Pistoleer Archive

Thread: Status of Pistoleer Specials

Kevie
Sun Mar 21, 2004 9:30 am
#66

publish 7 was not supposed to give us anything...... that seems to be the common misconception



i'm *hoping* that publish 8 will give us something, but i'm not betting on it...





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Mor-Dan
Tue Mar 23, 2004 8:22 am
#67

why does Healthshot2 out dmg BodyShot2 and doubletap? i always saw bleeds previously as one time hits that you cam back to when a bleed wore off. now that they rape bleed effects (roughly 20% of the dmg of the shot), it is actually better to spam healthshot2 for dmg reasons until you hit stop and fanshot.

i never thought pistoleer was broken till i had to start playin it for holo. this a weak profession in terms of fun.



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DarthXadius
Tue Mar 23, 2004 9:22 am
#68

^^^

Proud gunfighter



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RankorCity
Tue Mar 23, 2004 9:29 am
#69

It would be nice if Disarming Shot 2 would unequip the weapon they are using, effectively knocking the weapon out the opponents hands. Thats what I think of when I think of "disarming" someone....Doesnt necessarily have toinflict damage, although it would be nice if it did damage to the weapon, since you effectively SHOOTING that weapon. If it actually worked that way, it could be a low percentage hit special, somewhere in the neighborhood of 30-40 percent chance of hitting.


Too far out there?





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RobertPalpatine
Sat Mar 27, 2004 5:03 am
#70

watch the dumba$$ devs tell pistoleers they will fix us when they fix Smuggler ie. Space Expansion




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WeHtMat
Sat Mar 27, 2004 3:11 pm
#71

I am a master pistoleer, master TK, rogue. I find myself using my smuggler specials most, and just use pistoleer to augment my smuggler skills




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Cons_rebel_honor
Sat Mar 27, 2004 4:30 pm
#72

same with me and BH



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Joubei_businessman
Sun Mar 28, 2004 1:47 pm
#73


Pistol Melee Defense 2: The knockdown seems to be bugged. It almost never lands. The special doesn't really do anything. A random HAM melee attack with a high ham cost. Suffers from the same 7 meter range as PMD1. (Fix: give Pistol Melee Defense 2 a reliable knockdown & a state effect, such as Dizzy. Increase the range to 10 meters.)


we all know that TK has a KD+dizzy (knockdown2)

we all know that Carbineers have dizzyand KD(full auto - any) (charge shot)

we all know that Riflman have dizzyandposture change(flurry shot startle shot)

we all know that BH have dizzy+KD (Underhand, confusion shot, fireknockdown, and spray shot)


each and every one of the combat profs have dizzy.

only pistoleers dont have any stat effecting specials


with pistole melee defence 1 giving KD

only logical that pistol melee defence 2 would give KD+Dizzy


that would make it much more effective!



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AvaroT
Tue Mar 30, 2004 1:04 am
#74






Randonb wrote:


Double Tap: Technically works, but is inferior to the random HAM Marksman special Kip Up Shot untilthe player isa Master Pistoleer with a 2.0 speed pistol. Even then, you get better DPS with Fan Shot. (Fix: have it target 2 HAM pools at random, but have it divide the damage between the 2 targeted pools.[giving it the potential to land on the same pool twice] Increase the damage mutliplier to 3.0 [from 2.8].)


Message Edited by Randonb on 03-23-2004 09:14 PM



Ask any military or LE person what a "double tap" is....it is when you shoot a target in the chest to put them down, and then in the head to keep them down. So how about changing this special so that half the damage goes to Health, and the other half to Mind?




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Hisler
Wed Mar 31, 2004 4:50 pm
#75


Ok while grinding my way to jedi I went through pistoler and despite the large shaft protruding out of my bumm while i was running around as a pistoler I came to love the class ..... As a pistoler I always got my bumm handed to me in pvp unless it was with a melee profession and then I just kited them .... Rifleman always seemed to tear me a new one and I can never seem to even hit them but the can chew through me in no time flat ........ I finished pistoler and smuggler a little while ago and I noticed one big thing ..... when I pvp'd with my character and he went bounty hunter I creamed a rifleman so fast even with my gimped defence. I immediatly thought it was bounty hunter so I wrote it off....... While reading the numbers I found out one IMPORTANT THING


++++PISTOL ACCURACY++++105 with master marksman and pistoler 60 with master marksman and 45 with master pistoler............... while on the other hand ......................



RIFLEMAN= RIFLE ACCURACY 180 **edit** is thisBS ........ 60 with master marksman and 110 with master rifleman ......................



anyone else see a problem with this????????????
Ehecu
Wed Mar 31, 2004 5:57 pm
#76

I agree that rifles should get more accuracy mods than us, but the fact that they get more speed mods is just sick... they may not like it, but something NEEDS to be done.



Ehecu
Rebel Alliance
Warrant Officer Second Class


"Yes I know my enemies, they're the teachers who taught me to fight me."
Hisler
Wed Mar 31, 2004 10:59 pm
#77



I agree that rifles should get more accuracy mods than us, but the fact that they get more speed mods is just sick... they may not like it, but something NEEDS to be done.

REPLY ..............



Why Should RIFLEMEN get more accuracy ???? Have you looked at your weapon lately ???? All ranged classes should have the same stinking accuracy......


Pistols + at close range .... - at long range

Carbines 0 or - at close range + intermediate range and 0 or - at long range

Rifles - at close range and - at long range .....


That is the deciding factor in accuracy bro the weapon ....... But as it is with a 180 accuracy and your pathetic 110 accuracy rifleman can even beat you standing in your face because thier two hit is still better than yours .... Considering the fact that they have 70 more points of accuracy than you do ..... I could even understand that pistoler was designed to match up with smuggler, commando, or bounty hunter .... But as of now commando has 0 pistol mods also smuggler has 0 mods .. Hell Bounty hunter the best you can hope for is 155 accuracy whereas a rifleman still has you beat by 25 points but they still got more points to spend so they can stack more defenses onto thier already super offensive class.....


As of now rifleman is the most offensive class in the game and has the most accuracy .... Fensers only get 155 at master and thats with brawler .... The defenses are better than a pistoler also ...... So if you go rifleman you can also stack pistoler and maybe tka for the most defensive and most offensive combo in the game ......


Point is a rifleman is a SNIPER its not a close combat profession so why on earth do they have any melee defense ..... this is how it should be .....



Pistoler 50 melee defense and 110 dodge


Carbiner 25 melee defense and 25 ranged defense + 110 counter attack


Rifleman 50 ranged defense and 110 block ......


Now wouldnt that make more sense .......... I'm talking about what is fair than fair ....... Pistolers and carbiners have all taken a back seat to this class ..... The most popular template btw is rifleman + some tka + fenser .....


The other day one rifleman named -Solo- came into the imperial outpost after the defense nerf and killed like 4 or 5 imps by himself and didnt even get a scratch on him .... I was point blank as a master commando with a flamethrower and I missed ..... Also spaming fan shot I missed every stinkin time about 30 times in a row at medium to close range ........ while on the other hand the other day when i got bounty hunter pistols 4 I smoked a stinkin rifleman template jerk because my accuracy was 155 not a stinkin 110 .........



Also Speed mods is totaly pathetic ....... If the lowest time per attack being 1 second and you max it out in no time with pistols that fire as fast as 2 or 3 seconds ......... Pistols 1 have no armor penetration and are supposed to be real fast giving a pistoler an advantage in speed to make up in dps for what is lacking in weapon damage ...... Rifleman on the other hand have high damage rifles which are slow but at master level still fire at one second ...... What is the problem here ...... The speed calculations need to be hard capped .....



Rifles should be high damage but slow speed

Carbines Medium damage at medium speed

pistols low damage at fast speeds


Rifles should fire once every 3 seconds ........

Carbines once every 2 seconds .....

Pistols once every one second ........



Another point if Duel Wielding Pistols was introduced I really wouldnt have a hard time with the low accuracy ....... but it should be the same accross the board untill I equip that pistol..... And as far as im concerned duel wielding should be a smuggler trait and not a pistoler trait ..........




Greatjon
Thu Apr 01, 2004 7:34 am
#78

hi, question about a couple pistoleer specials as of april 1st. i've noticed that health shot 1 and 2 do VERY high initial damage now. in fact they regular do more damage than body shot 1 or 2. is this intended? as for the bleed, well i haven't checked how much the targets bleed for...






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