Pistoleer Archive
Thread: Pistoleer Issues 9/8/03 Rough Draft- Please comment
me again,
I just had a idea(im sure other ppl posted in past,but I'd like to throw my 2 credits worth in)
I think pistoleers(and only pistoleers),should beable to weild 2 pistols at atime..would add some interesting aspects to game.. and would give Double Tap a hole new meaning...and why I said only pistoleer is if u give everyone dual weild it would be redundant and boring(i.e everquest think about every class in that game dual weilds,lol)...and to those who say it would be a unfair advantage im sure DEV's would make it not a unfair advantage..which is stupid because some other classes are really cheap.and so is haveing ppl with 3at-st's...thats another gripe.
Personally I think one of the biggest problems (aside from broken skills) is the fact BH's are using non certified weapons with Pistoleer specials.
With a scatter pistol BH's are spamming Stopping shot with no delay timer (due to stacking speed skills). Since the Scatter has a 67dps vs dx2's 21 thats a 3x damage increasewithout the 4 second reuse timer.
So a cross trained BH with Scatter pistol and stacking skills are spamming Stopping shot and hitting in pvpfor over 500 damage, thru compsite armor (50% rating) which equals to a 4k plus normal hit.
Dont know how your server is but on my server all we see are BH/Pistoleers in PVP. Everyone else seems to have given up trying to compete.
Great post, however, i don't see where you are coming from when you say double tap and fan shot are useless.
My fan shot can do damage up to 1300 and shoots quite quick, much more damage then the rest of the skills based on DPS. As for double tap, i consider it good for the level you acquire it at, its mediocre speed and does quite abit of damage.
Stopping shot, however, i do agree with you upon, it is broken. Only a master pistoleer can use it to any effect.
Basically, it has a chance of doing massive damage (around 1800dmg) but generally does damage of just 600-1000. A basic fix for this would be increase it's DPS to just below fan shot.
Everything else i agree upon. I have an SR pistol and it is good, but slow.
As for the DX2, yeah, it is a joke, it is the PISTOLEERS pistol, you'd think they'd get the best pistol. I've seen scouts better.
Disarming shot really should be made to disarm, i like the ideas you've posted but i think a jam would be best. Simply make the victims weapon useless for a couple of seconds but give it a delay. This would really help against commandos.
Once again, that was a great post and i hope we get a good response from the Devs on this ![]()
Also, them numbers are worked out from my FWG5 pistol which is krayt tissue and sliced for 1.9 59-259.
I'd like to see a DX2 do 1.6 at 100-250 at top quality. This would make me satisified. Also, that value should be without a slice or krayt tissues.
WOW, I agree with just about everything. I was wondering why certain lower level specials didn't seem to work better. I really like the idea about master level weapons. Maybe something with a better graphic than a DX2, which, looks like a shorter version ofthat carbine...I forget which. I personally think it looks hideous. Look at command with their launcher and BH's with their scatter. All look better than the DX2 IMHO. If there is a seperate art team, that'd be great to get looked at. *hint *hint
Otherwise a great many changes that I hope will get made. Fixing problems should be #1. Broken armor piercing crap with the dx2, broken specials, etc.
its called stopping shot becuase it does enough dmg to incap someone in 1 hit (before the 75% dmg reduction in pvp). now, its just a shot that does a lot of dmg. the discription was never ment to mislead you into thinking that this attack has some sort of special ablility to incap people, its just a powerful damaging attack. besides that, do you have any idea how unbelievebly rigged it would be if you could 1 shot someone with a pistol? eveyone would be a pistoleer. even with a substantial delay, a pistol would still be shooting faster than a rifle, and sometimes rifleman specials dont even 1 shot people, but they have the potentail to. theres 2 reasons why it wouldnt work,
1. if you perposed that stopping shot just do enough dmg to 1 shot someone, in pvp, then it would have to hit for upwards of 3000+ dmg in pve. you cannot possibly argue that that isnt rigged for a pistol to be able to hit that hard with such great speed.
2. if you want to simply give a % chance to incap automaticly, this is also rigged, perhaps even more so than just hitting for massive dmg. this would make the point of buffs somewhat questionable, if some one can simply automaticly 1 shot you regardless of how much ham you have,or how much dmg you were hit for. if the% chance was even somewhat notable, people would just spam stopping shot to easily incap an opponent. this would be the single most rigged thing in pvp (not mention pve, unless of course, all high lvl mob wereimmune to it).
im all for fixing the pistoleer, which means fixing the bug specials, and making themdo what they are suppose to do, but this stuff about pistols incapping witha single shot is simply out of the question.
if it makes you feel any better, have them change the **edit** discriptionof stopping shot.
qg7 wrote:
its called stopping shot becuase it does enough dmg to incap someone in 1 hit (before the 75% dmg reduction in pvp). now, its just a shot that does a lot of dmg. the discription was never ment to mislead you into thinking that this attack has some sort of special ablility to incap people, its just a powerful damaging attack. besides that, do you have any idea how unbelievebly rigged it would be if you could 1 shot someone with a pistol? eveyone would be a pistoleer. even with a substantial delay, a pistol would still be shooting faster than a rifle, and sometimes rifleman specials dont even 1 shot people, but they have the potentail to. theres 2 reasons why it wouldnt work,
1. if you perposed that stopping shot just do enough dmg to 1 shot someone, in pvp, then it would have to hit for upwards of 3000+ dmg in pve. you cannot possibly argue that that isnt rigged for a pistol to be able to hit that hard with such great speed.
2. if you want to simply give a % chance to incap automaticly, this is also rigged, perhaps even more so than just hitting for massive dmg. this would make the point of buffs somewhat questionable, if some one can simply automaticly 1 shot you regardless of how much ham you have,or how much dmg you were hit for. if the% chance was even somewhat notable, people would just spam stopping shot to easily incap an opponent. this would be the single most rigged thing in pvp (not mention pve, unless of course, all high lvl mob wereimmune to it).
im all for fixing the pistoleer, which means fixing the bug specials, and making themdo what they are suppose to do, but this stuff about pistols incapping witha single shot is simply out of the question.
if it makes you feel any better, have them change the **edit** discriptionof stopping shot.
Actually, I would prefer they do what I had mentioned on my previous post to the one you where answering, which was put a dizzy effect at least to stopping shot. The dizzy will not incap the person, but it will 'stop' them in their tracks. And I really wasn't refering to PvP, I don't like PvPing and honestly, the PvP aspect has screwed the PvE people royaly! I was refering to being able to incap or stop mob's in their tracks like the description say's. Why won't they do that? If they changed our disarm shot to match the discription, regardless of how LAME it is, why won't they do it for stopping shot?
Amongst all the other ideas for improving or changing Stopping Shot, I'd like to add mine. Lately I've noticed that instead of just spamming Stopping Shot at creatures in PvE, I wear them down first with BS2, and then start in with the Stopping Shots to hopefully hit their Health bar with the 60 of the 60/30/10 I had heard about somewhere. I don't know if it actually works that way, but it seems to be the appropriate thing to do after a certain point.
What if Stopping Shot were something that was more effectiveas a target's health drops? That would truly make it a "Stopping Shot" as it would be the final blows to an already weakened creature, thus "stopping it in its tracks" (usually as it's trying to flee).
Perhaps a formula like this:
Damage = (weapon damage + weapon damagex SS Modifier) x 5 Target's
Health ratios:
80-100% health = SS Modifier -.5
60-79% health = SS Modifier x 0
40-59% health = SS Modifier x .5
20-39% health = SS Modifier x 1
1-19% health = xx Modifier x 1.5
So, with a pistol that does 36-180 (my FWG5 to be exact), I ran some random numbers using the formulas aboveand simulate the pistol generating a base damage between 36 and 180.
80-100% target health base and resultant damages:
Base Damage
90 404
125567
179830
47 201
Total damage = 2002
60-79% target health
Base Damage
126 629
157 785
104 521
86 432
Total damage= 2367
40-59% target health
Base Damage
52 389
86647
47 356
142 1068
Total damage=2460
20-39% target health
Base Damage
175 1747
74 739
82 820
1541540
Total damage = 4846
1-19% target health
Base Damage
81 1014
162 2027
77 966
1211508
Total damage = 5515
Note that the damages aren't 'extravagant' and are fairly in line with what we see from Stopping Shot. However, the consistency of the damage goes up with the more damage that has already been dealt to a creature, with the final few shots hitting it very hard. My #'s may be off, but I thought I'd post this and see what people thought. Thanks!