Pistoleer Archive
Thread: Attacks you'd like to see as a pistoleer
AriqSolo
Fri Apr 30, 2004 5:26 pm
#28
I say we needthe ablity to throw a useless Pistol at your enemy. It could stun them...and give you enough time to shout an insult before the incap you...not sure what they would call it though
...
Shazeen
Fri Apr 30, 2004 6:02 pm
#29
lol!
Randonb wrote:
AriqSolo wrote:
I say we needthe ablity to throw a useless Pistol at your enemy. It could stun them...and give you enough time to shout an insult before the incap you...not sure what they would call it though...
Notice SWG is completely lacking in thrown weapons? They do exist in the EU. I think Scout Blasters would be a great place to start. You could even put a rubber band on the trigger before throwing it.
BZebub
Fri Apr 30, 2004 10:05 pm
#30
Gunplay Mode:
Using this special ability focuses the pistoleer ondefensive tactics present when fighting. This grants the pistoleer greatly increased Ranged Defense and Dodge, at a slight cost to accuracy and mind.(this would be our sort of cover. fencers could also get a swordplay mode..)
Disarm 1:
This special attack damages the enemy's hands. The extreme pain thereafter will force them to use only the Default Attack for several seconds until the effect wears off. (A good compromise? targets health)
Disarm 2:
(AOE)
Point Blank Single 2:
With his enemy incapacitated, there is no better way to finish it off with a stylish last shot. The Pistoleer twirls his gun, aims at the enemy's temple, shakes his head slightly, and finishes the deed. (a stylish deathblow move)
Point Blank Area 2:
When the pistoleer is surrounded, only a few tactics remain. This desperate shot will stop enemies dead in their tracks and delay them for several seconds, allowing the pistoleer to run to a safer distance to continue the battle. (posture change down and10 second delay)
Double Tap:
Two quick shots to the same location can give the enemy a run for his money as they pray for escape. (chance to intimidate or stun)
MTPS:
Although dueling and warfare are the true realms of the pistoleer, style is what sets it apart. This parlor-trick shot is often used to shoot bottles in midair or at a distance. (does what disarm2 currently does: 2 or 3x damage to inatimate objects and is AOE. we might as well not throw away the code used for disarm currently.)
cwhooks
Fri Apr 30, 2004 10:06 pm
#31
Grenades don't count?
Randonb wrote:
AriqSolo wrote:
I say we needthe ablity to throw a useless Pistol at your enemy. It could stun them...and give you enough time to shout an insult before the incap you...not sure what they would call it though...
Notice SWG is completely lacking in thrown weapons? They do exist in the EU. I think Scout Blasters would be a great place to start. You could even put a rubber band on the trigger before throwing it.
Randonb
Fri Apr 30, 2004 10:20 pm
#32
cwhooks wrote:
Grenades don't count?
Randonb wrote:
AriqSolo wrote:
I say we needthe ablity to throw a useless Pistol at your enemy. It could stun them...and give you enough time to shout an insult before the incap you...not sure what they would call it though...
Notice SWG is completely lacking in thrown weapons? They do exist in the EU. I think Scout Blasters would be a great place to start. You could even put a rubber band on the trigger before throwing it.
Show me a Commando actually using grenades in combat, and I'll admit that they count. For now they don't.
Kevie
Fri Apr 30, 2004 11:24 pm
#33
Randonb wrote:
AriqSolo wrote:
I say we needthe ablity to throw a useless Pistol at your enemy. It could stun them...and give you enough time to shout an insult before the incap you...not sure what they would call it though...
Notice SWG is completely lacking in thrown weapons? They do exist in the EU. I think Scout Blasters would be a great place to start. You could even put a rubber band on the trigger before throwing it.
lmao i was wondering why no melee combatant didn't have like bows and arrows or slings (some loot from an ewok or something lol)
*runs out to find his biggest rubber band*
ps. it works! thanks randon
Message Edited by Kevie on 05-01-2004 02:25 AM
ZevMandara
Sat May 01, 2004 2:02 am
#34
BZebub wrote:
Gunplay Mode:
Using this special ability focuses the pistoleer ondefensive tactics present when fighting. This grants the pistoleer greatly increased Ranged Defense and Dodge, at a slight cost to accuracy and mind.(this would be our sort of cover. fencers could also get a swordplay mode..)
Disarm 1:
This special attack damages the enemy's hands. The extreme pain thereafter will force them to use only the Default Attack for several seconds until the effect wears off. (A good compromise? targets health)
Disarm 2:
(AOE)
Point Blank Single 2:
With his enemy incapacitated, there is no better way to finish it off with a stylish last shot. The Pistoleer twirls his gun, aims at the enemy's temple, shakes his head slightly, and finishes the deed. (a stylish deathblow move)
Point Blank Area 2:
When the pistoleer is surrounded, only a few tactics remain. This desperate shot will stop enemies dead in their tracks and delay them for several seconds, allowing the pistoleer to run to a safer distance to continue the battle. (posture change down and10 second delay)
Double Tap:
Two quick shots to the same location can give the enemy a run for his money as they pray for escape. (chance to intimidate or stun)
MTPS:
Although dueling and warfare are the true realms of the pistoleer, style is what sets it apart. This parlor-trick shot is often used to shoot bottles in midair or at a distance. (does what disarm2 currently does: 2 or 3x damage to inatimate objects and is AOE. we might as well not throw away the code used for disarm currently.)
Great post! I especially like your concept for Disarming shot - dont go for the weapon, go for the hands.
cwhooks
Sat May 01, 2004 4:22 am
#35
Randonb wrote:
cwhooks wrote:
Grenades don't count?
Randonb wrote:
AriqSolo wrote:
I say we needthe ablity to throw a useless Pistol at your enemy. It could stun them...and give you enough time to shout an insult before the incap you...not sure what they would call it though...
Notice SWG is completely lacking in thrown weapons? They do exist in the EU. I think Scout Blasters would be a great place to start. You could even put a rubber band on the trigger before throwing it.
Show me a Commando actually using grenades in combat, and I'll admit that they count. For now they don't.I guess poison/disease counts as a thrown weapon.
You said: Notice SWG is completely lacking in thrown weapons?
You didn't say: Notice SWG is completely lacking in effective thrown weapons?
SilentJay1284
Sat May 01, 2004 5:52 am
#36
SWG doesn't really need thrown weapons cause we have ranged attacks. I mean really, the archers/axe throwers/wizards are range professions. Although having some shurikens as a TKA for throwing sounds like fun
BZebub
Sat May 01, 2004 11:35 am
#37
ZevMandara wrote:
Great post! I especially like your concept for Disarming shot - dont go for the weapon, go for the hands.
thank you. 
*Wonders why threads always go off-topic as soon as I make a constructive and well-thought-out post*
hampton_hamster
Sat May 01, 2004 10:49 pm
#38
lol nah there r siome good nades. one time this guy tossed one at my group and we were close togther . kd 4 /6 of us and i m a stacker
Raptor2k1
Sun May 02, 2004 1:50 am
#39
Huh? Grenades can't KD anyone. Maybe it incapped the thrower, but that's the closest a grenade will ever do to a KD right now.
Their accuracy and everything is so broken it's not even funny. Anyways, this is getting off topic.
What I'd really like to see though, would be a multi-target pistol shot that works in conjunction with dual-weild to affectively hit an enourous range of targets. A 'cripple shot' type move would be pretty handy too, as we don't get much in terms of powershots after over-charge.