Pistoleer Archive
Thread: DEV Response to the DE-10 and Pistoleers
and any word on making a master-level scout blaster?
this is seriously ruining my immersion!
lol, just kidding... but i'd really like it to be better
Kevie wrote:
any word on warning shot? (i've done tests, and i cannot tell if it's working or not, even though the icon DOES show up.... imo -80 defense is far better than intimidate shot, so let all the dabblers go 0034)
and any word on making a master-level scout blaster?
this is seriously ruining my immersion!
lol, just kidding... but i'd really like it to be better![]()
What i can tell about warningshot is that when i use it, my state shots (for example intimidateshot) stick alot better. Could be my imagination but it took me 1 or 2 shots to let intimidationshot stick everytime i used warningshot. Not sure if this is the intention of the special now though.
LordMaxx wrote:
DanoCollins wrote:
LordMaxx wrote:
I would expect many pistoleers to be happy with the system as it is...those who win are often very happy...Rifleman and swordsman were PLENTY happy before the CU...Im sure they didnt care for their professions being changed in anyway...but we have to face the fact that if something is unbalancing (say 3 MBH/Pistoleer/Riflemen) perma rooting a jedi and cutting him down could hurt combat in general...what will they do? I dont know...maybe I should start a suggestion thread...or maybe we should just wait to see what they decide to do with it.
To me, the root/snare is the hinge of the new combat system...
For example, without root/snare, I don't think Mellichae can be killed in the exit quest...no way.
The perma-root concept is how my group had to take him down, and seeing how overpowered he is at melee range, it seems that this is by design.
Ranged root and snares almost give those professions who can use them an invisible CH tank pet...add in two or three of these same templates spread out in a group, and nothing can stop them.
And thats what needs to be changed...Winning the game by making sure the enemy cant move is not what games like this should be about...thats not strategy, nor is it even fighting...they should fix the threat system so a tank can actually tank without dying...and make it so he can hold aggro while the damage dealers do the damage...this is not working right now...tanks get swatted aside easily enough...or they cant hold aggro and the gunners get taken down...
Hi LordMaxx,
do you happen to know if the devs are aware of this issue and that they will fix it sooner or later?
LordMaxx wrote:
I asked about the overall power of the DE-10 going down, and why this is not certed to the pistoleers only.
"As a general rule, we tried to make quest weapons not require a skillbox so that more of our players can enjoy them."
Message Edited by RoundWallKing on 05-10-2005 03:16 PM
Message Edited by Darth-Kevlar on 05-10-2005 05:36 PM
I'd like to see DE-10s get a bonus mod or a boost in damage slightly to make it rewarding to have instead of such a piece of junk (like the sonic blasters), elemental damage or a change in speed would be nice and give it a cert, maybe pistol grips 4 or something.
Message Edited by Voodez on 05-11-2005 02:06 PM
najib wrote:
I do not aim with my hand; he who aims with his hand has forgotten the face of his father.
I aim with my eye.
I do not shoot with my hand; he who shoots with his hand has forgotten the face of his father.
I shoot with my mind.
I do not kill with my gun; he who kills with his gun has forgotten the face of his father.
I kill with my heart.
Just a thought but rather than makethe DE-10a master cert again, couldn't we ask for MP bonuses specific to this weapon that would bring it in line with the DX-2 DPS? That way we could feel like quest loot was worth the effort and expense, and every body could still use the gun. In the right hands a rare weapon like this should confer a bonus over mass produced weapons and master pistoleers ought to be able to make full use of the extra quality.
Gift.