Pistoleer Archive
Thread: Changes I'd like to see to Pistoleer. (fairly lengthy)
Some of this is from the Re: Preparation for the next issues report - Profession improvements thread, and really this probably belongs there, but I already made a post in that thread and this is different. Keep in mind people already for some mysterious reason already think we were are overpowered, so some of this is probably more toned down than you'd like to see.
Tactics line:
Intermediate Pistol Tactics
Point Blank Single 2, this attack should do health pool damage, slightly higher than Bodyshot2, + it will also do +intimidation+. but have a range of 5m.
Move +5 dodge from Advanced to this box so that all Tactics boxes give +5 dodge.
Advanced Pistol Tactics
Add a new shot here, Call it Bellyshot or something, it should be similar in effect to bodyshot2, except that it could add a small amount of bleeding as well. Like half of healthshot1 bleed, since the bleeds stack it doesn't need tovery high.
Expert Pistol Tactics
Change the delay on bodyshot3 to be equal with that of bodyshot2. Bodyshot3 should also cause health wounds.
Master Pistol Tactics
Point Blank Area 2 should have a warning shot type effect to it. I use this and everything close to me is running away.
Marksmenship line:
Add +5 to Pistol Accuracy in the final box. Take 5 from the intermediate box and move it to advanced box (nothing like twice the xp for half the reward) Now Pistol Accuracy = 100 at Master Pistoleer.
Stances and Grips:
+20 to all defences here, a +20 defence is useless in a PvP environment. Similar changes should be made to defenses in all of the elite proffesions.
Intermediate:
Disarmshot1 should temporarily make the target unable to use their weapon, I am against it causing weapon damage or sending the weapon to the inventory as some people could consider this griefing. I'd say it should make you unable to use your weapon for 6 seconds, and do some action damage since your shooting the hand. Perhaps it should also give the target a message informing them of whats happening "You fumble your weapon!" or something. This can be given a delay, 20-30 secs before using it again.
Advanced:
Change Double tap to make it be like two normal shots, one always hits body pool, the other can hit random, sometimes it will still hit body. So its random, but if both shots hit body it would be strong.
Expert:
Change Stopping Shot to a range knockdown attack. Should do a large amount of body damage + knockdown. Since all knockdowns are going on a timer, it wouldn't be spammable for huge amounts of body damage, you'd basically get it once per enemy.
Master:
Fanshot, just add a +dizzy+ component.
Special Abilities line:
Add +2 to pistol speed in each box (bringing Master Pistoleer up to +70 on speed total)
Intermediate:
*GASP* Remove knockdown from Pistolmeleedefence1. Make it do +stun+ instead, also this should cause a mind wound.
Advanced:
Move the +15 Pistol accuracy while standing from the Expert box to here.
Expert:
Pistolmeleedefence2 should do +stun+ and knockdown, also cause a bigger mind wound than pistolmeleedefence2.
Master:
Give us dual weilding, I know they already said they might do this. Speed on both weapons should be multiplied by 1.25when dual weilding (2.0 pistol speed becomes 2.5) and you should get -20 accuracy. Performing any specials while dual weilding would make one of the guns skip the round, so you can't use specials AND dual wield.
Master Pistoleer:
Add another +5 to Ranged and Melee Defence, also add another +10 for all defences from the stances line. Disarmingshot2 should be same effect as disarmingshot1 except with a longer duration, and also it should cause action wounds. Add a special for dual weilders here, a double body shot, the damage for each shot would be on par with bodyshot2.
Well this is my wet dream anyway, go ahead and mock or praise it.
Embersyc wrote:
Master:
Give us dual weilding, I know they already said they might do this. Speed on both weapons should be multiplied by 1.25when dual weilding (2.0 pistol speed becomes 2.5) and you should get -20 accuracy. Performing any specials while dual weilding would make one of the guns skip the round, so you can't use specials AND dual wield.
Looks good overall. I might have misunderstood u on this one. Dualwield should make us fire our guns faster due to two guns. But our accuracy should be horrible.
And the changes to Defence modes. I guess/hope they wont do any changes untill they are tested. As of now they are not working and changes to them could prove to be a bad choice.
Wait till theywork before adressing changes to defence modes.
//Jobbe
great ideas embersyc.
ill put this on my christmas wish list and hope for the best.
It makes sense that as you become more accurate, you can aim your shots better. Therefore this line should contain a mind pool targetted special.
Ljors wrote:
Embersyc wrote:
Master:
Give us dual weilding, I know they already said they might do this. Speed on both weapons should be multiplied by 1.25when dual weilding (2.0 pistol speed becomes 2.5) and you should get -20 accuracy. Performing any specials while dual weilding would make one of the guns skip the round, so you can't use specials AND dual wield.
Looks good overall. I might have misunderstood u on this one. Dualwield should make us fire our guns faster due to two guns. But our accuracy should be horrible.
And the changes to Defence modes. I guess/hope they wont do any changes untill they are tested. As of now they are not working and changes to them could prove to be a bad choice.
Wait till theywork before adressing changes to defence modes.
//Jobbe
I am saying the speed on each gun should be reduced, but overall since you are firing two guns, you are firing faster.
I think the defence mods DO work, just they are so horribly low as to prove worthless. I might be wrong.
Sythe1 wrote:
I would justl ike to point out...that you forgot to add in twirly weapons and holsters
I don't givea crap about Twirly weapons or holsters, they'd be nice and give the art department something worthwhile to do. (since they made a big post looking for work anyway) However I'd rather there be some actually functionality to this class other than...
/healthshot2
/healthshot1
/bodyshot2
/bodyshot2
/bodyshot2
/bodyshot2
On and on will my F9 key is disentigrated or my target dies whatever happens first.
EriskBosann wrote:
You forgot one thing.... BODYSHOT 3? Why have it if you fix everything else... BS2 isnt pistoleer skill, it's better everyone knows and it shouldnt. Otherwise I am happy with your ideas. BUT FIX BS3 TOO
I didn't forget bodyshot3... I said:
Expert Pistol Tactics
Change the delay on bodyshot3 to be equal with that of bodyshot2. Bodyshot3 should also cause health wounds
I personally don't have bs3 yet, but from the tests Jaegen did, it sounds like bodyshot3 does more damage than bs2, but has a longer delay causing it to do less damage over time. The curse of pistoleer seems to be long delays on attacks. Even a random shot like stopping shot would be usefullas is if the delay was comparable to bs2.
Thanks though, if only the imporantant people would take notice. It is clear to me that this profession needs a total overhaul in the worst way.This is probably true for carbineers and riflemen and TKA and any other proffession based solely on combatas well.
You forgot one thing.... BODYSHOT 3? Why have it if you fix everything else... BS2 isnt pistoleer skill, it's better everyone knows and it shouldnt. Otherwise I am happy with your ideas. BUT FIX BS3 TOO