Pistoleer Archive

Thread: Focus Thread : Pistoleer Bugs, Issues and Concepts.

BadgerSmaker
Wed Jun 29, 2005 8:24 am
#105






Swg-Addict wrote:
Nowadays, my "standard setup" is
Crispic
Breath of
Pikatta
Neutron for the bang

Accu is pretty good, downside of the SAC-PU is -20 accu tho




You can get SAC pups around 27% with -7 accuracy (or 20% and no accuracy penalty), you need to find a 14pt Artisan on your server.



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Swg-Addict
Wed Jun 29, 2005 9:11 am
#106

DOH...14pt ?!

I thought +20(25) is cap....

YAY, starting to send tells :-P
(DOH..molesting the poor artisans...)



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BadgerSmaker
Wed Jun 29, 2005 9:52 am
#107

Human Artisans get experiment bonus on top of SEA's you see. Do a search of your trade forum for "Reinforced Stocks".



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RAMBOW
Wed Jun 29, 2005 7:14 pm
#108

All I know is I never lose to someone who spams specials till they are out of action... and I use ranged shot about 1/3rd of the time.



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00153831321133700
-Rave Lupine-
Mahonri Disciple #2: The Dusk
Hasun
Sat Jul 23, 2005 4:19 am
#109

























I'll update this post as replies come in with issues and suggestions so fire away.


Off the top of my head, and in no particular order I can think of the following to get the ball rolling.


Converted DE-10's


If this iconic gun, which is very difficult to obtain, is to undergo no further conversion then I'd like confirmation so that we can destroy our Pre-CU ADK'd DE-10s and get the kits back, at the moment a lot of us (including myself) are holding out in case things change as far as converted DE-10's go. Agree 100%, mine converted pretty well compared to others, but I would have liked a lower Sac on it, to make it as uber as it was pre cu.


Old SEA's


Pistol Accuracy while Moving and Pistol Accuracy while Standing SEA's have not been converted to PIstol Accuracy SEA's

So pistol accuracy aa's are not worth buying?


Range caps on guns.


Pistols and carbs have a cap on range but rifles have no range limitation at all.I understand that a minimum range cap would be extremely nasty for riflemen and I wouldn't go near suggesting that. I'm not the rifleman correspondant either, but I would like to hear peoples ideas on our range cap..


I would make pistol abilities only being able to be used while holding a pistol, that would give us chance to root a rifleman or carbineer to get in range and stop them using our best special against us.


Pistoleer Defence Mods


We are at most 25m away from melee range with our Master Certed guns, should we not have some more defence to better suit our position in combat? Some kind of Pistol only CoB for ranged and melee defence at Master perhaps?

I always thought this, we are almost at melee range and should have more defence against ranged and melee.


Stopping Shot and Roots


The ability for multiple pistoeers to Perma root a mob or player is unbalanced, stopping shot should stay as is for the initial shot, but with a 30 secondtimer that follows the end of the root for mobs or players in which time they either cannot be rooted, they have a chance to resist or a chance to break the effect.


If that happens then we should look at having the cooldown timer drastically reduced to enable us to stop multiple enemies and better perform crowd control.


Please do not start ranting "DON'T NERF STOPPING SHOT!", I'm after ideas of what we can do to balance things out.


I'm going to have to say it, DON'T NERF STOPPING SHOT.Give melee a counter to it but if we don't have this ability then were dead if we come up against a rifleman or a carbineer. Remember our main function is crowd control, if anythingwe should be able to root several targets to let a group take on one. A target can still heal and attack back when rooted.


Mobs warp out of Root and client/server sync issues.


Given our short range, this is quite nasty. If you root, say an Ancient Krayt that is charging you, with stopping shot, your client reports the Krayts location to be where it was when the shot hit it, but it has actually moved towards you after your stopping shot rooted it and your client does not report this.


Should you step forward far enough you will get hit even though the krayt is reported as being, say 25m away.


When the root breaks, your client updates this and it warps to 15m of you, steps 5m forward and eats you.


Warning Shot


Is -80 enough? It may be enough for PvE, but when players can have things like CoB active they can have 500+ ranged defence. I'd like to see it at least doubled.


I would like to see a %, rather than a set figure like -80, maybe 45-50%


Burst Shot causes mobs in the cone to aggro


This hurts, the cone AoE on this move is currently more trouble than it is worth as anything in the cone will aggro.


not really used fan shot, so I cannot comment on this


States not sticking often enough.


It can be argued that you need to use Shock from CM or Overwhelming shot from Smuggler to ensure a better stick rate for Intimidate and Stun. I think that's fair (having seen the effect of shock on state applications and a fix for overwhelming shot on TC). I think we need these states to last longer though, around the two minute mark would be useful.


Apart from bh's confusion shot, pistoleer have the worststate sticking specials, you would think that "crowd control specialists" would have the best state sticking abilities?



I'm sure there is more but I can't think of them at the moment, lets hear your views.





My response in yellow




Kravan/Punker
I S.O.L.D OUT
I SURVIVED THE MANDO LOTTERY SCAM (SUMMER OF 2006).
+DEVASTATION+

DavidHarper
Wed Aug 03, 2005 9:15 pm
#110






BadgerSmaker wrote:

















Warning Shot


Is -80 enough? It may be enough for PvE, but when players can have things like CoB active they can have 500+ ranged defence. I'd like to see it at least doubled.






Warning Shot: -250 Defence?


Or


Warning Shot: -100 Defence?

Improved Warning Shot: -200 Defence?

Advance Warning Shot: -300 Defence?


I think the Smugglers should get the Pistol only Center of Being, after all they do get CoB so I think that at Master they should be able to use it with a Pistol Equiped.



Colonel David Harper of the Rebel Alliance

Elder Smuggler - Elder Jedi - Elder Pistoleer - Elder Marksman - Rebel Alliance Master Pilot - Elder Droid Engineer - Elder Artisan

Respec: Jedi>Smuggler>Jedi>Medic>Jedi>What Next?
SoulHunters
Thu Oct 27, 2005 1:57 pm
#111

Even with Badger finally getting stopping shot unnerfed we still have a gaping hole in our crowd control since SS is ineffective on ranged mobs or npcs. I dont expect our crowd control to be equal to that of a Smuggler but would it be a far stretch to ask for the duration of Disarming Shot be increased to an amount that would allow us tobe more effective against those ranged mobs and npcs. The mez aspect of it already prevents unbalance but as is itsrarely useful with such a short duration especially since I have seen it break on its own -1 dmg many times. Would think a duration similar to that of stopping shot would not cause any unbalance but would make life a lot easier for our groups and ourselves.

BadgerSmaker
Thu Oct 27, 2005 2:18 pm
#112







SoulHunters wrote:

Even with Badger finally getting stopping shot unnerfed we still have a gaping hole in our crowd control since SS is ineffective on ranged mobs or npcs. I dont expect our crowd control to be equal to that of a Smuggler but would it be a far stretch to ask for the duration of Disarming Shot be increased to an amount that would allow us tobe more effective against those ranged mobs and npcs. The mez aspect of it already prevents unbalance but as is itsrarely useful with such a short duration especially since I have seen it break on its own -1 dmg many times. Would think a duration similar to that of stopping shot would not cause any unbalance but would make life a lot easier for our groups and ourselves.







I'm already looking into the immunities. I posted this in a discussion on NPC AI on the corro forums today:





BadgerSmakerwrote:

One issue a few professions have (Pistoleer, CM, Pikeman, Smuggler and Jedi) is that many mobs have some or all immunities to CC moves, Shadowbrak stated in Beta that we would see these removed in favor of resistances after the feedback he received.


The big problem is that the immunities are inconsistant, some are immune to some CC moves, like Edrain and Stopping Shot, and only susceptible to state resist reduction specials like Shock and Overwhelming Shot, and you can then apply states. Others you can Edrain, Stooping Shot, do what you like... for instance, I can root Necrosis, but not Xos.


So you have Crowd Controltemplates sitting there using all their CC moves on a mob, wasting mind and action cause they don't know what sticks and what does.






I'll follow this up when I sober up, but we will get it sorted.

Message Edited by BadgerSmaker on 10-27-2005 10:18 PM



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
BadgerSmaker
Thu Oct 27, 2005 2:30 pm
#113






SoulHunters wrote:







BadgerSmaker wrote:







SoulHunters wrote:

Even with Badger finally getting stopping shot unnerfed we still have a gaping hole in our crowd control since SS is ineffective on ranged mobs or npcs. I dont expect our crowd control to be equal to that of a Smuggler but would it be a far stretch to ask for the duration of Disarming Shot be increased to an amount that would allow us tobe more effective against those ranged mobs and npcs. The mez aspect of it already prevents unbalance but as is itsrarely useful with such a short duration especially since I have seen it break on its own -1 dmg many times. Would think a duration similar to that of stopping shot would not cause any unbalance but would make life a lot easier for our groups and ourselves.







I'm already looking into the immunities. I posted this in a discussion on NPC AI on the corro forums today:





BadgerSmakerwrote:

One issue a few professions have (Pistoleer, CM, Pikeman, Smuggler and Jedi) is that many mobs have some or all immunities to CC moves, Shadowbrak stated in Beta that we would see these removed in favor of resistances after the feedback he received.


The big problem is that the immunities are inconsistant, some are immune to some CC moves, like Edrain and Stopping Shot, and only susceptible to state resist reduction specials like Shock and Overwhelming Shot, and you can then apply states. Others you can Edrain, Stooping Shot, do what you like... for instance, I can root Necrosis, but not Xos.


So you have Crowd Controltemplates sitting there using all their CC moves on a mob, wasting mind and action cause they don't know what sticks and what does.






I'll follow this up when I sober up, but we will get it sorted.


Message Edited by BadgerSmaker on 10-27-2005 10:18 PM




Immunities? What? My post was about stopping shot not being effective crowd control on ranged type npcs and mobs since they can still attack while rootedand beefing up disarming shot to fix that hole


Oh inebriation....nvm, I understand you now


Message Edited by SoulHunters on 10-27-2005 04:23 PM




You want concussion shot from smuggler if you want a really effective CC move, sorry... been on teh beer all day.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
SoulHunters
Thu Oct 27, 2005 2:50 pm
#114






BadgerSmaker wrote:
You want concussion shot from smuggler if you want a really effective CC move, sorry... been on teh beer all day.



Been there done that, got the t-shirt that says "I Became a smuggler and all I got was this lousy...wait, whats a Smuggler?" Guess I misread pistoleer description, maybe it was melee control, not crowd control.
BadgerSmaker
Thu Oct 27, 2005 3:29 pm
#115






SoulHunters wrote:





BadgerSmaker wrote:
You want concussion shot from smuggler if you want a really effective CC move, sorry... been on teh beer all day.



Been there done that, got the t-shirt that says "I Became a smuggler and all I got was this lousy...wait, whats a Smuggler?" Guess I misread pistoleer description, maybe it was melee control, not crowd control.





Smuggler crowd control = 5 (strong)


Pistoleer crowd control = 4.. I think? Too much rum.




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Drakenya
Thu Oct 27, 2005 4:40 pm
#116



BadgerSmaker wrote:


SoulHunters wrote:


BadgerSmaker wrote:
You want concussion shot from smuggler if you want a really effective CC move, sorry... been on teh beer all day.

Been there done that, got the t-shirt that says "I Became a smuggler and all I got was this lousy...wait, whats a Smuggler?" Guess I misread pistoleer description, maybe it was melee control, not crowd control.


Smuggler crowd control = 5 (strong)

Pistoleer crowd control = 4.. I think? Too much rum.






Yeah, but like smuggler has any crowd control shots that actually work or stick anymore.




The Few. The Proud. The Trolleone.

Drakenya - Master Smuggler / Elder Assassin / S. A. Ace Pilot
Raken - Commando / Elder Rifleman, Carbineer
Drak' - Bounty Hunter

The Original
Descrambler

BadgerSmaker
Thu Oct 27, 2005 5:36 pm
#117






Drakenya wrote:





BadgerSmaker wrote:





SoulHunters wrote:





BadgerSmaker wrote:
You want concussion shot from smuggler if you want a really effective CC move, sorry... been on teh beer all day.



Been there done that, got the t-shirt that says "I Became a smuggler and all I got was this lousy...wait, whats a Smuggler?" Guess I misread pistoleer description, maybe it was melee control, not crowd control.





Smuggler crowd control = 5 (strong)


Pistoleer crowd control = 4.. I think? Too much rum.








Yeah, but like smuggler has any crowd control shots that actually work or stick anymore.




Explain. To me smuggler is brilliant and lots of fun to play. The only people that dont think that are"we must be able to smuggle" zealots.

Message Edited by BadgerSmaker on 10-28-2005 01:36 AM



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