Pistoleer Archive
Thread: Tree sized nerf bat heading this way
Fec wrote:
Welcome to SWG.........
Where whining never stops
Yul Brynner - Intrepid
yadda, yadda...
blah, blah....
Soon to be BH
Yep, and who would know better eh?
Spekao
Boo Hoo Keag,
Don't like me BH asperations, I'm sorry
Go cry me a river.
If someone would just come up with one single logical reason why/how pistoleers are "overpowered", I'd love to debate it. The fact is, the reasons listed so far are:
1. Becuase we didnt' cry like a baby in our #1 issues post about being gimped - OK, entirely my fault folks, I didn't cry like a baby because I thought it was in appropriate that early in the game. I think the only master pistoleer, and maybe not even then, was mameluke, and he was just getting started. So a bunch of noobs are supposed to cry about game balance? Heh. Typical.
2. Knockdowns. Durr. Knockdowns are overpowered? News to me! Funny how we've even done additional testing that no one else had pointed out with test data and a sticky, we back when. Very ironic, very very ironic. I suppose the developers fixed the fact that after spamming knockdown 10 times you can't take an action for over a minute? Wow, did I do good? Not a pistoleer issue is it?
3. Buffs allow anyone, with any special, to spam it. Knockdown, full auto, doesn't really matter. Once again, NOT A PISTOLEER ISSUE.
4. Because BH pistol + pistoleer = over +100 speed and that's broken. Well I'll be a monkey's uncle. Didn't we post that weeks ago and show why +100 speed was broken? Are we beating our head's on the ground yet? Wow, not a pistoleer issue, once again.
3. Stopping shot does 1800 damage.
#1 stopping shot is not our best damage special...I tend to think big numbers are just exciting people, like they often do.
#2 With +100 speed, stopping shot is a 1.0 second special. oops, any weapon, any special, is 1.0 seconds. Sounds like an issue with weapon speed skill mods...and we reported detailed this over TWO WEEKS AGO.
#3 Don't you think it's funny that people are using threads and screenshots to describe maximums in this game? How in the HECK are they not fully known by the devs?
Fully experimented weapon, highest DPS.FWG5 is close enough, and is probably the #1 used weapon, so use it.
Then add the highest slice to damage
Then add the highest max/min damage power up
Use the highest damage special
Then use a master pistoler at +74 pistol speed and run the numbers. Any joe **edit** or harry could read OUR FAQ, and figure out their max. Then use AR1, then vs each armor type. Then use carbines with AR1 and AR2, then userifles with AR1, 2,3 (I think some carbine/riflesalso have AR0). How the heck are pistoleers supposed to know why carbine user can't figure out why is 4.3 speed carbine is a piece of garbage?
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According to BASE stats, the weapons highest to lowest excluding AR are:
Rifle
Carbine
Pistol.
Highest AR and average AR is:
Rifle
Carbine
Pistol.
===================
If there is a crafting issue, how are we supposed to know? Maybe if rifles/carbines had their specials listed out someone could compare, not that it matters really.
We use to be so calm and polite over here, now we are bombared by people that aren't positive, don't read anything, and flame us for things they have no clue about.
Pistoleers use pistols, get pistol exp, and use that to improve upon pistol use
A Bounty Hunter uses pistols, gets pistol exp, and uses that to improve pistol use
A smuggler uses pistols, gets pistol exp, but spends that exp getting skills unrelated to pistols.
So...should it be that smugglers should be treated like bounty hunters & pistoleers and get pistol skill mods? Or should it be that BH should be treated more like smugglers and get different skills and skill mods for their pistol exp?
The most functional specials come from the marksman tree:
warning shot
suppression fire
healthshot 1
body shot 2 (the biggie)
The only functional thing from the pistoleer line is: pistol melee defense 1 and health shot2
Don't even have anything else on my bar, why would I? Body shot 2 is the best.
Dashai
Pistoleers have two advantages. Accuracy while moving and PB skills. Unless knockdown is made resistable and disarming shot2 only knocksdown for 1 second, prepare to have it completly changed. Disarming shot was our one saving grace in PvP. With out it, we are left with marksman level specials, PB knockdowns and other PB skills, and decent random pool specials. Pistoleers don't match the damage of carbine users, nor are they as much of an immediate threat as riflemen. Both riflemen and carbineers have different skills that work well together. Pistoleers have one good skill in PvP, and that is the object of so much hatred that it will more than likely disapear. I really wish they would give knockdowns a duration and chance to work on a per skill basis. Knockdowns are used by many classes. When pistoleers lose disarming shot, the next biggest out cry will be over underhanded shot. Bounty hunters may think it is good to trash pistoleers and say they are overpowered. The funny part is, they are actualy hurting themselves in the long run. Knockdown needs to be addressed before any more class changes are made, or else it will just snowball into everyone wanting to remove it completly. Once knockdown is nerfed into oblivion, what do you think will be next? Crowd control is not a bad thing in RPGs, but is often the hardest to implement in PvP.
Accuracy while moving and PB skills don't exactly work well together, unless you are chasing a target at PB range. By that time, your accuracy should be pretty good anyway, so it is actualy pointless. Pistoleers need more strategic skills. Currently, the most worthless skill in the game(disarming shot1) and the most powerful(disarming shot2) are held by the same class. Honestly, if what I have been describing I would like to see happen to knockdown, we might actualy be pretty balanced as is. There still needs to be some general skill fixes, such as renaming disarming shot2 to something that actualy makes sense and fixing all the elite pool specific damage skills so that they are better than the marksman versions(BS/HS/LS 2 and 3). Also, I could see pistols needing to be brought downthe max range accuracy to the level of scout blasters. While we should have good accuracy moving, we should not be able to run around and hit people half a foot ball field away more often than not.