Pistoleer Archive
Thread: Discussion Thread: Dual Wielding Pistols
Thx...hehe...I do not know how to do that. I just copy and paste hehe, just learned how to quote someones post about 3 weeks ago and i have been here since launch.
WesBelden wrote:
ThisIsTheMatrix wrote:
This is my idea for implementing the dual wield.....
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=65131
Clickity for you
LordMaxx wrote:
Yes, great to see the poll thread bumped just about daily...but some of you are cheating signing more than once!
My question is when the developers do work on Dual wielding pistols, what should the mechanics behind it be? Im sure they already have some ideas of their own, but if we can come up with a very well balanced and professional design document they may take it into consideration.
It would be easy to say things like...well just cuts your speed in half...but that doesnt exactly evoke balance. This ability should upgrade your combat abilities, but there must also be costs...
Im assuming most of the community will want it to be a Master Pistoleer skill which is fine by me...but discuss that also if you have differing opinions.
Some of the optional Pros and Cons to dual wielding could be this:
Speed Bonuses
Damage Bonuses
Accuracy Penalty
Movement Speed Penalty
Both Weapons must be same type
Both Weapons must have same Serial
Limited Specials Use
No Specials Use
And there could be many more...think of how you could take the above bonuses and penalties and make a balanced and fair pistoleer ability. Also Im sure there are other bonuses and penalties that could apply post those also if you think of them.
Speed Bonuses - yes if a pistoleer is not bh xx4x this would be his special which caps the speed.
Damage Bonuses - yes but for the cost of higher ham costs per special and not a too high damage multiplicator.
Accuracy Penalty - yes ...while moving + dual wielding pistols should decrease the chance to hit but not the higher speed and damage. And maybe decrease the pistol acc a bit at all.
Movement Speed Penalty - No! definitely because it would cause using this for an advantage in pvp by melee profs - we have to kite and keep the distance. if penalty for accuracy at all and specially while moving then no movement penalty.
Both Weapons must be the same ype - yes because it would allow using 1.) 2 different kinds of dotweapons to stick at same time (all looted weapon should be unique type) 2.) it would otherwise allow to use 2 different damage types at same time what would be an unfair advantage in PVP.
Both Weapons must have same Serial - Hell No!! that would mean we pistoleers could trash our very expensive and rare crafted high damage pistols. I like to see new weapons for all profs in the game to have a better selection but dont make special weapons for the dual wield that wouldnt be good for the people who has a nice selection of weapons already.
Limited Specials Use - Maybe but im not sure what u mean with that
if that means special pistols with limited use of dual wield then NO! because youcould trash maybe very expensive weapons after the uses or just craft cheap ones. If that means special uses in combat then the using of dual wield pistol has to have a very high damage multiplicator.
No Specials Use - I think yes because of my suggestions above.
shakaan wrote:Limited Specials Use - Maybe but im not sure what u mean with that
if that means special pistols with limited use of dual wield then NO! because youcould trash maybe very expensive weapons after the uses or just craft cheap ones. If that means special uses in combat then the using of dual wield pistol has to have a very high damage multiplicator.
No Specials Use - I think yes because of my suggestions above.
shakan(Master Bounty Hunter/Master Pistoleer/Leader of the Mandalorian Death Squad/DWB Leader of Infinity)Jedi Kill Count : 19 kills / 15 griefes***may the exploit be with you jedi ... not always***
By specials I mean the shots you fire...healthshot bodyshot etc. etc...
Limiting to only a few of those...or maybe limiting to none at all...The point is to make dual wielding useful...but not overpowerful...as for people equpping multiple DoT weapons I doubt that will happen much...you equip you dot weapon when you need to reapply then quickly switch it back out.
Nimhnoid wrote:I would say Double HAM would be very nice penalty. (Not sure if HAM will still be an issue after the rebalance.)mild reduced accuracyMaybe reduced speed on the second gun held.
Well considering HAM costs arent an issue now...I think after the revamp they will be...it use to be that you actually had to take the HAM costs of your weapon into consideration when getting weapons...but now with uber buffs and musician buffs etc...HAM costs are all but negated...I think the devs will want to take us back to the old days of actually caring about HAM costs...
Good point, some combat balance info would help.
But it should still be master only.
Message Edited by shakaan on 10-21-2004 02:58 PM
For me, Dual Weilding should fire alternately, if your fool enough to shoot two at once anyway, you'd adopt a fire right then left then right etc etc style.
Both pistols HAM costs should be present if firing alternately. There is no reason why they should increase or decrease from what is on the gun already, maybe your offhand experiences a +10% hit, if only because its a weak hand??
While I think we should fire alternately, I also think some specials like overcharge or StoppingShot (or a new OverchargeDual and DualStopping) where it would be one big burst from both guns with a delay. Very high end damage output but your next shots won't be fore like 3-10 seconds (adjusted for speed mods)
MultiTargetShot should be the main advantage to Dual Weilding, faster shots to all enemies, or two shots to all enemies. Whats the point of two guns unless being used to cover to arcs and increase your damages??
Accuracy should be less, but not as much as what others have be postulating. Not to get technical but energy weapons other then lasers do in fact have a kick (anything that heats or expands preceeding air creates Kinetic effect at the non-shielded muzzel and on its target do to explosive combustion, oops got technical
There's more but I think everyone is covering it all really well.
Ara-Dan
AraDanBynobi wrote:
While I think we should fire alternately, I also think some specials like overcharge or StoppingShot (or a new OverchargeDual and DualStopping) where it would be one big burst from both guns with a delay. Very high end damage output but your next shots won't be fore like 3-10 seconds (adjusted for speed mods)
MultiTargetShot should be the main advantage to Dual Weilding, faster shots to all enemies, or two shots to all enemies. Whats the point of two guns unless being used to cover to arcs and increase your damages??
Message Edited by Typho on 10-22-2004 06:22 PM
djswift2k wrote:I dont think its valid to discuss this under the games current mechanics when it is going to be implemented in a stage after the combat balance,especially while the people discussing here have not yet been briefed on that information. this discussion should be brought up later, at a more applicable time, because under the current knowledge, its completely moot because so many things will be changing.stealthvalcyn serveroldest pistoleer on valcyn.
I believe its ok to talk of the dual wielding since the revamp will mainly be balancing the professions, we will still be pistoleers, and whether or not it goes at master or grows across the board is a valid standpoint