Pistoleer Archive

Thread: Preparation for the next issues report Profession improvements

KriKri
Tue Aug 26, 2003 10:16 pm
#53

In as much as pistoleers (and carbineers) attack healable pools, our shots should be much more concentrated on the pools that we hit. I dont want to do a point blank on someone and do 800 pts to the mind damage. This is especially a problem b/c of the fact that novice medics can use good stim b's for over 500pts of healing, i know, i do it all the time.



Master Pistoleer, BH
Ypiana
Tue Aug 26, 2003 10:25 pm
#54

Also I have no idea why pistols carbines and rifles all work at 64 meters. Maybe make rifles 128, carbines 64 and pistols 32. Each should own at their respective distances. Yeah in a city ora cantina pistol will rule but in an open battlefield rifle will. Carbine is the intermediary.


I think that'd end a lot of debate right there. A big mistake was to give three classes of weapons the same max range. Also it is more realistic. Smaller firearmsare for short range and large firearms for longrange. You can't crank off a clip in 2 seconds with a strong bolt-action rifle. But one shot from a serious bolt-action and you're hurting.A nicemachine pistol would rule at 32, machine gunat 64 andsniper rifleat 128. Not exactly perfect analogy by any means but you see what I'm saying.


Defensive skills should reflect offensive weapon. Pistol: high defense and rate of speed, lower fire power. Rifle: low rate of speed and defense, but high power. Carbine is the middle. Pistol is the least encumbering weapon and most agile.


I guess this isn't too helpful but I expect if I'm 100% pistol I should own at PISTOL, not all skills just pistol. Just as rifle should be the best at rifle and carbineer the best at carbine. BHs and Smugglers are hybrids and have other skills to offset a pistol deficiency. Smugglers obviously have no lack of something on which to hop themselves up and also feign death. BHs are nearly masters in three different things, granted the LLC sucks at mo, but when it does it should be good.


Don't nerf, fix.


-- YP





I killed my parents... You're next!
/godmode 1
Stargoo
Tue Aug 26, 2003 11:09 pm
#55

if lower range on pistols we will become as kitable as a melee class. and that is what has ruined melee classes. thats not a solution that would work. the devs just have accuracy to 64m with a pistol way out of whack. pistol should be as bad at 64m as a rifle is at 5m. they should have an inverse relationship
Burawura
Wed Aug 27, 2003 11:15 am
#56

Changing the range for rifles, carbines, and pistols is not a good solution to balancing combat with them. Changing the accuracy modifiers for each to better emphasize their effective ranges would...and I believe I heard talk of the devs looking at doing that.



Bur'a Wur'a, DIE Guild
DeadEye/Expert Bounty Hunter
Tarquinas
Embersyc
Wed Aug 27, 2003 11:52 am
#57

I'll play.


Stopping Shot needs to either be a mind pool shot or have a knockdown attached. Right now, it just doesn't seem very much like it can stop anything.


Disarm shot should make the opponent unable to fire their weapon, and do a small amount of action damage to them. Give it a timer, 5 secs beforethey can fireand 30 secs before the shot can be used again. (10 seconds beforethey can firewith disarmshot 2.)


Pistol Melee Defense 1 should cause stun, not knockdown. It should also do a little damage to the mind pool.


Pistol Melee Defense 2 should cause stun and knockdown. Also a little mind pool damage.


Bodyshot 3 needs to be faster, more powerful than Bodyshot 2. A new Bodyshot should be obtained at Master level.


Pistol Accuracy for Master Pistoleer should add up to 100.


Pointblanksingleneeds tohave one or more of the following: Intimidation effect, higher damage, healthpool targeted.


Pointblank area should operate like a warning shot. Making everything near you run away.



... I'm sure all of this would make us overpowered in some peoples eyes, well I then say those same people need to be in their own forums asking for changes like these. An elite combat profession needs to have a variety of shots they rely on. I should need a whole set of f keys for my Pistoleer attacks, I use six keys right now and only three of them are Pistoleer shots.




: Ember : Sunrunner : Hunt Master :
EriskBosann
Wed Aug 27, 2003 5:03 pm
#58

Stopping shot or Fanshot need staus effects OR one pool... health preferably. Why? Because with Bdyshots, Health shots, pistol takes from health. Mind would be too rifle similar and screw up more. Should be placed in health pool. OR


Blind! Or some affect. And FIX BODYSHOT 3... cant forget that! BS2 isn't a pistoleer skill... if you think about it's sad that that's one of our best attacks, as it isnt even in our profession. (yeah it is sorta, but you see the point). Anyways all other issues been said. If these are fixed, pistoleers eveywhere will be cheering.


Of course, others will be screaming. No one will like any fixes unless they are a part of that prof. It's reality... BH's will always complain about us, and we to some extent them.




" I see your Schwartz is as big as mine... "

Erisk Bosann
Elder Jedi-
A Leader/Founder of LXB (League of eXtraordinary Beings)
Redissk Bosann - The Purple red eyed Trandoshen Armorsmith
Kaleisk Bosann - The n00b spy
Jaegen88
Wed Aug 27, 2003 5:10 pm
#59

Tangle pistols have a 48m range ( I think that's the correct number). Just thought I'd throw it in here, for no other reason that I didn't know until today when trying to engage some armored mobs at 64m.



Jagen88
Jaegen Kel'daron - Master Gunfighter
YetiIronfist
Wed Aug 27, 2003 6:23 pm
#60

SR Combat and Tangle are 48 meters max. The others are all 64.

As far as I know...

Unless they changed something recently...

Moonsryche
Thu Aug 28, 2003 2:13 am
#61

Stoping shot? I call it sissy shot lol, its ok and all, but the description makes it sound impressive. I went straight up stances and grips just to get it, to find out, that sometimes I cant even kill a vynock in one hit. The way it stands now, Im not happy having spend so much grind to get a "Devastatingly powerfull attack" cause that is just not the case.
EasyMcRhinopants
Thu Aug 28, 2003 3:18 am
#62

True... with my sliced FWG5 I've hit for 1800 damage a couple times. And that's pretty neat. Then again, if you're fighting an armored mob with 10k HAM... (sigh), it's not really that impressive anymore. I wouldn't mind the minimum damage of Stopping shot being increased a little, so that it at least does a LOT of damage, if not a SUPER lot.
vGeist
Thu Aug 28, 2003 3:30 am
#63

I want a shot that makes people's heads disentigrate and give them perma death. At master level of course.
RunemonIV
Thu Aug 28, 2003 3:35 am
#64

i think disarming shot should be able to destroy weapons.. screw griefing.. there are so many other ways to grief in this game its not even funny.. it just goes towards risk and reward.. you wanted to fight the pistoleer.. he wanted to fight you.. your gun is now destroyed.. he pistol whips you in the teeth you fall down he blasts you to oblivion..


whats the problem with this?


lets all be care bears.. i dont wanna grief.. i mean were playing a war game pretty much but someone just paid 25k for a new carbine gun so i dont wanna make him mad wahhhh


god it amazes me how many pistoleers i see that have a problem with this... you ask a BH if they would like a skill like this or for that matter a tka and you will get the proverbial hellz yah


forget a 30 second timer and a 5 second down time that wouldnt solve anything but make the move more useless than it already is..


example: you do a disarmshot2.. item is forced into the backpack for five seconds allowing you to get off basicly 2 to 3 shots but since weapons can be hot keyed from the toolbar he has his weapon oops underhand shot! oops eye shot!.. oops you died because you didnt want to grief anyone




Day one Veteran of the game.. just a little fed up.. /tiny
Tricki
Thu Aug 28, 2003 12:16 pm
#65

Im afraid i dont have time to read all the posts on this subject - although i have been following this forum on & off...



IMHO I would prefer you to simply request the Dev's to fix all of the broken skills i.e. MD2, BS3, DS1...



If when they are fixed, you want to request changes - request them then. I dont see any positive things coming from suggestions at the present time... Your/our suggestions are basically being all but ignored - u need 100% focus on fix's to get dev time at present - when the fixs are done then is the time to consider & hit unfair issue's.



All said keep up the good work Jargen88 & others...




Tricki - Jedi Knight / J'zo - Master Shipwright
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Retired
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