Pistoleer Archive
Thread: Status of Pistoleer Specials
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
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
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?
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.
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.
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.