Pistoleer Archive

Thread: Pistoleer's please comment on upcoming requests

Alessandra
Thu Oct 23, 2003 4:37 am
#92

1) Fix broken specials
2) Fix screwed up weapon speed equations
3) Introduce new weapons, or at least makes the ones already in the game more useful

I will never, ever, ever, ever, ever understand why it's taking the developers so long to fix all the broken specials in this game. OMG, it's been how long now since specials have been broken in Beta and in Live? It doesn't make any sense to me at all. Combat is an absolutely essential part of these games and it's completely mindblowing to me that it's taking the developers this long to fix the basic core aspects of various professions.

Just fix the frigging specials! Argh, it's just so utterly frustrating.

And fix weapon speed!! It doesn't make any sense at all that rifles shoot as fast as pistols at master level. Even my master rifleman friends agree that it doesn't make any sense. They chose to be rifleman to be snipers, not uber mass killing machine guns. Anyone with basic elementary school algebra can figure out within minutes that weapon speed in this game is totally messed up. There are even completely nonsensical speed modifiers like master TKA having speed modifers that go over 100. How stupid is that?

I'm getting utterly frustrated with so many aspects of this game. It's such a shame because there are so many things about this game that I love.





Alessandra Viel
Master Gunfighter on Eclipse

ArchmagiCaT
Fri Oct 24, 2003 1:08 am
#93






ChaoKuang wrote:

Also, I don't feel that a Pistoleer should HAVE to take up Smuggler or BH classes JUST to be able to use THEIR OWN WEAPONS more effectively. Why the HELL should a Pistoleer/Master Pistoleer need to pick up bits and pieces of BH, Smuggler, or Commandoto have a better chance of using his weapon or a weapon he should be able to use anyway?




You can use the pistol as is. Taking more combat classes/trees will make you more effective since you have more specials and/or mods.



---------------
Wizard CaT- Sunrunner (Master Smuggler) (Master Medic) (Master Pistoleer) (Master Merchant) (Master Scout) (Master Marksman) (Master Entertainer) (Master Image Designer) (Master Artisan) (Master Brawler) (Master Rifleman) (Teras Kasi Master) (Master Doctor) (Master Combat Medic) (Master Fencer) (Master Swordsman) (Master Bio-Engineer) (Master Commando)
deadnewbie
Fri Oct 24, 2003 3:23 am
#94




i dont see why a smuggler should be better then a pistoleer? 1/3 of your skills is combat, 1/3 is spices, and 1/3 is slicing..



A smuggler without pistoleer misses so much he might as well be suiciding with his own gun.




Imperial Minister of Information
Kronet
Fri Oct 24, 2003 4:52 am
#95

Jaegen, I full concur with your recommendations to the Pistoleer tree, save for Stopping Shot. I think Stopping should get a 6-7x dmg mod + state effect, perhaps even lower the delay (iffy)but move it to the Master box. Have it trade places with DA2. That would bring DA2 closer to DA1, but not any closer than PMD1/2 and it falls in line with the "Trickshot" skills. I would really like to see Stopping Shot cranked up, it should be our ace in the hole (right along side MTPS), unless "Stopping shot" truely is a misnomer.



Keep up the good work, Jaegen & Co.

Ilooli
Fri Oct 24, 2003 4:53 am
#96

I think that improving the striker pistol,tangle pistol and republic blaster (and making it usable) are worth considering as well. Tangle is particularly important in my opinion; there are altogether too many creatures that have very high resists to energy, heat and acid leaving no good option for a pistoleer to use. My main character is a fencer, and having astun based weapon is very useful in some circumstances, and when the devs improved the stun baton it was a big boost to fencers. In general, pistoleer weapons are not wonderful. They ought to at least have enough viable options for different damage types to allow pistoleers to take advantage of armor weaknesses, particularly since, like fencers, they do not have access to any mediumAP weapons. Stun in particular would be a plus for pistoleers as most player armor is weak to it. I



Eiloo'li Ze-Zasu
Twi'lek of Eclipse
Master Of Dancing and Fencing
Laeren
Fri Oct 24, 2003 5:19 am
#97

Please don't let them change Fan Shot back...please please please


Just get MTPS to work differently or better


But please please please please leave Fan Shot as is...





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nolan007
Fri Oct 24, 2003 10:27 am
#98


Disarming Shot 1 and Disarming Shot 2 shoulddamage and wound the target's Action Pool.


Pistoleers don't have a decent special that hits one particular HAM pool... being able to hit the action pool would be a good counter to the Bounty Hunter's Eye Shot.







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( Maybe one day these ideas will be considered or implemented. Bump it, please? )

ArchmagiCaT
Sun Oct 26, 2003 1:10 am
#99






deadnewbie wrote:




i dont see why a smuggler should be better then a pistoleer? 1/3 of your skills is combat, 1/3 is spices, and 1/3 is slicing..




A smuggler without pistoleer misses so much he might as well be suiciding with his own gun.





Yea, but they would miss their head so many times it would just be easier to go piss of the local wild life



---------------
Wizard CaT- Sunrunner (Master Smuggler) (Master Medic) (Master Pistoleer) (Master Merchant) (Master Scout) (Master Marksman) (Master Entertainer) (Master Image Designer) (Master Artisan) (Master Brawler) (Master Rifleman) (Teras Kasi Master) (Master Doctor) (Master Combat Medic) (Master Fencer) (Master Swordsman) (Master Bio-Engineer) (Master Commando)
ZeroDog
Sun Oct 26, 2003 6:06 am
#100

I dont know about dual wield.


If and when it does come in, it probably should only apply to lower end pistols, like the DL-44 and such.


The higher endblaster pistols would, in theory, give too much 'kick' to be used accurately in dual wield.


So either dual wield for low end pistols, or a slower attack speed for the off-hand blaster.


We need to find balance for dual wield rather than seek to become a feared uber-shooter.

MatchstickNaritus
Sun Oct 26, 2003 8:58 am
#101

Coming from a Bounty Hunter that has ZERO pistoleer...


On my server the DX2's and Scatters are actually fairly close. The Scatters typically are about 180 max damage for the top end (this is with special enhancements mind you) and the DX2's are about 140 max damage. The scatter's are also about .3 faster.


Instead of pushing for the DX2 to be boosted... you should really be pushing for the schematic to be less complicated.


It's currently in the Master box of Weaponsmith.... if the argument against you is that Scatters and Launchers should be better because their certs are harder to obtain.... then shouldn't these BETTER guns be harder to make by Weaponsmiths?


Having the Scatter in the second firearms box...(and I don't know where the launcher is in WS) allows them to require fewer subcomponents.... which requires fewer krayt tissues...


And right now.. krayt tissues are the key to the super guns. But it takes 5 identical for a DX2. Wheras the Scatter only takes 1... and I THINK the launcher only takes 1 as well.


I own three Krayt Scatters myself... I've only heard of a few krayt DX2's.


Basically the argument is this.... the most powerful guns should be the hardest to craft by weaponsmiths... and that's not the current arrangement.


NOTE: While you're here reading my thought.... quit dabbling into bounty hunter just for eyeshot... you're killing us. Thank you... move along.




Matchstick


MatchstickNaritus
Sun Oct 26, 2003 9:13 am
#102

EDIT: The Scatters typically are about 180 max damage for the top end (this is withOUT special enhancements mind you) and the DX2's are about 140 max damage.



Matchstick


Montolio
Tue Oct 28, 2003 6:20 am
#103

As Pistoleer's i think we sould have beter pistol speed and accuracy than than BH but this is not the case (BHare beter in both).And the DX2 sould be beter ,i almost never use mine cuz the dmg is so low its beter to use the FWG5, but there is no AP1 on the FWG5



Montolio Mental ¤ Jedi
Punky Shoot'Em ¤ Rodian Gimp
Thor- ¤ TKM/Rifles
Sweere
Tue Oct 28, 2003 1:23 pm
#104

I am actually new to the pistoleer tree, not that I have really been anything else, and I think an added weapon at the top of the skill tree would be nice. Though create a pistol with a different type of damage type, like cold, blast, or electrical. And maybe a few different ones along the skill tree in the stances line where it takes combat xp rather than just pistol xp so that people aren't just working up through one tree to get all the weapons. Oooh I just thought of something... what about putting any new weapons at the top of each line. What about strengthing the Tangle Pistol?

I don't have any real experience with some of the specials, other than HS2 and I don't notice any difference between HS1 and HS2.

As with a conflict between our pistols and the BH's Scatter, I can honestly say that I have done as much damage as a BHs with my old FWG5. I'm not very fond of their Eye Shot, but who is really after getting shot by it.

The thought of the disarming shot I think it sounds cool, but I am worried about its affectiveness since it is on the low end of that line. And apparently it doesn't get much better.

To me as long as a pistoleer has the best accuracy, moving or not, and the fastest speed, since we are specializing in one type of weapon, with some better specials. I think that as pistoleers we should manage against just about anyone.



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