Pistoleer Archive

Thread: Focus Thread : Making more Pistols useful.

TenshiHanaKinu
Fri Sep 09, 2005 10:36 am
#40

The simplest solution would be to make pistols the preferred range weapon of choice within pistol range. Right now our min-max is lowest of the 3 types, yet the difference in speed and SAC can easily be overcome at least by Carbines, and largely by Rifles.


For example, the KYD-21 from Boba Fett's quests should be the Pistol of choice within 25 meters. Its max range is 25 meters, but it's no more special a gun than the FWG-5 or the Trandoshan Suppressor. I agree with your suggestions for mods, but perhaps giving notable defense bonuses (in percent enhancements... +10 etc. don't matter when you have 200 defense) or perhaps giving a type of "Center of Being" ONLY when pistols are equipped.


Elemental damage definitely needs to be upped, but pistols themselves just need to be made more attractive overall.





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Cookie-Eater
Sat Sep 10, 2005 8:41 am
#41

Too much stuff to read so Ill just post my Idea here.


I want to see a Max SAC Limit on pistols, something around 70-75, Carbines 80-85, Rifles 95-100.





I support Pie and Beer in a large scale.
SeraCohw
Sun Sep 11, 2005 2:39 am
#42

i was thinking kinda like comando give some of teh pistols that dont have good damage built in specails. one could be such as teh de-10. the de-10 could give a 1 sec dave every 10 sec or so or a 2 sec root every 30 secs. soemthing like that. it wouldnt be too powerful but use ful for us to crowd control.
Cookie-Eater
Sun Sep 11, 2005 7:50 pm
#43






HardwiredXMan wrote:

First I didn't read through the thread yet, just read the OP's post, so forgive me if I repeat anything that's already been said.

Well, I made this wish a while ago in the weaponsmith forumsand is more of a Crafting issue but it still helps pistoleers.


WS should be able to craft any weapon to any level. Simply allow the stats of the weapon to determine it's Combat level instead of hard coding the CL to the weapons. This does many things.



  • allows players to weild the weapon they like or fits their playstyle or look of your toon.

  • stops opponents from immediately knowing if your a master ofthe profession of the weapon your holding, so they won't know the exact special abilities you have at your disposal until the fight gets going, they can't prepare for your attacks ahead of time. (you could be a mastersmuggler using a CL54 D18, but you don't necessarily have to be a master pistoleer, maybe you'djust have the speed line of pistols...some weapons would still be dead givaways though because they would be restricted to the master box....we have to have restricted weapons, its a small bonus for being a master).

  • Gives WS more crafting options and would give them a reason to craft some of the other weapons, because currently I craft maybe 10 weapons now because noone wants the other weapons and that's sad, so making the CL tied to the stats of the weapon instead of the type of weapon would make all schematics useful

  • Gives each weapon a usefulness other than leveling from CL10 to CL14 and you never ever ever touch that weapon again....that is so lame in my opinion.

In addition, to make both the pistoleer (well all combat professions also) and weapon crafting more fun and increase the players interest in those professions, having custom crafted weapons which can have bonuses added to them like BE / Tailors do with BE clothing, will allow many many more weapons to be made. Becoming a pistoleer would have a benefit because currently rifleman and carbineers have the biggest benefit (RANGE). I don't think enhanced weapons should only be loot items, they should be craftable using very rare loot items. This will bring back balance to crafting weapons and decrease the camping on kash for loot weapons because they are easyier to get than good crafted weapons. That's not to say some of these enhanced weapons shouldn't be lootable, they should.


So then pistoleer needs to get the little tricks and bonusesadded to weapons which could include one of the following.



  • Accuracy (already have but need it in amounts of +25 to make even useful currently +5 or +15 doesn't do anything much)

  • Tigher min - max damage ranges (like 600 - 900) to compensate for lower damage caps. Carbs and rifles not only have the range, but they have higher minimum damage on weapons as well. ALR's get 450 - 500 miniums, I can't think of a pistol off hand that has a 500 minimum, that's not to say their aren't any though.

  • increased ranged (maybe +10 or +15 meters) without having to get a cybernetic arm.

  • higher elemental damage overall though more weapons need some elemental damage. I was for sure that some pistols would keep thier pre-cu elementals other the the RB with a lowsy 48 elemental damage.

  • no movement hinderance (pistols are not bulky or as heavy as rifles, movement is a bonus of being a pistoleer)

  • gives a speed bonus abilitywhich would be categorized as an ability given temporarily, used like any other ability and it wouldshorten all cooldown timers by5% -10%(would be on a limited use timer like the buff crystals from aurilla village, maybe with a 1 hr buffperiod and a 2 - 4hourreuse timerfor example, of course accuracy would have to take an equivalent penalty)

  • action/mind regen bonus

  • immunity to one singlestatefor 15 min (stun, dizzy, blind, bleed, poison, disease, KD, intimidate, warcry.....and stretching it a bit, snares and roots....again because pistoleers are adept for movement, heck maybe even Armor Break)

  • slower weapon decay

  • a pistol with critical strike (has the potential to do 50% more damage than useual, doing max damage is ok, but you can do that anyway if you get the right foods and apply the right states to a target).

  • Bonus to defense either in the form of +10 RD, MD, Dodge or a ability like duelist stance or COB but with a smaller bonus, say like 150ish range)

These of course would be mods on a weapon which would allow the pistoleer to take full advantage of them as long as the weapon is equipped. I probably could think of more stuff, but I think I've listed enough to debate about.


Overall, I think ranged professions have become pretty powerful in CU and melee have taken a back seat. That's fine because melee professions shouldn't be too much better than ranged, but the advantages that rifleman and carbineer get over pistoleers is just too much. This game is highly dependant on range. The person who can kite just outside of the enemies attack range will either win every time or it will be a draw because the person being kited will simply run away. When you can take a wepaon with 65m range and boost it to nearly 80m, then use all the buffs in the game to kite, it's extremely hard to overcome that. A rifleman or carbineer should never be able to consitantly kite any profession for too long.


Since pistoleer already suffers from short range, lower damage caps on weapons, they should be quicker and faster than rifleman, carbineers, commandos..etc.This is one of the reasons why i don't think pistoleers should suffer from weapon hinderances.


I know I have more to add, but I haven't focused on just my pistoleer skills and weapons in combat lately so I'll have to go do some fighting and i'm sure I'll find something else to add later.






MAYB WE SHUD GIV PISTOLEENEERZ A LYTSABER BCUZ WE R NOT TEH NUB AND STFUF, SO MAYB WE SHUD LIEK GIV DUEL WEELD SO THAY HAF 2 LYTSABERZ LOLWTFOMG

EDIT: Lol JK

Message Edited by Cookie-Eater on 09-11-2005 07:51 PM



I support Pie and Beer in a large scale.
ml72
Tue Sep 13, 2005 7:02 am
#44

the problem as i see it is that the master level weapons are meaningless. they have no advantage over the other high level pistols, the same is true for rifles, there is nop way an adv laser rifle should be the weapon of choice for master riflemen when it requires no certification. pistols are the same way, the featherweight FWG5 is the best grind gun out there due to stats and affordability, and if you buy a really good one they are still very cheap. The addition of elemental damage to the mater pistoleer weapons would be nice, but the biggest need for pistoleer is the addition of a more powerful attack as you suggested.



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Cookie-Eater
Tue Sep 13, 2005 3:24 pm
#45






ml72 wrote:
the problem as i see it is that the master level weapons are meaningless. they have no advantage over the other high level pistols, the same is true for rifles, there is nop way an adv laser rifle should be the weapon of choice for master riflemen when it requires no certification. pistols are the same way, the featherweight FWG5 is the best grind gun out there due to stats and affordability, and if you buy a really good one they are still very cheap. The addition of elemental damage to the mater pistoleer weapons would be nice, but the biggest need for pistoleer is the addition of a more powerful attack as you suggested.





Ide be heppy if my SAC was way lower than it is on pistols. *cough* Like they should be *cough*



I support Pie and Beer in a large scale.
apprentice_of_eld
Tue Sep 13, 2005 4:13 pm
#46

I like the increased min dmg idea the best so far. And I'm in favor of removing the weapon encumberance on movement with a pistol equipped, just like if you're a master pistoleer, you lose any armor encumberance on movement.



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