Pistoleer Archive
Thread: Pistoleer State of the Profession Report (11/6/03)
You people are so quick to call something broken, you just hace out to find out how to use it.
Disarming shot 1. You call it broken because itis a random ham attack for low damage. BUT it has a low ham cost and low cooldown time/high rate of fire. So what is it good for? Perhaps for clearing out layers faster as lairs only have 1 hp bar and more importantly, disarming shot 1 does DOUBLE THE LISTED DAMAGE to a lair then what it says on the combat. Thusly you can sit there shooting it for a thousand or so much faster than you could taking the the time to sit there and stopping shot it to death. And it is a low level skill. Of course I am sure you master pistoleers are going to moan and me and figue out why some other high level ability is more usefullfor this purpose and so I say this: In the very least, use disarming shot 1 and a low level, quick lair killer and nothing more if you can't find another use for it.
Garst Tyrrel
Scylla Server
Imperial Officer/MasterSmuggler/Master Pistoleer
YES I AGREE> PERFECTLY PUT
WILL YOU PLEASE LOOK INTO FIXING THIS??
ErwinRommel wrote:
You people are so quick to call something broken, you just hace out to find out how to use it.
Disarming shot 1. You call it broken because itis a random ham attack for low damage. BUT it has a low ham cost and low cooldown time/high rate of fire. So what is it good for? Perhaps for clearing out layers faster as lairs only have 1 hp bar and more importantly, disarming shot 1 does DOUBLE THE LISTED DAMAGE to a lair then what it says on the combat. Thusly you can sit there shooting it for a thousand or so much faster than you could taking the the time to sit there and stopping shot it to death. And it is a low level skill. Of course I am sure you master pistoleers are going to moan and me and figue out why some other high level ability is more usefullfor this purpose and so I say this: In the very least, use disarming shot 1 and a low level, quick lair killer and nothing more if you can't find another use for it.
Not sure what your complaining about, Disarm shot is suppose to disarm your opponent, that's why it's called Disarm shot and NOT lair shot 1. Also, the dev's want disarm arm to not disarm but rather cause weapon damage. And third, I haven't noticed it doing double damage on lairs now for a while, since like two patches ago I haven't noticed it doing double damage to lairs. Not sure if it's just me or if they changed it. So stop whining and let us fix our profession.
Well, if their gonna change Fan shot, can they at least make it a real 'fan' shot? Something like 3 shots, one to each HAM Pool, so on each round of Fan Shot you have a chance of hitting all three HAM's.
SkreaM wrote:
Being a Master Smuggler and working toward Master Pistoleer, I whole-heartedly concur with getting this profession fixed ASAP. Heck, fix em all ASAP. I do have one comment though. As stated in the special move descriptions of Fan Shot and Stopping Shot, Fan Shot is SUPPOSED to hit the target more than one time in a single volley of fire. Stopping Shot is SUPPOSED to have the potential of either incapacitating or even killing a CHARGING target. So, by them removing the AOE effect of Fan Shot, I'm assuming they are bringing it more in line of the move's description. And from the description of MTPS, that one is supposed to be an AOE shot, so if they're fixing Fan Shot, let's pray they're fixing MTPS too.
Or, just change one word to say "multiple targets" and keep a very cool shot.
Asking for MTPS to work like Fan Shot is a nerf, a decrease in power. Go for something *really* cool at Mastery, rather than begging for scraps.
Thunderheart / Philospher1976:
The assumption from many players and possibly from the designers is that there is nothing wrong with Pistoleer profession.
However, if you are a Master Pistoleer without any other pistol attacks or speed modifiers from the other professions -- you'll be shocked how underpowered we are as a profession.
The following suggestions are coming from my Master Pistoleer's prospective (with no other pistol attacks or pistol speed mods, etc.)
I suspect we're suppose to be master of pistols as well as health attacks. Unfortunately, we're neither.
The following are my observations:
- Pistol Speed The Master Pistoleer's +74 is far too slow to reasonable compete with other combat professions.
- Body Shot 3 Body Shot 3 is too slow and not near powerful enough to reasonable compete with other combat professions.
- Pistol Melee Defense 2. A pointless attack with high HAM costs.
- The DX2 pistol. The DX2 pistol might be the most ineffectual pistol in SWG due to its pool range, pool high-end damage, and accuracy.
- No niche for Pistoleers. Rifleman have mind attacks. Carbineers have action attacks. Bounty Hunters have Mind, Health, Action, and state attacks. I suspect that Pistoleers are suppose to be "king" of the health pool attack. Unfortunately, this is not the case. A "pure" Master Pistoleer has no real niche other than they use a pistol for combat.
- Dodge animation. The current dodge animation freezes your character is his/her footsteps.
- Defenses that don't work. In combat, creatures and players often spam the same attack. The problem is that defenses don't work very well when a creature or player is spamming the same attack.
Suggestions:
- +85 Pistol Speed at Master. We need more speed. A boost in speedwould help "pure" Pistoleers be able to compete by giving them a few more options as far as pistols -- especially this would help the pure pistoleer compete against the Pistoleer / BH dabbler. Additionally, no real impact to other professions other than giving us more options as far as pistol usage.
- Body Shot 3. BS3probably needs to be closer to ~52 DPS to ~55 DPSas well as have a chance to bleed.
- DX2. The basic DX2needs a slightly greater ideal range, AP that verified to be working, and its high-end damage boosted by about 20% to 25%.
- Pistol Melee Defense 2. This "upgraded"version of PMDshould knockdownas well as have a chance todizzy. The HAM costs investigated (probably lowered by about 10%). No impact to others since Pistoleers are nowhere near being the king of close combat.
- Remove the dodge animation. This is a very simple fix with no impact to others. Put "+DODGE+" over your character's head whenwe dodge a shot. No dodge animation.
- Defense vs. X. Defenses should probably help prevent the current attack as well as have a slightly higher percent chance to block the same attack (if its the very next attack in the queue). Additionally, it should probably help you heal slightly faster from that particular attack if it lands successfully. For example, if have "+50 Defense vs. Dizzy" and I have been attacked with Dizzy (and it landed), maybe the attack should last half as long as the player that has no defensefor this attack. For example, if the normal Dizzy would stick for 15 seconds, the +50 Defense vs. Dizzy would only be dizzy for about 7 seconds due to their high resists? Anyhow, something that works a little better without making defenses too powerful.
- Fan Shot. Don't touch one of our only shots in the game. Right now, Pistoleers basically have Fan Shot and Stopping Shot -- that's our best moves.
To summarize:
- Increase the Master Pistoleer speed to +85 -- as the very least to +80.
- BS3 needs a better DPS and have a chance to bleed.
- DX2 pistol needs slightly greater ideal range and high-end damage.
- Pistol Melee Defense should dizzy and knockdown with a slightly less HAM costs.
- Remove the dodge animation from the game for our characters -- replace with +DODGE+ above our heads.
- Defense vs. X should probably defend against the attack as well as lower the "stick time" if landed successfully based based on your + modifier. Additionally, if the defended attack is the same at the next in the queue, you should have a slightly greater chance to defend against the same next attack from sticking (if its the same attack). This slight defense boost would be reset after when a different attack is landed successfully.
- Leave Fan Shot alone.
I like what I saw in Philospher's report -- just adding some more input as well.
Ifwe could get 1/4 of Philo's fixes taken care of I would be amuch happier Pistoleer. Great work!