Pistoleer Archive
Thread: DEV Response to the DE-10 and Pistoleers
Darth-Kevlar wrote:
I do understand the "no master pistoleer certificate argument", but, being our correspondent, please keep pressing them wit the de-10 question since:
1) I agree that shouldn't be a uber pistol, but the de-10' can't be mass produced, requires specific schematic , barrel and optional krayt tissues. The requirements itself make it a costly pistol that should never be beated by non krayt, mass produced republic blasters and dx2. Because if they are, there is simply no reaosn to get all the trouble to make one ..no matter the professiomn it uses.
2) The conversion of the de-10 was, inmost cases, faulty. So normal damage sliced republic blasters and dx2 end up having almost, same or even more damage that damage sliced krayted de-10?
I'll add even that the de-10 is itself a iconographic weapon by design. It has "master gunfighter" written all over. It also was the reason many mastered and sustained the pistoleer profession, Few other weapons in the game look that good ( DX2 itself looks like a hairdryer).
Please, keep hammering then
I totaly agree. I have bought a DE-10 pistol recently for 1 mil. Its a ok pistol, its a useable pistol. But my 10 points weapon smith can make a DL44 XT with just as much damage or more. I do think the DE-10 shouldn't be the most power ful gun, but I do think is should be more powerful than it is right now. (lets say around 850-900 max damage instead of my 780 damage one).
Apologies if its been mentioned already, but what about modified republic blasers if this is the "rule"? Doesn't it strike anyone that a generally 'low' level quest reward (it terms of time to get, skill to get, etc) is now something that is master certed?
LordMaxx wrote:
>"As a general rule, we tried to make quest weapons not require a skillbox so that more of our players can enjoy them."
LordMaxx wrote:
DanoCollins wrote:
LordMaxx wrote:
I would expect many pistoleers to be happy with the system as it is...those who win are often very happy...Rifleman and swordsman were PLENTY happy before the CU...Im sure they didnt care for their professions being changed in anyway...but we have to face the fact that if something is unbalancing (say 3 MBH/Pistoleer/Riflemen) perma rooting a jedi and cutting him down could hurt combat in general...what will they do? I dont know...maybe I should start a suggestion thread...or maybe we should just wait to see what they decide to do with it.
To me, the root/snare is the hinge of the new combat system...For example, without root/snare, I don't think Mellichae can be killed in the exit quest...no way.The perma-root concept is how my group had to take him down, and seeing how overpowered he is at melee range, it seems that this is by design.Ranged root and snares almost give those professions who can use them an invisible CH tank pet...add in two or three of these same templates spread out in a group, and nothing can stop them.
And thats what needs to be changed...Winning the game by making sure the enemy cant move is not what games like this should be about...thats not strategy, nor is it even fighting...they should fix the threat system so a tank can actually tank without dying...and make it so he can hold aggro while the damage dealers do the damage...this is not working right now...tanks get swatted aside easily enough...or they cant hold aggro and the gunners get taken down...
how is tank + dmg dealers any better than a root group? tanks may be the traditional way but it shouldnt be the only way. at least a root group attack makes more sense, what semi intelligent ai would stay and attack a tank when it's taking a lot of dmg from other people? at least if you're shooting it in the legs or knees it makes sense that it cant attack you with melee.
Roots and snares are good. We as Ranged professions will suck large holes if they drop these things. Only being able to stick one every 30 seconds is stupid. If they are going to do this I want the same damn defenses a Melee person gets or we are screwed.
It's outrageous and saddening that people complain that they cannot beat a tactic. Well...as a Bounty Hunter I carry three different weapons...THREE...as a Jedi, you should always carry your LS and a maybe a ranged weapon and if you have a melee profession...maybe you should also havea melee weapon to boot. Just overall complaining about a root or a Snare is stupid.
If you cannot think ofa way around it, then you need to adapt your stragety and maybe throw on a Pistol that you can use with out cert or something simular.
After ll this time, this thread/posts still on the first page... sensible devs would actually notice somethinfg is wrong with some many people posting about this. The conversions hit the pistoleer community hard. Pistols that costed enormouns amount of money, effort and time to make almost unsuble ( and I can't talk much, since my conversions were pretty good, but I do know many didn't had that luck.)
Guess our best hope is to wait until he get a new correspondent and make him press the dev team on a small correction of the de-10 across the board.
gassygunslinger wrote:
I don't think anyone can disagree that the DE-10 is one if not THE best looking gun, nay WEAPON in the game.
riotcontrol wrote:
LordMaxx wrote:
I would expect many pistoleers to be happy with the system as it is...those who win are often very happy...Rifleman and swordsman were PLENTY happy before the CU...Im sure they didnt care for their professions being changed in anyway...but we have to face the fact that if something is unbalancing (say 3 MBH/Pistoleer/Riflemen) perma rooting a jedi and cutting him down could hurt combat in general...what will they do? I dont know...maybe I should start a suggestion thread...or maybe we should just wait to see what they decide to do with it.
What exactly is wrong with ranged professions being viable in a Star Wars game? Melee professions will still win if the fight is in closed quarters or very probably win in an urban landscape with a lot of places to hide.
The only thing root really does is giving an edge over a melee profession in a huge open field. Which is exactly how it should be. They'll kill you if they catch you at close range. And you'll kill them (possibly) if you catch them at a distance. Different uses for different professions.
Here is the thing buddy. It's all fine and dandy if a melee guy kills a ranged guynearly everyhe catches them, as long as the reverse is true.
Heyo, I just want to comment that this thread got sidetracked into talking about how the DE-10 was nerfed during conversion (which I totally agree, why does a 1-off, handmade, krayt weapon do less damage than 3 other guns I have that everyone else had?) and that people are worried about root going away (which I hate anyway, as it is a lame kiddie tactic with a totally stupid name and effect - give me back knockdown!)
The first point that was very important was that this gun was the reason that I, and apparently many others, got the Master Pistoleer box. The DE-10 was the most unique and most uniquely PISTOLEER pistol in SWG.
SOE's lame excuse is that they want quest weapons to be available to more people. Then someone please explain to me why the first quest weapon I picked up post-CU, the Proton Carbine is certed to Master Bounty Hunter?????
Don't they already get like2 iconic weapons? The old (and now useless) Light Lightning Cannon and the new Czerka Carbine.
This type of BS is just example 97 of things that SOE/the CU have done to this game and SOE's treatment of it's customers. Microsoft doesn't treat us this bad!
Jadawin Wolff
MP/MBH (that Irespec'ed to to use the ProtCarb!) /MM/NC