Pistoleer Archive
Thread: New: Additional Pistoleer Suggestions
In addition to the myriad suggestions posted thus far for Pistoleer improvements, I would like to propose:
- Two shots: one each for both action and mind damage that have lower damage multipliers than the other elite-marksman professions. This would be highly beneficial in groups, as I'm currently reluctant to group with anyone that can't target Health. I see this as a simple way to give us a worthwhile skill that doesn't overpower the profession or undermine others.
- Fix the Republic Blaster cert. (Forgive if this was already mentioned.) They're already in-game, player-craftable, and do nice damage. Shouldn't take them more than 3 minutes to fix. Heh.
- A /command to clear the combat queue. (Yes, I'm aware of "/ui action clearCombatQueue", but that isn't obvious enough for players to discover.)
- Better weapons and harder-to-achieve certs. This is supposed to be coming, but in the meantime can we at least get an increase to the base stats of the DX2? Thanks. (On Intrepid we just got our first supply of Titanium Aluminum and it's not all that hot. Maybe better resource stats make this point moot?)
- A purely visual "quickdraw"skill whereyou don't appear to have a weapon equipped until you actually attack with it. Personally I don't like walking around town with my weapon drawn. Don't forget to make clapping work when watching entertainers while equipped! It might also be nice to lower the delay of your first attack.
Samarin Zweebo, Intrepid
zweebo wrote:- Two shots: one each for both action and mind damage that have lower damage multipliers than the other elite-marksman professions. This would be highly beneficial in groups, as I'm currently reluctant to group with anyone that can't target Health. I see this as a simple way to give us a worthwhile skill that doesn't overpower the profession or undermine others.
We are Health pool attackers first and foremost, BUT, as long as damage (and especially bleeds) to the mind pool (unhealable AND hardest to buff) are so unbalanced, it does seem very important to have one. Our mind pool attack should have a lower damage multiplier than our highest health pool attack (BS3 should be 3.5x or 4.0x - yes, I think higher than other pool target shots because Health is so easy to heal and buff, and doesn't get drained as much by specials), and also lower than the highest Rifleman mind pool attack (HS3 is 3.0x), so it should probably be 2x or 2.5x (EyeShot should probably be the same. EyeShot being a 3x multiplier, as good as the best a rifleman gets, when they're supposed to be THE mind pool attacker profession, doesn't sound right).