Pistoleer Archive

Thread: Status of Pistoleer Specials

Dragnam
Tue Apr 06, 2004 5:29 am
#79

True i'm not even using BodyShotm two now. I just spam Health Shot 2 and get better damage and the bleed.



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BlasterForHire
Tue Apr 06, 2004 7:13 am
#80

hey, i have a question...

why is stopping shot listed as redundant/inadequate?

the description says "works, but is inferior to fan shot until..."

shouldn't it be inferior to fan shot? i mean, fan shot is a box higher in the same tree-- why should stopping shot be better than fan shot, which is how i read this statement?

also, why is pointblanksingle2 listed negatively, since it has a better dps than stopping shot until master pistol (assuming a 1.6 speed gun, which is what i use).

--currently 0023 pistoleer, for all you rifle haters out there. i'm not trolling your boards.

Message Edited by BlasterForHire on 04-06-2004 07:16 AM

Randonb
Wed Apr 07, 2004 7:20 pm
#81


Thanks BlasterForHire. I answer your question here. And no, it shouldn't be inferior. Unless a special ends with a 1, 2, or 3 (such as Body Shot or Pistol Melee Defense) they are supposed to be different, not better or worse.

Message Edited by Randonb on 04-08-2004 01:28 PM





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
Squidwalker
Thu Apr 08, 2004 10:49 am
#82

So I've thinking about our special. Particularly the onse that don't really do much and no one uses.


My first ideas are for how the point blank ones works, both single and area. These should be our second most if not most highest damage multipier specials. Why thats nuts and crazy you say? Think about it. We are not only risking are arse by being toe to toe with something that can be pounding on us, but on top of that we a ranged class, and melee is not exactly our forte. (spelling?)

The point blank single 2 and point blank area 2 should be extremely high damage randome pool. Like maybe to the degree of 4.5 or more for the point blank sinble and 3.5 or 4.0 for the point blank area. I say the area should be a little less, because otherwise why use the single then? And, it makes sense, if you are firing at multiple targets right in front of you, you won't be as accurate and careful with your aiming and thus not getting the sweet spot for maximum damage. Up close on a single target, the pistoleer can basically put the barel right up to the temple, or kidney or groin or what ever vital area is exposed at that range. And fire away.


The devs gave us the point blank specials, and some rounded out defences, including things like KD and melee defences. Why? As most of us put in our "pistoleer combat roll" we should be up there with the melee guys, or right behind them, moving around and blasting the crap out of stuff, at 30m and less. If point blank single is the highest damage mulitplier we have on a special, then the multitarget pistol shot at master needs to be the second highest. That is once it works. It should be how fanshot is now, but way more damage then fan shot does. See the risk of us being within melee range of something, especially if its a melee target(can we say TKM), is our price for getting super high damage on point blank specials. A TK should pause and rethink going after a master pistoleer for fear of those point blank shots. I say TK not so much because they have so much rep, but because they have the highest defences for the melee classes. Make sense?



My other thoughts were for our melee defence KD specials. I think MD1 is fine the way it is. But, and of course this goes along with making it work, MD2 should be different. It needs to be a melee KD but for 10 seconds. But the newer part is that it needs to add a state effect. Stun or dizzy would be preffered, and logical for a KD based on other professions KD specials. Why? imagine you get into a fire fight with someone, and they get up to you, and smack you across the face so hard you are knocked down for 10 seconds. I that would definately stun you for a bit, or make your head spit, thus being dizzy. Especially if the case were you were a melee type combatant and some ranged weenie came up and knocked you on your arse. I think you would be spinning for a bit(dizzy), or in complete shock(stun).


Well those are my thoughts for what ever they are worth. With all the talk and hussle about our top 5, and our primary one seeming to be our specials, or lack of, I thought things like this were good.




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Voltok
Thu Apr 08, 2004 2:07 pm
#83

Ok, just curious as of April 1st, what are the most effective Pistoleer specials?


And, assuming you had the smuggle pistol line and master pistoleer, which would the most effective attacks be?






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Randonb
Thu Apr 08, 2004 2:09 pm
#84






BZebub wrote:

I think disarmingshots should also attack the health pool. When you shoot at someone's gun, its going to hit their hands, no?






Enough people suggested this that I made the change. It makes sense.





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
NaKitNa
Sun Apr 18, 2004 11:50 am
#85

I personally feel that disarm 2 should place the weapon back in inventory, or have a chance of it rather, with minimal damage. Having a chance makes it a gamble for the master pistoleer on whether they want to spend that action trying to disarm. for disarm 1 intimidate would be good, or maybe just a lower chance of disarming via inventory placement. Every combat profession has uniqueness to its specials, make this ours.


The other thought i had was to actually damage weapons as oppposed to knocking it out of inventory. I can hear the screams from that already, but it would put some fear into combat professions. People would think twice before risking their precious milion dollar weapons. I still like the first option i mentioned better as it does keep more of a pistoleer feel as opposed to a cheap tactic like damage directly to a weapon.


Reduce the 30 sec limiter to knockdown.... at its current rate its a one shot thing that only gives you a few secs to do what you need to do. Either that or couple it with a status affect. Thats what makes TKM's so formidable, is that once they knock you down the dizzy wont let you get back up.


OR


Burst Run 2... j/k

NaKitNa
Sun Apr 18, 2004 11:51 am
#86


I personally feel that disarm 2 should place the weapon back in inventory, or have a chance of it rather, with minimal damage. Having a chance makes it a gamble for the master pistoleer on whether they want to spend that action trying to disarm. for disarm 1 intimidate would be good, or maybe just a lower chance of disarming via inventory placement. Every combat profession has uniqueness to its specials, make this ours.


The other thought i had was to actually damage weapons as oppposed to knocking it out of inventory. I can hear the screams from that already, but it would put some fear into combat professions. People would think twice before risking their precious milion dollar weapons. I still like the first option i mentioned better as it does keep more of a pistoleer feel as opposed to a cheap tactic like damage directly to a weapon.


Reduce the 30 sec limiter to knockdown.... at its current rate its a one shot thing that only gives you a few secs to do what you need to do. Either that or couple it with a status affect. Thats what makes TKM's so formidable, is that once they knock you down the dizzy wont let you get back up.


OR


Burst Run 2... j/k

Shadowhand1
Mon Apr 19, 2004 12:32 am
#87

Wouldn't hitting their hands be something more along the lines of effecting their ability to perform actions rather than a direct attack upon their health? They ain't gonna die or necessarily be effected health wise so much as they will be crippled at performing tasks. Maybe it should hit the action pool and not so much the health?
Sengis
Mon Apr 19, 2004 12:45 am
#88

maybe disarm should be the state effect special. I find using stopping shot isnt too bad recently, Im effectively using pretty much one specialfrom smuggler then pistoleer allt eh time, I tend, to initimidate, bleed 1n 2 panic shot, melee defense 1 if doesnt work then lowblow, then spam stopping shot, when bar real low switching to double shot.



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Confusion12345
Sat Apr 24, 2004 10:46 pm
#89

I'd like to see the disarming shots slow a player's actions for a certain amount of time. Maybe disarming shot 1 can slow them by 25 % for 20 seconds and disarming shot 2 could slow them by 50% for 30 seconds? This is only for combat actions, and not for something like running. Maybe throw in a state effect too



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Aceiperi
Tue Apr 27, 2004 7:53 pm
#90

hehe Only 2 work I hope these things get fixed soon. I am a noob pistoleer and i am loving ot so far but i cant wait to love it with working specials
Techdevil
Wed Apr 28, 2004 7:57 am
#91

I have a Master Rifleman myself and i agree, they need to be nerfed big time....BUT while a certain Dev is still playing a Rifleman don't expect to see his nerfbat swing over there any time soon :/



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