Pistoleer Archive
Thread: Issues List...time to think of Whats wrong or What you would like to see. Updated 10/08
Page 9 of 9
BadgerSmaker
Tue Mar 08, 2005 3:06 am
#105
Skelestoner wrote:
What was the original idea for the balance between Pistoleers, Carbineersand Rilfemen? Something along the line of:
Pistols - low damage - high speed - directable states (all of them?)- lots/all of damage types available - good at shortto medium range - favors melee defense - fast movement speed - fast weapon change speed (only when changing to another pistol) - low armour piercing
Carbines - medium damage - medium speed - random states - half or more damage types available -bestat mid to long range - balanced between melee and ranged defense - good movement speed - good weapon change speed when grabbing another type of carbine - good armour piercing
Rifles - high damage - low speed - a few states - a few damage types available - excellent at long range - favors ranged defense - least movement speed - slowest at changing to other rifles - high armour piercing
That way you could pick one that favours your playstyle, would you prefer to be a high damaging, slow,lumbering, heavy hitter... or the fast moving, fast hitting,state effect pistoleer... or maybe the carbineer who bridges the gap between the two?
Quite honestly I wouldn't know where to start with Pistoleer as a profession on its own. If it were me I'd dump all the current specials and make an entirely new set that makes Pistoleer the technical fighterit should be
this sums up my thoughts.
Blimey, I posted that a long time ago. 
I think it still stands the test of time as to what we expect from our ranged professions.
I'd probably add to that area states, cone of fire states and single state shots.
With the pistoleer getting area states, carbineer cone states (like they do at the moment) and the rifleman getting single shot state attacks.
That way, you'll be sending the Pistoleer in to the front line to hit everyone with area states while the heavy artilery fires from a distance.
Skelestoner
Tue Mar 08, 2005 1:31 pm
#106
What was the original idea for the balance between Pistoleers, Carbineersand Rilfemen? Something along the line of:
Pistols - low damage - high speed - directable states (all of them?)- lots/all of damage types available - good at shortto medium range - favors melee defense - fast movement speed - fast weapon change speed (only when changing to another pistol) - low armour piercing
Carbines - medium damage - medium speed - random states - half or more damage types available -bestat mid to long range - balanced between melee and ranged defense - good movement speed - good weapon change speed when grabbing another type of carbine - good armour piercing
Rifles - high damage - low speed - a few states - a few damage types available - excellent at long range - favors ranged defense - least movement speed - slowest at changing to other rifles - high armour piercing
That way you could pick one that favours your playstyle, would you prefer to be a high damaging, slow,lumbering, heavy hitter... or the fast moving, fast hitting,state effect pistoleer... or maybe the carbineer who bridges the gap between the two?
Quite honestly I wouldn't know where to start with Pistoleer as a profession on its own. If it were me I'd dump all the current specials and make an entirely new set that makes Pistoleer the technical fighterit should be
this sums up my thoughts.
Bkiddin
Wed Mar 09, 2005 10:35 pm
#107
i want all pistols to be useable at master pistoleer. and i want us to do more damage.
BadgerSmaker
Thu Mar 10, 2005 3:11 am
#108
Bkiddin wrote:
i want all pistols to be useable at master pistoleer. and i want us to do more damage.
I reckon we could put more certs in other professions, just to mix it up a bit... and the entire armour piercing system is going to be replaced so we should do more damage overall... or relatively... so to speak.
Wasstastic
Sun Mar 13, 2005 2:30 pm
#109
Speed is key, says I. And if I had my way our specials would function correctly.
Darkimpjedi
Sat Mar 26, 2005 8:24 pm
#110
Yes, like everyone else, I would like to see fixed specials this is my top priority. I would like the specials to have states PMD2 would be a great KD/Dizzy, and disarming shot should do what its name is, disarm them and possibly damage there weapon (Just to make them hate us). Pistoleer also needs more speed, I am currently BH pistols 4 also but if BH wasn't so important to pistoleers then we could have tons of skill points left over (Although the BH moves are awsome, maybe switch them with some of the pistoleer skills hehe). Some more weapons with a greater range of dmg and AP would be nice, especially LP, it shoots missiles for god's sake! Also, some more defense, we have a good bit already but very little ranged, hey, we can kite melee but not ranged. Pistoleer should have far greater defense out of all the ranged professions, we are only wielding one weapon and therefore would make it suitable that we more defense (maybe give BH some defense also). Finnaly, we come to duel-wielding, although this is low on the priority list, it would still be cool. *duel DE-10's* /ahhh.
Aleksaner
Pistoleer, Desperado, Rouge
Aleksaner
Pistoleer, Desperado, Rouge
MerkabaCryst
Mon Mar 28, 2005 9:20 am
#111
fix /pistolmeleedefense2 so it actually does a KD. PMD1 works, so whats up with PMD2?
Plus duel pistols at master would be great!
Adding a new special to the master box is needed, also.
Add speed to pistoleer tree. I needed BH 0040 to get anywhere in PvP, which is unfair.
More pistols to choose from would be nice, too.
Thats it for now...
Merkaba
Server: Bria
Master Pistoleer
Master Marksman
BH 3040
Medic 2330
Lekxsie
Sun Apr 17, 2005 5:55 pm
#113
nursezero wrote:
I think a holster for only master pistoleers would be so cool.
I concur. This would be the bomb!!
Also, PistolMeleeDefense2 seems to have never worked, ever since I have been Master, always, always, always PMD1 will knock ppl down, while PMD2 does absolutley 100% JACK SXIT!
FIX PMD2 !!!
Please 
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