and not just guess.
CommanderFarley wrote:btw...for those that hate the idea of playing a crowd control class...take your damn respec and go play swordsman or whatever else sounds fun to you. Nobody's forcing you to keep pistols.
I think the point thats being made is that they asked us what we would like to see and we gave:
Combat Role Summary: The combat role of the Pistoleer is supposed to be low damage, high speed, high defense, short range, "run 'n gunner." Most of these have been obscured by one thing or another, and we would like to see it become a reality (presently we are low damage, low speed, moderate defense, same range as everybody). There is a strong desire to have state effects and interesting attacks. That feeling stems from the fact that if all our specials do is damage, our only recourse is to pick the special that deals the most damage and spam it. In regards to Range, there is a great concern that our Ideal Range (<= 20 meters) is inside the range of Melee Lunge attacks. We aren't a melee profession, nor do we want to be. If this is the range where we will spend the majority of our time, we are worried that we will be dominated by real melee professions. When our ideal range was decided pre-launch, melee attacks were substantially shorter. When they were extended, our Ideal Range wasn't.
Grouping Summary: Pistoleers see themselves as a player who can get into the thick of things, or back out when it gets hairy. If the tank falls, he's next in line. If the tank is there, he is part supplemental damage and part situational control. While the Carbineer can provide mass crowd control, the Pistoleer is more specific and calculating. At least, they'd like to be. In the current state of the game, they aren't a damage dealer, a tank, or a crowd controller. They do all of those things a little bit, but pretty poorly.
Top 5 Recommendations: Our top 5 Issues are listed below. This is also our list of Top 5 Things we'd like to see in the CB:
1. 10 out of our 12 specials are redundant, inadequate, or broken.
2. We have no state effects or interesting attacks. All we do is damage, aside from 1 melee range knockdown and 1 bleed.
3. Our DPS is too low.
4. The speed system used by the game is completely screwed up.
5. Our defenses need help.
...And they went against it in many areas in particularly our vision of pistoleer. I think thats what shocked people, including myself. Certainly our specials will probably work as they should,whatever they may be. It sounds as if our DPS may very well still be low. We have no info on the speed system. It still doesnt sound like state effects are going to be in the pistoleer range, and looks to be that we still have moderate defenses.
Crowd control for pistols just doesnt make sense. Pistols are designed for close quarters fighting. I have trouble fully grasping crowd control from a pistol. Yeah they have no requirements to be sensible, but by all means you could make a pike the dominating long range weapon of choice, but you wouldnt because that doesnt make sense. I was really shocked that Carbines werent slotted for crowd control, considering thats pretty typically what carbines are good for (think tommy-gun, mac-10, uzi, etc).
A lot of this is people trying to fight to see a profession they love not be turned into something that merely consists of things they didnt want to put into other classes.
Hopefully people will be sensbily critical though and explain their disagreements rather than a simple "it sucks"
NaKitNa wrote:
1. 10 out of our 12 specials are redundant, inadequate, or broken.
2. We have no state effects or interesting attacks. All we do is damage, aside from 1 melee range knockdown and 1 bleed.
3. Our DPS is too low.
4. The speed system used by the game is completely screwed up.
5. Our defenses need help.
silversaber wrote:
Rashasan wrote:
My responce to YOUR drivel:
1.
Quite frankley, IMO they need to replace the Swordsman position with the Pistoleer and get rid of ALL the melee professions except Jedi and maybe TKA, since there were NO swordsmen or Fencers or Pikemen in the Movies.This game is too damn like EQ as it is, and its gona be almost identical after the CU.
Mmm, ok you need to go back and review the films because you are so wrong its not even funny.
1: Fencers were in the movies if you look at the gaddi baton used by tuskens (EPI)
2: Pikeman is actually one of the most cannon profession in the game and you need your head seeing to! Liea when she comes to rescue Han is carrying a Vibro Lance... you also see a Long Vibro Axe in EPV also.
3: How the HELL is teras kasi, a profession that didnt exsist until the playstation game, StarWars: Master of the Teras Kasi (was total crap, if anyone never played it) more cannon than the other melee!?
The vibroblade, vibro lance, long vibro axe, gaddi baton and stun baton are all weapons exsisting either in the films or in EU. They have far more reference than TK.. hell, Echani should be in the game as the form of unarmed combat over TK if you really wanna base it on who has more love within EU/cannon sources (Echani is in starwars RPG as the elite unarmed prof, not TKM)
Message Edited by BDragon on 03-30-2005 08:06 PM