Pistoleer Archive
Thread: Preparation for the next issues report Profession improvements
Bolanos wrote:
EasyMcRhinopants wrote:
Yeah, I just noticed Cubble's "Human Shield" idea for Melee Defense 2, and that would be great! Sort of a grabble move where you tie up your opponent for a few seconds and they take all the damage.
The idea is only for PvP, this game also cater's to PvE and that does not work for PvE. Has to be something that both play styles can use equally.
I think it could work in PvE on social mobs.Think of faction destroy missions andhow there are always a couple of folks at the camp some shoot ranged some bum rush you. You could help the guy who bum rushes you die quicker while dealing with the ranged guy...
My 2 cents
With the dev new nerf forus, I think we have to do something to get us our Range Knockdown back. I agree with another poster thatit should be added to Melee Defense Shot2 or replace one of our many worthless Special we have.
5) PistolMeleeDefense2should also be a knockdown but should have a longer range ... maybe 20-30m or so. Then we should take the word "melee" out of both the PMD1 and PMD2 names.
Thanks
I started thinking some about PBXX skills and what could be done to make them more usable. Obviously, PBA2 needs to be fixed, but that is not what I am getting at. If you are firing a high powered pistol up close, it tends to hit with alot more force. Apply an AR bonus of +1 to the PBX skills, meaning a DX2 would be AR2 and FWG5s/scout blasters would be AR1. This is to represent the the increased damage from decreased range.
The weapon speed issue involves every class in the game, but it hurts pistoleers the most. I think a good way to change the speed calculation would be to add each mod individualy, starting with the highest mods first.
EX. +5 +5 +10 weapon speed mods
(0.95(0.95(WS X 0.9)))
This would allow every class to get the full benefits of their weapons speed mods, while allowing for plenty of improvement from +speed items. It doesn't seem right that a master rifleman can fire his T21 nine times faster, while a master pistoleer can fire his FWG5 two times faster or his DX2 just under three times faster.
I posted this before, but I will post it again to officialy put my two cents in. Make disarming shothave a damage mod of around 2.5 and do the last ditch special's stun for 5 seconds. Disarming shot2 can be an AoE version of this stun, but should not have any increased damage over a regular shot.
There are many other fixes that are needed, but they have been stated many times already. Oh and by the way Jaegen, I found out how to get certed in the republic blaster. You have to be a rebel and ranked staff sargeant. I am gussing imperials can use royal blasters after a certain rank as well. On the topic of guns, I noticed Holo stated that they were adding more guns. I don't think pistoleers would beed more guns if we had practical uses for the ones already in exsistance. We should concentrate on fixing the ones in the game before flooding the market with more useless pistols.
Make the royal/republic blaster a very powerful weapon. Allow the cert to be awarded at a faction rank still, but also add the requirement of master pistoleer.
"7) Change accuracy so we aren't more accurate at 64m than a rifle. A novice should only hit maybe 10% of the time from 64m ... which could eventually go up based on additional accuracy skill to 60-70%."
I'm sorry but this is simply a matter of misunderstanding the current state of range mods. The reason that pistols are APPEARING to be as accurate as rifles/carbines is that weaponsmiths are making rifles and carbines that DO NOT have scopes, stocks and anything else to help them hit at range. By dropping them, they lower the speed closer and closer to pistol speeds and drastically lower HAM costs.
Thus you have people comparing -80/90 pistols, -70 carbines and -50/60 rifles at 64m - so of course there isn't much of a differance!
Try it - get some real rifle with a 0/+10/+20 range mod at 64m and try it - I have - even just as a master marksman I basically NEVER MISS...a rather shocking change from my 30-40% miss rate at 64m with my pistols.
The whole rifles being inaccurate is infact, inaccurate. I have been working on rifle experience for a while now. My best tactic is this. I start off with headshots while standing. Right before the mob gets to me, I change to my scout blaster and pistol whip them a few times. I then switch back to rifle, and run away from the mob while using headshots. My miss rate while running is the same as when I am laying prone. There has been many times that while I am running to a mission or to feed harvesters, I will headshot/oneshot low level mobs whil moving. Many times I have made well over five head shots in a row while running. To be honest, I miss just as much with a pistol while I am running than I do with a rifle while I am running. I think the main thing people don't understand is that when you use a slower weapon, it takes exponentialy longer to normalize misses and hits. If I miss one shot with a rifle, it takes forever to fire again. If I miss one shot with my scout blaster or FWG5 it doesn't matter nearly as much because I fire again very soon after the miss. So if I miss 2 shots in a row with a rifle, I may not do any damage for 10 seconds, but if I miss 2 shots in a row with a pistol, I won't be doing any damage for 3-4 seconds. If I could make logs that proved I was firing on the run, I would so I could get a miss% figured out. If I had to estimate, I would say it is about 15%, the same as it seems with my pistol. Last time I was shooting gnorts heading out of moenia to my harvester, I made 9 headshots in a row while running.
I don't see how letting us destroy weapons helps us. I rather use my turn in PVP or PVE to do damage to the guy so I don't get my ass kicked. How much damage is it going to do? I only see it as useful if it does and insane amount of damage to a weapon, therebye outright destroying it, otherwise it is useless. Right now a weapon that is 1000/1000 vs. one that is 99/1000 doesn't seem to do anything for it's accuracy, damage, etc. (and I don't believe that it EVER should, so I hope the devs don't see this and think of a great new way to F up the game for EVERYONE).
If disarm shot is going to do damage to a weapon, it had **edit** well also do large amounts of damage to the wielder or at least stun them so they can't shoot back right away. Stun their hand or something, or take off the knockdown and just make it stun or whatever. But hopefully still keep it effective. Pure damage only to the weapon is pointless.
I also agree that it is griefing, but the more I see people attacking me when I am covert and have a TEF, and the more they use suppression fire or their own knockdown (mostly people with carbs BTW) the less I really friggin care.
For gods sake really MAKE FAN SHOT DAMAGE ONLY ONE POOL, sure great fast attack but not much when a Storm Trooper has a 9k ham and your randomly hitting all over making it like it has 28k stats to depleate. None of the pistoler skills really do any good damage or really do what the description says! Make fan shot aucutally hit a few times instead of just making it look like it does (its description says it hits targets a few tiems or whatever but it does not)
as a pistoleer i would like to see.....
defense modifiers working
a tangle pistol. nobody on sunrunner can make these yet. i don't even know what they look like.
could we get bodyshot3 working?
Guys I have a friend who is a Master Smuggler and I seen her hitfor 3000 Damage with Last Ditch so it not a Shot to be Laugh at. If you ever been in a PvP with a Master Smuggler you wouldn't be so happy when they hit you with Panic Shot and you can't do nothing and then Knock you down and kill you.
I think with the new Nerf of our onlyrange KD the Master Pistoleer has been movedown to third place in the Pistol profession, behind BH and Smuggler all better.
Hopefully they do fix the dodge and Resistance skills but until they do I see us Pistoleer losing many to other combat professions.
Can someone tell me why Rifle, with their huge T21s, have higher melee defense mods than we do, by far?
Also: Carbineers have counterattack, Riflemen have block (whatever block does) and we have dodge. Personally, I think Pistoleers should have the highest defense bonuses, especially melee defense, and dodge should be the most effective. Carbineers should be the largest sheer damage dealers, and Riflemen should really have a longer range than 64 (or we should have shorter, with carbs being in between), and more accuracy, as well as targeting the mind pool, to offset the greater damage of Carbs and the greater survivabilty of pistoleers.
Pistols, realistically, are less accurate and do less damage. So they should offset it in game by having us very good at 0-15, 20 m, and have good dodging/defense bonuses, because we're more mobile.
Personally, I think Disarm shot should be a very close range special that can preventenemies from attacking. It will take teh place of pistol whip (knockdown) but have a 12m type range, and not be as effective of course. Pistol whip I think should be high damage, and havea stun or dizzy type of effect. You could see Disarm + Whip combos going out, but you'd have to make it so they arent overly effective.
In pistoleer I'm at 3/4/3/2
Body Shot 3 - Make it better than BS2. I'm still using BS2 all the time. It's the only thing that effectively cuts through the health pool. Keep HAM and speed the same as BS2 just a little more health damage.
Stopping Shot - Make it AOE knockdown. We need one to compete and the name fits. Put it up to the 4th level if need be.
HealthShot2 - The bleeding on this is not comparable to carbine bleeds at all. Maybe a HealthShot3 that does HAM damage as well as a good bleed.
PBA2 - I think it works pretty good. It does hit multiple targets.
Multi-Target Shot - Drop HAM costs. At mo' it costs HAM for each shot. Also make it target the first thing it targeted when you first fired the special.
Disable Shot - I DON'T want to grief by breaking guns that cost A LOT. Please make the weapon it hits unusable for five seconds and put a 30 second cooldown on it. That would be GREAT.
Fan Shot - Don't have it yet. If it's huge but hits random hams I guess that's an OK tradeoff.
I think if we get these this would be a well-balanced profession.
-- YP