Pistoleer Archive

Thread: Pistoleer damage and suggestions

MagicHobo
Thu Apr 01, 2004 4:58 pm
#1

First of all. I will start off with a quote from the Pistoleer profession "description" taken from the manual thatcame with the game:"This profession includes skills from the pistol speed and accuracy disciplines. A player in this profession can be extremely deadly with handguns."


Extremely deadly with handguns? I don't think so. Unless your lucky enough to find or buy an "uber" handgun the average pistoleer (not master) isn't even close to being deadly. While Rifleman and Teras Kasi Artists are deadly once they aquire certain skills. A Rifleman outperformed my group of 10 today in the geonosian cave. Advanced strafe shot does way too much damage. 2500 per second is uncompareable to stopping shot which with a 1.0 225 pistol does about 1800 per 4 or 5 seconds. Also, in regards to "stopping" shot, pistoleers have no ranged knockdown attacks. Pistol melee defense2 doesn't work and melee 1 rarely knocks down high level enemies. Stopping shot - which is suppose to stop enemies in their tracks - does nothing of the sort of stopping.


Basically my main beef with this profession is the amount of damage we do right now in relation to other professions. I am nearing master (3/4/4/3) and am not putting out as much damage as I should be. "...extremely deadly with handguns." is an exageration. I cry for help! and damage improvements.


Thoughts?







Nosirrah Lepik - Ahazi
Pistol Specialist

.:-Waiting for pistoleer fixes since '03-:.
PvD - Players Vs. Developers


MagicHobo
Thu Apr 01, 2004 6:37 pm
#2

bump





Nosirrah Lepik - Ahazi
Pistol Specialist

.:-Waiting for pistoleer fixes since '03-:.
PvD - Players Vs. Developers


Nikolai_Xavierov
Thu Apr 01, 2004 6:57 pm
#3

Main problem draws from Global Fixes. All professions share the same skill code. Meaning Panic Shot = Warcry = any other delay attack. They all have the same internal code they count as Delays. (Just a basic example) If they modified code for individual skills like have Panic Shot on a 10 second timer and Warcry on a 30 second timer and Warcry2 on a 20 sec timer. Things would be easier to balance because each professions "clone" specials would have some advantages.



How this applies to Pistoleer? If Stopping Shot were a posture down attack like how people used to Suppression Fire to actually push people back before timeres were in. But they reduced the timer on it substantially, it would be a useful stopping attack. So an Unarmed Lunge may still have a 30 sec timer and a posture down, but a Pistoleers Stopping Shot would have like a 5-10 sec timer with a posture down.


It's easy to see how globally everything is the same


xpoolShot1 / 2 / 3 (Each profession targets a specific pool, they all share these pool attack with different levels of damage)


Some sort of Dizzy Attack


Some sort of KD


Some sort of Delay


Some sort of Posture Down.


Status Effect attacks



These moves are diverse in terms of how much damage they do across professions based on weapons, speed, and dmg x modifiers in the code. But the actual extra effects they have besides damage are all the same, they all KD, delay, cause status effects, dizzy etc the same way with the same timers. If for example you could make it so melee bleed attacks were much harder to resist than ranged ones, you'd have some diversity. If you made a pistol whip dizzy you for longer than, say TK's dizzy attack, you'd have some diversity. But instead, when one TYPE of attack is modified they are modified across the board.



Therein lies the BIGGEST Skill problem in SWG. A little more individual attention would clear up everything. Thats why we get nerfs because they have to screw things across the board and for soem professions it hits harder than others. I.E. A profession might be uber without a KD attack but with a KD its just twinky, so they nerf it with a 30 sec timer, but another profession's only saving grace is the fact it can KD to help it out. Now the 30sec timer hits both professions, leaving the other one wounded but still chugging, and the weaker one without a special trait and completely nerfed.







--------------------
Over and Out,
Xavierov
Spike7913
Thu Apr 01, 2004 8:40 pm
#4

pistoleersare supposed to be the fast shooters with little damage, which balances out in the end compared to other combat professions,


3 speed + 1 damage = 4 (pistoleers)


2 speed + 2 damage = 4 (carbineers)


1 speed + 3 damage =4 (rifleman)


unfortunatly, at master level, everyone fires at the speed cap.


i'm not saying nerf everyone else, i say, we need some way to do more damage or be faster.



also, thetargeted pool specials (bodyshot, legshot, headshot etc.)specials, NO speed delay, and increase damage as the numebr increases,


bodyshot1, 1x damage (still useful because it's one pool)


bodyshot2, 2x damage


bodyshot3, 3x damage



man, i am really bad with words : ^P



Skippy

yup, back to oasis



Nikolai_Xavierov
Fri Apr 02, 2004 5:09 am
#5

That's entirely untrue. In the Star Wars Universe pistols were different from IRL. They were VERY high powered very short range weapons. Meaniing they could punch through a tank at close range, but dissipated in power greatly over range.


We'd be fast shooting, high powered shooters, with limited range. (Or as I suggested limited damage as range increases)



--------------------
Over and Out,
Xavierov
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