Pistoleer Archive

Thread: Discussion Thread: Dual Wielding Pistols

Kevie
Sat Oct 30, 2004 3:22 pm
#105

our maximum accuracy range is about 20m anyways.... we are melee-ranged attackers, and many people need to accept that, or pick up something else

the range restriction doesn't make sense logistically, but neither does a range for commandos, but it makes sense for BALANCE......

my personal playstyle, is very much like randonb's synopsis of what he thinks a pistoleer SHOULD be, and that is a supplement tanker.... ready and willing to take the place of the tanker if he or she should happen to go down, and always right behind the tankers offering support, fast and nimble- weaving in and out of the thick of combat

my personal view is that pistols should get an overall cap of 48m, and our power, accuracy, speed, and defenses should be greatly increased to compensate

just put it this way..... how many pistoleers really crawl on the ground from 64m away trying to snipe people? i don't either




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Beast9156
Sun Oct 31, 2004 8:38 pm
#106

DEFINITELY make this a MASTER ONLY skill... i'll be damned if every dabbler is gunna dual weild... you want the perk.. pay the price..



Beast Darkstar
Master Armorsmith
Davinci, Tatooine
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FeriusDamon
Mon Nov 01, 2004 9:07 am
#107

I say add alot of speed but lower accuracy, therfore making a Master pistoleer have to choose to use 1 pistol for accuracy or 2 for speed....



Arael Sarin (Dark Jedi)

Vizsla (Bounty Hunter)



KenjiTokugawa
Mon Nov 01, 2004 4:07 pm
#108

I am sure this has been said many times before, but here is my take on the dual wield ability.






Overview


  • An abilityused to increase damage signifigantly at close range at the cost of HAM and accuracy.

  • Granted at Master Pistoleer

  • Able to use any two pistols (they do not have to be identical)

Weapon variables



  • Weapon speed for attack speed calculations


    • The slower of the two pistols the person is firing will be used for attack speed calcs.

  • Weapon damage for attack damage calculations


    • Both weapons will do individual damage to the target at the calculated attack speed.


      • For example, if the player uses both a striker pistol and a geo pistol,the target will be hit with both a kinetic damage and a stun damage number at the slower of the two weapon speeds.

  • Weapon HAM for HAM cost calculations


    • The sum of both weapon HAM cost will be used for HAM cost calcs (perhaps even double this amount if spamming gets out of hand).

  • Weapon accuracy for accuracy calculations


    • Theworst point blank accuracy mod will be used to determine the accuracy slope for both pistols


      • The accuracy slope will be very steep meaning that at point blank there is a signifigant bonus to accuracy, and at max range there is a signifigant penalty.

      • The accuracy slope will be pre-determined (read fixed by the devs) to help futher balance the dual wield ability

  • Weapon ranges (special case for SR combat pistol)


    • Lowest max range distance will be used to determine max range of both pistols and the accuracy slope.

Use of specials



  • There will be no limit to which special attacks may be used. However, splitting specials between both pistols (i.e. healthshot on one pistol and bodyshot on the other) will not be possible.




There are other possibilities to allow this ability to not get too out of hand, but the combat upgrade might just throw all of that out.



Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


Bluelzebub
Mon Nov 01, 2004 5:00 pm
#109

I like the arcade reference it truly makes sense. My idea for dual wielding would be it's the pistoleer's endgame. They work hard and finally reap the reward of dual wield. Instead of switching between single and dual why not just have a special like aim, or stopping shot if you will to be a single aimed special. The person would go into a supported stance. Maybe a an arm cross for accuracy or something with the secondary weapon arm supporting the proficient one. This would allow for a more accurate shot to make up for whatever detriments that are applied.



If stupidity were a penal offence then we'd never need taxes... someone was lying when they said: Nothing is certain except death and taxes.
LordMaxx
Tue Nov 02, 2004 6:06 am
#110

I want to see more people's opinions on why only an accuracy hit would be a good balancing factor for something that could be as powerful as dual wield...

Accuracy is easily raised through food or templating.

Do most of you truly kite at 60m and not think that dual wielding at that range would pretty much is/should/can be possible.

I know we can inject all sorts of "its not real or Its more realistic" blah blah in here...but what I want to know is for game play/balance purposes, what detriment besides accuracy is viable to make dual wielding something as powerful as possibly doubling your damage? What do you think a good penalty would be...once we get the penalties down. we will then be able to determine what a fair set of bonuses for dual wielding there are.



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
raz1337
Tue Nov 02, 2004 8:37 am
#111

Is this being discussed for fencers also?




Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
Rockhurst
Tue Nov 02, 2004 9:06 am
#112




raz1337 wrote:

Is this being discussed for fencers also?



Dual Wielding is proposed for both pistoleers & fencers. It's up to the fencers to discuss it in their own forum...which, from what I've seen they aren't doing on the level we are. Who knows when we might see dual wielding, but at least we can discuss it and put together some initial design docs that might help the devs move a little faster on it than they would if they had to come up with everything.





LordMaxx wrote:
Accuracy is easily raised through food or templating.

I know we can inject all sorts of "its not real or Its more realistic" blah blah in here...but what I want to know is for game play/balance purposes, what detriment besides accuracy is viable to make dual wielding something as powerful as possibly doubling your damage? What do you think a good penalty would be...once we get the penalties down. we will then be able to determine what a fair set of bonuses for dual wielding there are.




Again, the big reason why I fully support the range limitation on dual wielding is that food can always nullify accuracy pentalties at a distance and could force dual wielding to be overpowered...therefore being subquently nerfed later on.For me,I think the balancing is easy...


Single PistolPistoleer= High Speed, High Accuracy, low damage, wide variety of status effecting attacks.


Dual Wielding Pistoleer = High Speed, High Accuracy (possibly slightly lower than normal, but not by much), and High Damage, no status effecting attacks.


I think of Dual Wielding for Pistoleers the LLC equivalent for Bounty Hunters. Bounty Hunters have all shorts of Pistol & Carbine status attacks. But, if the BH wants to dish out some big damage, he/she can move in with the LLC and hit with an LLCsingle2 for 7k damage (PvE of course). When I read through the votes it looks like people arenot thinking of dual wielding as fitting a void for pistoleers (high damage option) or B) and they aren't seeing that the devs won't implement this unless it gives us a tactical option.


Personally, I'd like to see dual wielding as a somewhat passive skilllike bezerk or CoB. At master pistoleer you get a equipablepistol +1 mod (allowing you to equip two pistols). Even though you are holding two pistols, you only fire with one. When you've applied all the status attacks you want and you're ready to move in and dish out big damage, you hit the /dualwield command. This command would prevent you from using any other attacks and the moment you cross the dual wielding range you lift your second pistol and begin firing. Perhaps while in dual wield status, we also have the access to a few dual wielding specials like a /doublepistolblast that uses 4/5 of our special ability pool (specials will drain from a different pool than HAM post revamp).




Master Bounty Hunter / Master Pistoleer
--Force Enhanced--
Shrendyc
Tue Nov 02, 2004 12:08 pm
#113

I think it becomes silly to place this skill in the masters only box. It seems that anytime something like this is discussed, the choice is always "make a master only skill". There is a similar discussion over the Feign Death skill in the smugglers forum, driven by the abuse being done to that skill by BH's, and Jedi.


The idea of being a master is to be the BEST at something, not the ONLY one at something. The only difference between a 4444 pistoleer and a Master are 620 Apprentice Points. If you have AP points stockpiled, then the moment you get the last box, you can get master.


My personal opinion is that this should be leveled out through the skill trees, with each higher tier granting less and less of a penalty upon skill use as you go up. Also, there has to be a reason to use this skill in the first place, so its not just eye candy, but a meaningful choice in the profession. So a tier one pistoleer would have the option to use 2 pistols, but he will pay a serious penalty in some manner when using this skill, versus a master, who suffers very little if this choice to use this skill is made.


Its hard to have any more of a discussion than the above statements without a framework to hang this skill on. If the combat docs were out, it might be different, because we could see what the other professions will be developing and we could respond to their skills and work within their limitations to bring our profession out into the light and become useful. As it stands, we're just talking to talk, and could discover that all this is erroneous when the docs are released.


Just my opinion, nothing more.



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
Vetcher
Tue Nov 02, 2004 2:14 pm
#114






Dharma812 wrote:






SolrFlare wrote:



OK. Looking at this from a real life perspective and from someone who has done some pistol shooting, if you are holding two guns in your hand, your accuracy and speed is going to go to pot(contrary to the movies). No way you are going to be able to aim good and the recoil of having two guns firing is going to make firing much slower.


But, keeping in mind this is a game based off a fantasy/sci-fi universe:





Only one comment here.


As with most RL v IG arguments, It is impossible to make comparisons. While I agree that given the RL physics of combustion based projectile weapons the accuracy and speed drop associated with "kick" is significant. However,no one here hashas ever fired an energy based weapon like the ones we use and cannot really make acurate determinations as to how those weapons might behave.


As a result, I think that dicussions about dual weild should be limited to balance issues as opposed to what one might realisticly assume would be the result of such a skill or action.



btw, I know this was a preface to your outline, I just wanted to plug my feeling that balance should always be a greater concern than realism.

Message Edited by Dharma812 on 10-15-2004 02:15 PM




A .22 pistol usually doesn't have the recoil light a 9mm would have, in fact it has almost no recoil. I'm STILL not as good at shot with two lightwieght .22's compared to one them, and I'm a good shot. So we CAN compare RL to in game for this issue.


And i think there should be an accuracy loss,and amaster pistoleer shouldnt have a speed loss.
notforgotten
Tue Nov 02, 2004 5:43 pm
#115

keep it simple 2 same type pistols they do same dmg as now do same speed as now they just alternate and look damn cool.



~Itreh Trawets~
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KenjiTokugawa
Wed Nov 03, 2004 12:24 pm
#116






LordMaxx wrote:
What do you think a good penalty would be...



Penalties for dual wielding should be decreased hit percentage (read decreased accuracy), decreased target acquistion speed (read increased time between attacks), and increasedneed fordexterity and hand-eye coordination (read increased HAM cost). If I had to rank the severity of the penalties, it would go


  1. Decreased hit percentage

  2. Slower attack speed

  3. Increased HAM costs



Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


BronzeFalcon
Wed Nov 03, 2004 2:29 pm
#117

Everything looks Good Maxx, except for one thing: I think Pistols should not have to be exactly the same to duel wield. I would love to fire off a Geo Pistol along side a 'Public Blaster. Or some other combo.



I wish.... I wish... to pwn.... a FISH!
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