Pistoleer Archive

Thread: Attacks you'd like to see as a pistoleer

teeth0r
Fri Apr 30, 2004 3:28 pm
#27

An AoE Blind special - pure uberness.
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...




-----------------------------------------------------------------------------

Neng ooka hunya homeo na a k'sama
-May your oasis be far from your enemy (Jawaese)

I dont have anything cool to say...cause i have no life...
Shazeen
Fri Apr 30, 2004 6:02 pm
#29






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.



lol!





~ Blanchbaca ~ Master Rifleman / Master Chef ~ Flurry || Orim ~ Master Pistoleer / Master Smuggler ~ Scylla ~


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






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.



Grenades don't count?




Battleaxe - Bloodfin galaxy.
Surveyor of Lok and 12 point Master FS Weaponsmith.
_____ Resources, Sliced Weapons, Skill tapes, Loot...
Mall.....800m from Theed starport at -5139 3399.
_____ Deliveries use any vendor named 'BA's ...'.
Randonb
Fri Apr 30, 2004 10:20 pm
#32






cwhooks wrote:





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.



Grenades don't count?







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're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
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




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

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:





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.



Grenades don't count?







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?



Battleaxe - Bloodfin galaxy.
Surveyor of Lok and 12 point Master FS Weaponsmith.
_____ Resources, Sliced Weapons, Skill tapes, Loot...
Mall.....800m from Theed starport at -5139 3399.
_____ Deliveries use any vendor named 'BA's ...'.
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



Azu'Ran -Black Company (BC)-USaint of Killers U
Leave this dam game, leave this game and move to WoW when it
hits stores! !


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



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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.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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