Pistoleer Archive
Thread: Preliminary Pistoleer Issues 8/13/2003 Discuss before we send this
I think the 1st item on the list to change the names of disarming shot 1 & 2 is a waste of an issue, it's a purely cosmetic change and does absoloutley nothing to help us really.
My 1st suggestion would be for more certs for our proffesion, but we were already told in the last dev response that they would be putting those in so that covered already.So my next suggestion would be to adress the range issue on the DX2 it's our only pistoleer cert and i cant believe that its most effective at 0m where as the BH hand cannon is most effective at 20m.Were pistol masters we shouldn't have to have our DX2 barrell pressed up against the broadside of a barn in order to hit it!!!!!
The rest of issues are good to me, but please don't waste another issue on a cosmetic change like the names of the disarm shots.
I'm with vaderbaiter. If we are going to ask about disarm shot it should be to ask why it is a grief shot? If it is supposed to be PVP only item, fine, but don't make it one where we are only destroying another person's items.
And again, how does it hurt to ask why PMD2 does not have KD like PMD1? I know it has lower costs and all, but if this is a bug then we are just exploiting.
I think you're misunderstanding the rename disarming shot issue. Disarming shot 1 and 2, as they are now, are fine. Disarming Shot 1 is a weird utility shot that does double damage against lairs, and that's all it is good for. Disarming Shot 2 is the end all be all skill for Pistoleers - it's a ranged, AE, knock down. When we first commented that we weren't sure they were working correctly (due to the names not matching their behavior), the response was that they'd change them to be attacks that damaged opponents' weapons. This is more than useless... it's something we don't even want because it's a grief attack. We don't really care what they do with the names if they'll just leave them the way they are, but since they are apparently planning to make SOME change, our suggestion is to drop the idea of changing them to be weapon damaging attacks, and instead leave their actions the way they are and change their names to match what they do.
There has been some confusion with our first issue (Disarming shot 1/2). I believe part of the problem is that for folks that haven't followed our previous submissions and the Dev responses, all they're seeing is the request for no change except the name, which sounds odd and very minor. It might help clarify the issue if something was added in there to make it clear what's going on. Perhaps mention that in response to the Dev's idea to change these into weapon damaging attacks, that we'd instead prefer to have them left the way they are effect-wise, and if the names not making sense is an issue, then to just change the names to match what they already do.
Are Republic blaster (or what ever its called) still bugged. I know i am i have Cert but i cant equip the wep. Is it bugged to you?
Just wanted to pointed out something with no harm intended.
I don't have anything against Pistoleers :
Expert BH are better Vs a Master Pistoleer regarding Accuracy and Speed.
Ok, that's granted.
But a BH doesn't have ANY defensive bonus. NOT A SINGLE ONE !
Currently, an Expert BH will most certainly own you in 1Vs1 with a pistol because both class haven't got defensive skills and the Pistoleer is less accurate/is slower.
Get ur defensive bonus fixed, and try again. If the BH still own you fairly, we will have something to debate on.
Until then, there's nothing to do. Your class has got some broken bonus, ask for a fix and things might get better for you.
Period.
You're right, it's hard to make comparisons right now when things are constantly being nerfed, changed, or fixed, plus the fact that much is still not enabled or working. However, just as a Pistoleer can "dable" and take the pistol line from BH if they want more bonuses and some nice specials, the BH can dable in Pistoleer and take our defensive line. Or for that matter, the defensive line from Rifle or Carbineer if they prefer. And while the BH has fewer extra points left over, he IS closer to begin with. A BH already qualifies for pistoleer, so it would only cost 20 pts (novice plus 1 line) to pick up our defenses. A Pistoleer on the other hand would need to master all of scout that he didn't already have, as well as the carbine and rifle lines from marksman, and then master marksman (I'm assuming they already have the ranged support line). That all sounds reasonable to me
Madrox:
I definitely agree with you on the pistol issues. I feel our high end (AP1) options are weak. SR Combat has a max range of 48 meters, and the DX2 has an ideal range of 8 meters. I do NOT think we should be given more powerful pistols (AP2 or AP3), but I would like to see more variety so we can adjust to situations better. Scattered through the Pistoleer tree I'd like to see AP1 pistols that have heat and cold damage, maybe kinetic, I think stun would be too powerful, maybe electricity, and I'd like them to have decent ranges (optimals around 20 meters and maxes of 64 meters).
Alternativ wrote:
But a BH doesn't have ANY defensive bonus. NOT A SINGLE ONE !
Actually, BH do have a little bit of defense although the majority of them deny it so they can use that arguement. You get 11 ranged defense and 2 melee defense. You get it from your marksman side of the profession
Pistols that seem lacking(in the world) or bugged:
-DX2 Pistol
-Republic Blaster
-SR Combat Pistol
-Tangle Pistol
Maybe pistols in general could be looked at, esp since so many are lumped in the marksman line. Also if there were some clearly defined differences(LOTS of engery based weapons that are all just seem to have different looks, ie: Scout, DL44, Metal DL44, etc.)
Yes, stun & other defence issues could be lumped together, but does separating them put more emphasis on dodge?
How about more info on dodge, how it works and when it is suppose to work? Is it ranged & melee, or melee only? Is it just a percent chance, or does the attacker's skill play into it? Does it only work, or work more often, in certain stances?
Also about the other defence modifiers, maybe they are seeing them work on their end but we aren't because there isn't any message. How do we know if someone tried to stun or knock us down but we countered it? Maybe it's a lack of a success or fail message.
I agree with Nanilawaffer that PMD2 should have the knockdown and not PMD1 (and not both either), but I don't think we should addit to this report. This report should focus on bug fixes so we can better evaluate balance fixes for the next one...
Nanilawaffer wrote:
Pesonally I would like to see the knockdown effect switched from Pistol melee D1 to Pistol Melee D2, and have PMD1 just do damage, having PMD2 do more damage and knockdown.
1) Disarming shot 1 should delay the target's next attack. Most of the time when I am attacking lairs all the defenders are dead, so I dont see how this will be of any use. In any case, I have tried Disarming shot vs lairs (both humanoid lairs and creature lairs)and I have not noticed any difference.
2) Mobs attack me just fine if I stop spamming knockdown.
3) 250kXP for Advanced Pistol Tactics (+10 dodge) and it dodge does not work? This should be one of the top issues.
Randede,
) Disarming shot 1 should delay the target's next attack. Most of the time when I am attacking lairs all the defenders are dead, so I dont see how this will be of any use. In any case, I have tried Disarming shot vs lairs (both humanoid lairs and creature lairs)and I have not noticed any difference.
You have to look at the float damage, it's cleary double.
2) Mobs attack me just fine if I stop spamming knockdown.
I've tested it in both PvE and PvP, it most certainly stacks the delay. I got a /tell today from someone that experienced it after I knocked them down a lot in PvP...they ran around unable to do anything and died as a result. It's there. Some mobs..like an ATST, seem to have a very fast recoup time or they just aren't affected by more than 1/10 knockdowns, for instance, so it can vary. But it most certainly stacks. I posted the data, it hasn't changed since patch.
3) 250kXP for Advanced Pistol Tactics (+10 dodge) and it dodge does not work? This should be one of the top issues.
It is, and has been, everyone agrees there.
PMD1 is critical for solo PvE for pistoleers. Moving it to PMD2 would slow novice pistoleers down tremendously in PvE overall, I think that would remove a lot of fun-factor from the profession. Knockdown needs some more fixing, but moving it IMO isn't the answer since it's part of XP tactics 101. I've seen the same arguments with carbineers and some of their specials.