Pistoleer Archive
Thread: Pistoleer Issues 9/8/03 Rough Draft- Please comment
Deerhunter716 wrote:
Question for you guys is what pieces of pistoleer tree will benefit a commando? And how so? Thanks.
For commando's that actually DON'T want to use their godcomplexed weapons, and prefer to use their launcher pistol's, you can take the Accuracy and speed branches of the Dabbler's Profession (AKA Pistoleer but only because they forgot to rename the profession along with the rest of our skills).
Greetings, all.
I just have one thing to add:I would suggest greatly increasing the melee defense provided by the Stances line. To put it bluntly, since the pistol range/accuracy nerf, pistoleers have become tools when it comes to PvE, since almost every PvE opponent is melee-based and the ability to hit requires the Pistoleer to close with his target. I realized there are ways to get around this, such as becoming a Creature Handler for a pet to tank or gaining Bounty Hunter skills for the ubiquitous Eyeshot, but other professions should not be requirements for successful Pistoleer PvE.
Thanks,
Raytheon Kenallen's player.
Jaegen ,
again nice post here. All importants aspects has been covered . I tend to completely agree with you with several issues you have brought up. Concerning the Disarming shot 2, which would of been logic for SOE to keep since yes i agree it was a KD but it was only attainable by master pistoleers so what was the reason of actually nerfing it? I personally think that the pistoleers were already nerfed enough considering the fact that no specials did actual worked properly or were completely useless.
In PVP-PVE situation let me list the current report of what i've use Vs what effect it does:
Stopping-shot - Med speed, i tend to use it as a first in hit, although it doesn't cuts it the way it used to do before. As mentioned in your post , it used to incapacitate someone in one hit or had at least 75% of doing so. As it is now, i would prolly do an average of 200-350 damage per hit and this on random HAM bars. Was very usefull before , very bad now as it is. Other lower level specials does about the same damage as it is now. On the other hand the disturbing thing about stopping shot is that it WILL do 1k+ damage on MOBS. I dont know if any of you has tryed it yet but the ammount of damage done in PVP Vs PVE is completely different and this shouldn't be that way. (balance problems here in PVE vs PVP environement)
Fan-Shot -Quick-Med Speed, The finisher or the mid end attack, i tend to use it to finish off my opponents or bring a few shots in a combat quickly. Thisis imo one of the specials i will use the most often. Even tho it doesn't cuts entirely the edge , you still get your bang for the bucks on the DPS. Iv'e analyzed Fan shot to do approx the same damage as stopping shot at the moment. Before the massive pistoleer nerf , Fan shot was doing way less than stopping shot but on another hand would compensate on the DPS. Right now Fan shot is superior in PVP than stopping shot actually is. On another hand Stopping shot might be more effective in PVE. (looks ok up to now might add slight DPS on it, but still so-so for a level 4 special)
Disarming shot 2 - Prolly the biggest joke up to now. This attack seems to be like a multi-target person shoot. To be honest i dont even see the difference now between Dis2 and multi-target shoot. A hard to get skill since you must be Master Pistoleer to be able to use it. Very disapointing if you ask me. No pistoleer would of gone master pistoleer if they would of knew this special was so disapointing. Upon several tests ive done approx 150-300 damage, seriously nothing to jump on walls celebrating about.A Master pistoleer should be able to Knock down his opponent, after all he/she's a Master of it. (Completely useless, a joke for a Master Pistoleer , an additional feature needs to be added here other than damaging opponent weapon which is 100% useless in PVP or PVE)
Multi-target-person-shot- Joke #2 , still very confusing as to know which is which now. They basicly act the same way both disarming shot 2 and Multi seems to both hit several targets. Most of the time the skill itself doesn't work it looks like it needsa serious fix. (Completely useless , Joke #2 for a Master Pistoleer, needs to be adjusted or something or completely destroy this skill to make something new if in case of Disarming shot 2 is indeed intended to be a multi shoot)
Body shot 3 - You know the issue with this already, it's still bugged, and still does approx or about the same damage as body2. For a level 3 skill i would expect at least 300-500 damage a pop which isn't the case at all now. Prolly the most important skill here for a Pistoleer since it's the root branch of our speciality which attacks Health HAM. Again very disapointing no fix or whatsoever has been made on this issue. (Still fully bugged low end damage for a 3 , needs to be seriously revised)
Health shot 1-2 - Health shots are basicly the shoot first let him bleed and shoot him tactic. As it is now i cant really fully complain about it. We can stack it and stacked together it can make an interesting ammount of damage combined . The thing that bothers me with it is that i doesn't give accurate stats of the current bleeds. Iv'e notice several times that the ammount indicated upon a bleed were not the same as what the person reported to me. (Little fix on the damage report , seems to be an error in the binary coding)
------------------------------------------------------------------------------------------------------------------------------------
Basicly those are the most used shots i use being a master pistoleer. On some other issues with the Master pistoleer , the DX2 seems to be somehow ok at the moment. My current DX2 with a powerup added on it climbs to 125-268 with a 30% wound chance. Seems reasonable for now but for a master pistoleer? not really considering a novice gunfighter can use the exact same pistol.
Things a Master pistoleer needs:
- Certification for a Master Pistol
- Unique combat skills (Disarming shot 2 pre-nerf was a good example but now there's none , Multi-target-shot being completely useless)
- Bonuses to defense (diziness, blind , Shoot etc..)
- Dual fighting techniques/ 2 Pistols (balaced with some minor penalities)
This concludes that some serious attention needs to be added on the Pistoleer branch. Not only does most of the skills are presently mixed/screwed up but some skills should definitly do more damage on the high end of the pistoleer branch. As being said, a Master Pistoleer special abilities should do almost twice the damage as a Level 2-3 Pistoleer branch special which is REALLY not the case now.
Thanks for looking, and hope there's a few things you will add to the request post Jaegen ![]()
We're going with fix broken/useless first, but good suggestions all around.
NOTE: What's your DX2 speed? I find that even with a 150 max damage pistol my speed is still low on the DX2. I mean, 2.7 speed isn't stellar when you calculate DPS.
Scatters are superior, and easier to craft. Doesn't really make sense IMO. The pistoleer pistol is harder to craft, worse accuracy range, more expensive AND has average lower DPS. That's a common complaint. I have yet to find any DX2 that compares to a good scatter.
Using stopping shot "first" is OK, but only if you target the lowest pool after that. Otherwise, you may as well use fan shot frankly, because delay comes AFTER your attack. We can crunch the #s, but I don't see that being the case.
Your DX2 number is deceptive because you've included the powerup in the min/max damage. My guess is that it's also sliced. Most of the DX2s on my server, unsliced, are like 100-140 2.7. That's okay but nothing to write home about.
I think the two issues with the DX2 aren't damage, but are (1) poorest accuracy of any Pistol and (2) armor piercing not working.
My DX2, before slice, was 83-128 damage with a 2.2 rate of fire. Sliced down to 1.7 rate of fire, and 1.2 when I use a 30% speed powerup. Of course, that doesn't do much good when at least half (if not more) of my shots beyond 10m miss. Heh.
- Raytheon,
Aspiring Commando who still keeps his pistoleer skills in hopes the profession will one day be fixed.....
The list of issues for improvementsis detailed and almost overwhelming, but I can agree w/ nearly most of it inwhat I've experienced in my short 2/2/2/2 pistoleer career. The lack of AR1 damage /w the DX2 would be #1 on my wishlist for a issues fix. The DX2should be equal to (EVEN BETTER THAN)the scatter pistol, which has the same basic stats, but the scatter pulls larger hits and seems to fire faster. Lets face it: the scatter pistol is the BEST pistol in the game, right now - and amaster pistoleer can't even use it!! Unacceptable.
Question. I know that suppression fire comes under the ranged combat tree, but I am able to use it with my pistol. Now is this supposed to be used with a pistol? I have never gotten a posture change with it using a pistol. If it isn't supposed to used with a pistol, then there is a bug. But if so, are there penalties to it while using a pistol?
Very great post. i fully agree with everything, i also understand we are not alone to be broken, and their is prolly more important stuff to to with other class (chef) or other game concept (healing fire damage by rolling on the floor.) but we also need help and i hope everybody will come to htis post and add some comment hoping we get fix soon, very soon (start thinking anarchy online)
Btw on intrepid server DX2 pistol, mine is 110-176 dommage with 2.2 speed it have beed slice for damage,my good old scout pistol is 76-156 with 1.6 speed slice for damage, my FGW5 is 53-190 with 2.3 speed not slice yet. if you all want a great gun i saw 1 who was build with krayt dragon part the FWG5 72-210 with 1.8 speed unslice the gun was sold for 150k
love the post jaregan,little long,but very well done..
my personal opinion is the skill shot should do what it says: stopping shot should stop them in their tracks for a specified amount of time,mayebe add stun or dizzy effect. Disarm shot should just do that disarm the weapon, make it where if it works the opponents weapon gets disarmed,and that person is gonna have to rearm the weapon to fight(yeah, against teri kei fighters it be useless,but hey).It just seems all the skills just do the same,but just at different damages...I've given up riflemen to be a pistoleer, cause I'd figured most PVP battles will be up close and personal..Secondly, is the lack of of weapon choice,currently the DX2 is the last certification for a pistoleer(and first). I have FWG5 thats better,and it should not be.I know that all weapon weilders have lack of choices,and ive read somewhere on forum that its in the works to add variety(we've heard that before).
Also, with the lack of damage a pistol does, it makes it hard to attack and kill tough mobs. I understand a pistol does less damage than a carb/rifle,but when ya only doin 200ish on average shot and maybe 600ish on a special shot,does not compare to a rifle(as well it shouldnt), makes soloing a little rough..got a rockbeetle pet,but again..dont flame me cause im a novice pistoleer,hehe, it just my opinion from just reading the skills tree and posts..liked pistol because its main weapon used in SW...besides lightsabers
*master marksmen*
*master scout*
pistoleer: 0-0-1-0
medic: 3-2-2-0
' you may strike me down,but I will become evenmore powerfull than you could ever imagine'