Pistoleer Archive
Thread: Focus Thread : Pistoleer Bugs, Issues and Concepts.
jalexu wrote:
Where does it say stun is supposed to stop action regen ? I believe I read somewhere that it slows it down, not stop it.
doesn't slow it either from what I can tell.
jalexu wrote:
In particular, when a stormtrooper hit the ground and I was still stunned, I hit stun recovery, and the effect was quite obvious, as my action went to the top in no time.
Tasomo wrote:
1) They said they wanted quest items to be used by all, but now Kashyyyk comes along and tons of the new quest items have profession requirements (Perfectly-Calibrated Pistol for example). The devs initial excuse was that quest items should be used by everyone...well now they can't. So put the DE-10 back as a Master Pistoleer weapon.
I said this in the other DE-10 thread, but I'll say it here too:
The Scythe Blade, a pre-CU weapon that is comparable to the DE-10 in terms of difficulty to obtain, was converted with a cert!!! You need a Swordsman Finesse box in order to use it. So not only does their statement about "We want everybody to be able to use quest weapons" contradict the dozens of RotW weapons, it contradicts an existing pre-CU quest weapon!
this is the big one to me. the CU was suppost to balance the professions... we are in the same spot we were at pre CU... Rifles with higher damage that can fire as fast as us... and now with 2X the range.... Pistoleers being forced to equip a CL rifle is just wrong.
BadgerSmaker wrote:
Right then, right now we are in a pretty good situation with our profession. But what is bugging you about Pistoleer?
Current Top5 Issues:
- Templates like Rifles/BH and Rifles/Pistoleer canfire Rifles as fast as a Pistol doing more damage usingsimilarSAC, over a longer range and with greater accuracy even at close range 0-35m. This makes using a pistol redundant and leads to FOTM templates. We understand a minimum range cap was removed because Riflemen could not understand it, if we pretend that we don't understand our max range cap can it be removed?
BadgerSmaker wrote:
Right then, right now we are in a pretty good situation with our profession. But what is bugging you about Pistoleer?
Current Top 3 Bugs:
Cone AoE specials, Fan Shot and Burst Shot cause Mobs inside the cone to aggro as far out as 64m.
We need a shortImmunity timer for PvE or PvPtargets after Stopping Shot wears off, possibly displayed as a buff icon to prevent chain rooting by multiple pistoleers.
Stun does nothing, it should stop regen but doesn't.
Current Top5 Issues:
- Templates like Rifles/BH and Rifles/Pistoleer canfire Rifles as fast as a Pistol doing more damage usingsimilarSAC, over a longer range and with greater accuracy even at close range 0-35m. This makes using a pistol redundant and leads to FOTM templates. We understand a minimum range cap was removed because Riflemen could not understand it, if we pretend that we don't understand our max range cap can it be removed?
- Success Rate for application of States is not high enough and the states don't lasting long enough.
- Warning shot too weak, needs higher debuff value then -80 and perhaps a chance to break Centre of Beingand Duelist Stance... and erm... Force Aura... why not.
- DE-10 cert change and poor converstions. Confirmation of no further conversions to pre CU DE-10's and a change to how players get the barrel and schematic to quest based rather than loot. DE-10 Barrels to have mods displayed and be a fixed stat that includes max damage and cold elemental damage.
- Descrepancies with total Profession specific mods between PIstoleer, Carbinner and Rifleman. We dont have enough Pistol Defence, Pistol Accuracy and Pistol Speed in our professions elite tree.
I'll update this post as replies come in with issues and suggestions so fire away.
Off the top of my head, and in no particular order I can think of the following to get the ball rolling.
Converted DE-10's
If this iconic gun, which is very difficult to obtain, is to undergo no further conversion then I'd like confirmation so that we can destroy our Pre-CU ADK'd DE-10s and get the kits back, at the moment a lot of us (including myself) are holding out in case things change as far as converted DE-10's go.
Old SEA's
Pistol Accuracy while Moving and Pistol Accuracy while Standing SEA's have not been converted to PIstol Accuracy SEA's
Range caps on guns.
Pistols and carbs have a cap on range but rifles have no range limitation at all.I understand that a minimum range cap would be extremely nasty for riflemen and I wouldn't go near suggesting that. I'm not the rifleman correspondant either, but I would like to hear peoples ideas on our range cap.
No wild Krayt Spawn on some servers
On some servers the only Krayts to be found are in the static spawn, and only the Ancient seems to drop loot.
No Krayts means no tissues for our guns.
Pistoleer Defence Mods
We are at most 25m away from melee range with our Master Certed guns, should we not have some more defence to better suit our position in combat? Some kind of Pistol only CoB for ranged and melee defence at Master perhaps?
SAC Costs on Pistols
Are these too high? Is there not enough difference in SAC costs on weapons between the ranged professions? Do SAC costs on specials need to be tweaked?
Stopping Shot and Roots
The ability for multiple pistoeers to Perma root a mob or player is unbalanced, stopping shot should stay as is for the initial shot, but with a 30 secondtimer that follows the end of the root for mobs or players in which time they either cannot be rooted, they have a chance to resist or a chance to break the effect.
If that happens then we should look at having the cooldown timer drastically reduced to enable us to stop multiple enemies and better perform crowd control.
Please do not start ranting "DON'T NERF STOPPING SHOT!", I'm after ideas of what we can do to balance things out.
With Concussion shot not breaking on damage, a smuggler/pistoleer can perma root a mob or player indefinately.
Mobs warp out of Root and client/server sync issues.
Given our short range, this is quite nasty. If you root, say an Ancient Krayt that is charging you, with stopping shot, your client reports the Krayts location to be where it was when the shot hit it, but it has actually moved towards you after your stopping shot rooted it and your client does not report this.
Should you step forward far enough you will get hit even though the krayt is reported as being, say 25m away.
When the root breaks, your client updates this and it warps to 15m of you, steps 5m forward and eats you.
Warning Shot
Is -80 enough? It may be enough for PvE, but when players can have things like CoB active they can have 500+ ranged defence. I'd like to see it at least doubled.
Burst Shot causes mobs in the cone to aggro
This hurts, the cone AoE on this move is currently more trouble than it is worth as anything in the cone will aggro.
States not sticking often enough.
It can be argued that you need to use Shock from CM or Overwhelming shot from Smuggler to ensure a better stick rate for Intimidate and Stun, but... why should we have to rely on this? Warning shot could be improved to help states stick.
Disarm shot breaking on damage
Is this intended? I can see that it could be used as a grief tool if it didnt break, but perhaps an immunity/chance to resist/chance to break after the first disarm has worn off, similar to the idea of stopping shot.
I'm sure there is more but I can't think of them at the moment, lets hear your views.
Message Edited by BadgerSmaker on 06-06-2005 09:58 AM
Glad to hear you agree Jasef. I did have to edit the number 1 issue on the corr board after I was told that it was stepping over bounds.
Currently it reads:
Templates like Rifles/BH and Rifles/Pistoleer canfire Rifles as fast as a Pistol doing more damage usingsimilarSAC, over a longer range and with greater accuracy even at close range 0-35m. This makes using a pistol redundant and leads to FOTM templates.
With the sarcasm removed.
I know it was mentioned before, and unlikely as it may be to happen, I think that we all need to make sure that roots and snares are not nerfed so that they break upon further damage to your target. Given the short lifespan of roots and the debuff nature of snares, there is no reason why these specials should break upon damage. Doing so would neuter the utility of these specials in combat and only make them useful as "escape specials".
It was mentioned by a developer at Fan Fest, and I feel that nerfing roots like this is a BAD idea.
fishbrains wrote:
for me the range cap is the #1 issue for pistol users. PvP has become jedi and folks with rifles, I would not mind seeing some of us in there with pistols now and then