Pistoleer Archive

Thread: Status of Pistoleer Specials

Squidwalker
Wed Apr 28, 2004 8:07 am
#92

So I still believe that:


1. Point Blank Single 2 should be our most devestating damage special. x5 or more damage. We are up close, and taking the risk of being close in at melee range. Always a risk for ranged fighters. Secondly, at that range, a pistoleer should know where to put their blaster for max damage, and able to get up in there and stick it. Put that barrel in the kidneys, up against the temple, inside the leg. What ever.


2. Kip Up Shot needs to pop us up from KD, and maybe a chance to pop us up from KD/Dizzy. Why? It has no purpose otherwise. Again, pistoleers are close up ranged fighters, that really fight at or close to melee range. Which means we get melee knocking us down all the time, and being ranged, pretty much means we are out of the fight. So if we had a special that shot, and "made" us stand up, that wouuld helpful and appropriate.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Dragon942
Wed Apr 28, 2004 8:28 am
#93

Could disarming shot stop the target from attacking for a while? Think warcry or panic shot, but with a shorter delay, say...5 seconds, and it would only delay attacks, not general actions.



Starscreamer Sapphire
Starsider
Techdevil
Thu Apr 29, 2004 1:04 am
#94

A delay on disarming shot is the best idea i've heard for it. I don't think the dev team will allow it to fit the description of attacking an opponents weapon, a shame really heh



Reemus (PM) Lowca

Romin (RSO) Farstar

Nightshade Testcentre
Alienreptile
Sun May 02, 2004 6:21 am
#95

I've just recently picked up Pistoleer to enhance my BH skills and would like to know when all of these specials are going to be fixed? I saw the original post and would like a Dev or someone who knows to post when these will be fixed. It's pretty sad that the majority of the specials either don't work or don't work correctly. I hope it's taken care of soon because they've had allot of time to fix this. Maybe in the combat restructure publish it will be fixed.



Also would like to add that MD2 should definately have a dizzy affect as well as KD! It only makes sense as so many others would probably agree.



Alienreptile



BZebub
Sun May 02, 2004 10:22 am
#96






Alienreptile wrote:

would like to know when all of these specials are going to be fixed?







the only things the devs have told us in regards to our specials is "its coming in the combat balance."


thats all they've said about anything combat-related, really, but it goes twofold for us. they haven't divulged any other details.


AimpaWasfa
Mon May 03, 2004 2:00 pm
#97

So whats better Fan shot or Pistol Melee defense 1??



I just go Novice Pistoleer the other day and I was just wondering, also what part in the pistoleer skill tree should I go up first??


Seekalaei
Mon May 03, 2004 2:13 pm
#98






AimpaWasfa wrote:

So whats better Fan shot or Pistol Melee defense 1??


Fanshot. PMD1 is good at Master, when you can tank a bit better. You don't wanna be up close. However, Fanshot can hit more targets for a greater amount of damage than "hoping" you score a KD with PMD1


I just go Novice Pistoleer the other day and I was just wondering, also what part in the pistoleer skill tree should I go up first??


I suggest Marksmanship. Once you get all those boxes, everything else is cake. Everyone has a different opinion on this though.









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Rebel Underground
I'm not really Rebel, I just play one in a video game.


Nathalia
Mon May 03, 2004 9:02 pm
#99

Yeah but somehow I can see it happen that guns will start doing less damage if you dual wield or something else weird. My biggest problem still is the fact that we are slower than snails with our super fast pistols. The non availability of state changes only takes second place for me.


Oh and I do still really enjoy killing myself with Fanshot. Where I shoot 3 imps and see also that I aggroed the other 15 imps behind 3 walls who wiill run halfway around the compound to fight me.


Dr. Nathalia Darkstar
Rebel Colonel MASH Unit





Col.Dr. Nathalia Darkstar


Flying is just the art of falling and not hitting the ground.
Raptor2k1
Mon May 03, 2004 10:27 pm
#100

The only thing I bet dual-weilding hurts is accuracy. Aside from that it's basically a free extra shot per round (meaning it'll probably double the rate at which we attack, specials included.)



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


CaixCatab
Tue May 04, 2004 1:34 am
#101

... and unless they add some restriction, it would allow us to mix damage types by using different guns.


And that might come in handy. Sometime. Somewhere.



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kazmoony
Wed May 05, 2004 11:38 am
#102

By any chance is there an update of all the specials in one post?



- THOMPSON THE HUTT -

WE WERE ONCE TITANS ...

Randonb
Thu May 06, 2004 11:32 am
#103






kazmoony wrote:

By any chance is there an update of all the specials in one post?







You're looking at it. I try to keep this thread up to date.


Just updated MTPS.






"...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)
Kevie
Sun May 09, 2004 6:20 am
#104






Randonb wrote:














Multi Target Pistol Shot: A master level special. It attacks all targets within a 32m radius, but there are bugs.It doesn't damage targets that aren't engaged in combat, it fails to attack and clears the combat queue if there is a Line of Sight obstruction to one or more of the targets, and it clears the combat queue when one of the targets is slain. Even so, the combat effectiveness leaves much to be desired. Players even report better results using a single target special and "tabbing through" the targets. Fan Shot has a higher DPS than MTPS until the player is a Master Pistoleer with a 1.1 speed pistol. Since it is so easy to line up a Cone effect with Fan Shot, the 32m Sphere effect of MTPS just isn't valuable in it's current state, even if it worked like it was supposed to. (Fix:fix the aforementioned bugsand either increase the damage multiplier, or make it health damage. Consider adding a state effect or DoT.)





i had an idea for a suggestedfix for MTPS

make it deal decent damage to the target, and targets every mob or player grouped with that person with what warcry does currently (with a range and target limit of course) so you can solo one person at a time basically, leaving the others unable to attack until you want to deal with them

of course this means wewouldn't get to deal a lot of damage to a lot of targets at once, so it has it's trade-offs..... i'm still trying to figure out which version i'd actually want to use more




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