Pistoleer Archive

Thread: Top 10 Pistoleer Questions

Loss
Mon Feb 09, 2004 9:30 am
#40






SilentJay1284 wrote:
All I want is a good Targetted HAM attack. And a little boost in speed. Something with Torso Shot DPS, but without Fire. Leave the status abilities to the BHs.






Yes. Targetted HAM would be nice, however I think we should also have status abilities. I mean the other professions do, why can't we? Especially when we only have a few specials that work properly anyway.



Loss Minn
Master Drunk


mrak24
Mon Feb 23, 2004 3:47 am
#41

since everyone is posting gripes on this one here is mine. there is absolutely no skill in killing stuff on this game as there is on everquest. if u get hit by master rifle man u are done no matter what. as for balaceing classes rifleman do to much dmg up close pistols don't do enough up close. that and tkm own my pistoleer any day of the week when they get close. my rogue on everquest used to have good time with casters but melee could beat him up it was fun star wars pvp = no fun for me : /




Kevie
Mon Mar 08, 2004 2:35 pm
#42

i wish that our specials worked as intended or weren't so redundant so that all our major concerns would rely on trivial things such as pistol skins, dual wielding, etc.



i'm not flaming anyone, i know that it takes a lot of time to work on stuff in a game as innovative as swg is.......


i am patiently waiting for my pistol to finally be really useful without having to run around getting smuggler or bounty hunter






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
-

peope
Wed Mar 10, 2004 3:49 am
#43

Personally I think disarm shot should be a shot where your opponent cannot attack you for a certain period of time. Like that brawler special. You could get in some of your crappy shots before he could attack you. Making you better at dueling.

Think of it that you shoot the weapon out of the hands of the opponent and he need to pick it up or get it in control again.

It ought to be easy enough to implement too since there is a special for it already.

For it to be perfect unarmed should not be effected.

Cheers



sigs are for dorks
true_Kieran
Wed Mar 10, 2004 6:53 am
#44

True, that would be logical but that would too make it useless again for every hunt.... then it's just a shot for duels and some Tuskens or something like that.




Jarrod Larson
Bounty Hunter


Randonb
Fri Mar 12, 2004 2:37 pm
#45






true_Kieran wrote:

First of all, thx to Randonbfor taking the job. Second, apart from the concerns already mentioned, my two cents about twothings. First, why a disarm shot anyway?? If someone is after me, the best way is still to take them out. Even if you take the roleplaying point of view, why disarm shot for Pistoleer? Would be much more logical for Bounty Hunter if he needs to get his target alive, so i would be really happy about a shot that does good dam instead. And the second, the stopping shot, don't know about you, but when i think about this name i would expect a shot that makes my opponent fall down, so he has to get up again before he can continue attacking me, maybe with a time so you can't keep him down all the time.







If I'm not mistaken, Disarming Shot was actually a Smuggler special for a good chunk of beta and was changed at the last minute forreasons I'm not aware of. However, I could be wrong. I hope we can turn Disarming Shot 1 & 2 into working specials that belong in our tree.






"...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)
Madrox
Fri Mar 12, 2004 7:06 pm
#46






Randonb wrote:




If I'm not mistaken, Disarming Shot was actually a Smuggler special for a good chunk of beta and was changed at the last minute forreasons I'm not aware of. However, I could be wrong. I hope we can turn Disarming Shot 1 & 2 into working specials that belong in our tree.






Of course it was changed, the Dev's wouldn't dare give Smugglers a broken pistol special



[Just a joke, yes I am very aware of all the other things wrong with Smugglers- Just thought it was funny their pistol specials are more used than ours]


Shamus1
Tue Mar 23, 2004 5:51 am
#47

Questions, questions questions.. all they are. Do the Dev's listen? hmmm ..



Why is stopping shot called "stopping shot" it doesnt stop anything!


Body shot three? is worse than body shot one!


Isnt Fan shot for multipul targets? So why does it only do damage to one?


Ranged mitigation? I'm sure that's a lie.


Point Blank 2.. does less than normal attack... but more ham costs.


Why does Pistoleer have such high ham costs? an no actual strong specials?


Double tap... double HAM! you mean!


We need a knock-down attack! Melee 1 and 2 dont do **edit**!... 1 only works 40% of the time.. and 2 well.. 2 doesnt do anything at all except make us angry.



PLEASE DEV's change some of the damn specials!




-Deadscope







====================================================================
Name: Deadscope
Guild: Ronin
Template: Doctor / Master Fencer
Quote: "It has been said that when people die they go to heaven, lets hope they're right."
Pharfignewton
Sat Mar 27, 2004 5:31 am
#48

I keep hearing about dual pistols this and dual pistols that, but I just want to remind everyone that dual pistols for Pistoleers probably won't happen for a long time to come. Think about it: giving pistoleers the right to wield two pistols at once would require quite a bit of work on the developers' part to keep it balanced and to add in the new statistics, attack/speed modifiers, animations, etc. Sure, dual pistols would be an incredible incentive to play a pistoleer (assuming they actually work), but it's obvious that the developers would focus first on fixing the pistoleer's specials before doing anything else. Seeing how long it's taking for them to fix the specials (yeah yeah, I know, "all in the combat balance"), just imagine how long it'll take them to make such an incredible revamp to the class! They'll have to fix all of the other classes' major problems first before ever even considering dual wield!



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

Beware the flying pigs, for they defy reality!!!!

I am a marksman, artisan, scout, smuggler, pistoleer, and entertainer. Who needs those master class badges?
BeWary
Sat Mar 27, 2004 5:53 am
#49

The reason so many folks are hot for dual wield is it is the one idea we have floated to the devs that they have responded positively to.

Personally I'd rather have a special or 2 work. This thread is dead tho, TH will not be responding to these questions. Just another useless list. They have asked us for another, feel free to suggext anything you want to, no one actually reads these lists except the pistoleer comunity.



Gigo Paku/Sai'Meez FightinFish/Lacks Drive


"Early to bed, and ealry to riseprobably indicate manual labour"- John Ciardi


Xamyr Epan is a thief



Higi
Sat Mar 27, 2004 2:28 pm
#50

I think the devs should FIX what is broken before they start creating new things that will need to be FIXED. How can you keep building on a bad foundation.
Hisler
Wed Mar 31, 2004 4:49 pm
#51


Ok while grinding my way to jedi I went through pistoler and despite the large shaft protruding out of my bumm while i was running around as a pistoler I came to love the class ..... As a pistoler I always got my bumm handed to me in pvp unless it was with a melee profession and then I just kited them .... Rifleman always seemed to tear me a new one and I can never seem to even hit them but the can chew through me in no time flat ........ I finished pistoler and smuggler a little while ago and I noticed one big thing ..... when I pvp'd with my character and he went bounty hunter I creamed a rifleman so fast even with my gimped defence. I immediatly thought it was bounty hunter so I wrote it off....... While reading the numbers I found out one IMPORTANT THING


++++PISTOL ACCURACY++++105 with master marksman and pistoler 60 with master marksman and 45 with master pistoler............... while on the other hand ......................



RIFLEMAN= RIFLE ACCURACY 180 **edit** is thisBS ........ 60 with master marksman and 110 with master rifleman ......................



anyone else see a problem with this????????????
GMANHNC
Thu Apr 01, 2004 4:51 pm
#52

I dropped Pistoleer at 2AM EST this morning, I picked up novice merchant(I heard all the specials work). Once I heard the combat balance isn't comming, there is nothing to look forward too for me in pistoleer.

One thing I did want to say about fan shot, I remember it working at one point, but it's better when it doesn't, so I wouldn't complain too much about that one. I can't count how many times I hit the macro I made for that and my character shot something at a near by layer and cuased a whole new group to agro on me, but at least it did minimal damadge to all targets so that i could try and fight two layers at once with all at close to full health.

Also maybe we should only use the disarmshots in PVP, if the Rifleman don't have guns they can't kill us right?

I would be willing to forgive all if i can have a Millenium Falcon type ship that i can watch in 3rd person (I need it to haul all my Creatures around in.)

Good luck to you, I feel your Pain.
Razor-bat
Gorath
Slightly more defensless against Rifleman, but atleast I'm not on fire anymore.(Comando Nerf, Yeah!)



GMAN
I moved to Corellia I have no vendor and I don't know the coords to my house, but it doesn't really matter cause all my pets are in the tool box, I may have some in space, but that doesn't really concern you either.
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