Pistoleer Archive

Thread: Status of Pistoleer Specials

Kevie
Fri Mar 12, 2004 4:50 pm
#53

totally hopeful wishing but pmd2 being an area knockdown would be so cool lol


mtps, bunch of guys agro you, knocka bunch of emover and go to town on the one or two that are left standing


also point blank should have a very high dmg multiplier or some state effect..... why should i use when fanshot does more dmg from further away?




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
-

CouerSanglant
Fri Mar 12, 2004 5:22 pm
#54

Like everyone else has said, I think it just makes sense for PB to have really high dmg modifiers....



=================================================================================

Pane Eckhardt
Four Rivers / Bria
Master Gunfighter
Master Smuggler

I am Jack's ignored profession

Col_Forbin
Sat Mar 13, 2004 5:37 am
#55

i agree with having the disarms do intimidate. a ranged intimidate would be really great and it makes sense to have the target's damage output lowered. kinda what would happen if he got his weapon knocked out of his hand.



i dont agree with PMD2 having kd or any other state effect. if it did pmd1 would become unusable. it should be just a high damage random pool hit (like 3.5-4 times). with current rules melee attacks do 2x damage (i think) against ranged weapon users. also opponents that are kd get a 1.5 damage multiplier against them. so using pmd1>pmd2 would do (4x2x1.5) 12x damage! you could gettwo these hits in while target is kd.





Is Eto Demerzel going to have to choke a bittch? (shadowfire)
Is Lawn Boy going to have to choke a bittch? (gorath)
Is Klitt Kummander going to have to choke a bittch? (testcenter)
Randonb
Sun Mar 14, 2004 3:38 pm
#56






Col_Forbin wrote:

i dont agree with PMD2 having kd or any other state effect. if it did pmd1 would become unusable. it should be just a high damage random pool hit (like 3.5-4 times). with current rules melee attacks do 2x damage (i think) against ranged weapon users. also opponents that are kd get a 1.5 damage multiplier against them. so using pmd1>pmd2 would do (4x2x1.5) 12x damage! you could gettwo these hits in while target is kd.





You are correct that knocked down targets suffer 1.5x damage from both ranged and melee attacks. However, ranged attackers do *not* take double damage from melee. There used to be something like it (2.5x for riflemen), but not anymore. There is no reason to use PMD2. The modifier is already 4.1x. Just fire your weapon, save some HAM.


The whole point of getting an upgrade to a special is so you can stop using it's predecessor. That's just how the game works.


I don't think you can even bypass Ranged Damage Mitigation with this attack. I'm pretty sure the game doesn't look at the special being used, it only looks at the weapon in your hands. Technically speaking, the game looks at PMD and says "oh, a ranged attack at point blank range." Just because the name and animation imply a pistol whip doesn't mean the game's code recognizes it as a melee attack.





"...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)
HellsCreation
Tue Mar 16, 2004 2:58 am
#57

I personally think pistoleer diserves a dizzy/KD at PMD2. I think that'd be a great and exciting addition to help balance all of the uber professions with their uber WORKING specials, not to name any. (TKA, Rifleman, Carbiniers upcoming fixes, etc.) I hope pistoleer gets their fixes very soon. I think they could make a popular, but balanced with other combat profs, profession useful and somewhat deadly in pvp. There are just too many ways to get mods from other professions(BH, Smuggler) for it to be a large concern, as i'm sure if pistoleers get fixed templates involving pistoleer/BH and other stuff would seem a bit overpowered. I'm master TKA/Brawler/Swordsman right now and my 4th holo is pistoleer(i'm no hologrinder, started it a while back and just wanted it to go silent in case i accidentally hit my silent prof), i wanted it to compliment my brawler/tk combat abilities, and as of now it wouldn't do sh*t compared to combining with rifleman.



Hellscreation - Dark Jedi (^_^) Sadistic - MBH/Pistoleer (^_^) Therapist - The Naked Lizard Doc
SkyWalk423
Tue Mar 16, 2004 3:13 pm
#58

Nothing of ours got fixed in this patch, did it?
JamesHighwest
Tue Mar 16, 2004 5:44 pm
#59






SkyWalk423 wrote:
Nothing of ours got fixed in this patch, did it?




That would be an accurate assumption.




…

Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


HardwiredXMan
Wed Mar 17, 2004 5:43 am
#60






SkyWalk423 wrote:
Nothing of ours got fixed in this patch, did it?







This wasn't the patch where our specials are supposed to be fixed. Pistoleer will be fixed in the combat revamp. Ok, so what carbineer got a couple of specials tweaked....big deal. It's not like that little fix will sway the balance of power to them.


I feel where everyone's coming from though. Seems like we will never get anything fixed in pistoleer, but ask yourselves this........."Why am I still a pistoleer when it's clearly broken and I'm disappointed with the profession?" IT must be something that keeps us holding on to the profession even though it's inferior to other combat professions.

Pagus
Wed Mar 17, 2004 5:59 pm
#61






HardwiredXMan wrote:





SkyWalk423 wrote:
Nothing of ours got fixed in this patch, did it?







This wasn't the patch where our specials are supposed to be fixed. Pistoleer will be fixed in the combat revamp. Ok, so what carbineer got a couple of specials tweaked....big deal. It's not like that little fix will sway the balance of power to them.


I feel where everyone's coming from though. Seems like we will never get anything fixed in pistoleer, but ask yourselves this........."Why am I still a pistoleer when it's clearly broken and I'm disappointed with the profession?" IT must be something that keeps us holding on to the profession even though it's inferior to other combat professions.







I'd say it was the hope that it will finally be fixed someday. That and the fear that it will be fixed about a week after you finally cave in and give it up.



Ragen Sands
djswift2k
Wed Mar 17, 2004 10:55 pm
#62

ive mastered pistoleer 3 times since augest, during which time i did not play from augest 31 until december 18, and only sporadically since january 26th. I was lucky enough to have masterd it back wihen disarming 2 was an area knockdown. back then, it was deemed that pistol was way overpowered (this was before the damage reduction in pvp) part of ths, was that where was a lack of master weaponsmiths and a lack of resources to make good high end rifles and carbines. Since then, weve had our knockdowns limited to a delay, our master moves disabled, adn fan shot was broken and "re-fixed" our ham costs vs damage modifiers and outputare astronomical in comparison to that of say carbineer or rifleman. I personally have the build of master pistol/rogue/commando w/ acid rifle 3/ scout 3000/novice medic ive had this same exact build for the majority of the time since late december.

Now that my bleeds do even less damage, i can no longer weaken larger creatures. now that i cant delay creatures ( or players) who do more damage thena me ( often by many times mroe ) i no longer have a chance to put a semi-equivalent amount of damge out in the same period of time before getting incapacitated or killed. we have no heavy weapons, and we have no accuracy at our effective range. Ive written small guides, given close to a million credits out as freebie gifts to peopel who need it, given over 300 pistols, as well as about 50 carbines and 100 riflesthat were sliced well and unused to people who have helped me out along the way, and still have a large personal arsenal. Ive got republic pistols ranging from 1.7 350+ to 2.0 500+ ( with pup), ivve got over 100 prenerf fwg5's and republics all damge slciced and unused, and used krayt ones lying aroudn as well. I've dabbled in rifleman, carbineer, and fencer as well previously ( before they were all bumped up) and would dislike switchign back to another combat profession ( ive done crafting too) but If publish 8 doesnt have some significant boost/fix to pistoleer, im ewither gonna quit the game or im going to switch professions and make a new base raid template.


hopefully i dont have to switch professions.

this is an excelent report on the state of our specials, and i want to give you my thanks for putting it together. I think the pistoleer profession just doesnt realyl fit in at all with where the devs seem to be moving the rifleman andcarbineer professions at this stage, and hopeully they have some sort of idea and place for us. Id really like the master gunfighter tag to no longer be a joke some day.
djswift2k
Wed Mar 17, 2004 10:56 pm
#63

one more thing, forgot to add that im stealth mcownzjoo on the valcyn server. ( pre bleed nerf i killed a 400k ham krayt with my pistol on a bet, and it was fun !)
Confusion12345
Sat Mar 20, 2004 2:33 pm
#64

Why not make PMD2 (or point blank single 2) an attack where you stick your gun barrel into the enemy's eye?



-Confusion12345

"The shroud of Confusion has fallen. Begun, the Dumb War has."
-Jedi Master Stupid
Vicu
Sat Mar 20, 2004 9:26 pm
#65

So when the **edit** will the devs fix any of this? Publish 7 has given us very little.



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Vicu Bro'lya - Master Pistoleer, Master Fencer, Master Explorer, Rebel Colonel and Ace Pilot
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