Pistoleer Archive

Thread: Pistol Whip changes on Test

Trayson_Antilles
Thu Aug 07, 2003 10:38 am
#1

Using an FWG5 with a 37 Action stat, the Action Cost for Pistol Whip went from 38 to 142. Impossible to spam now, even intermittently, so I only use it when I'm in trouble.



Regards,
Trayson Santiles

Former TC Correspondent and now Retired player.
Call me when there's a game to be played.

SyrahRydia
Thu Aug 07, 2003 11:32 am
#2

Ugh, that sucks, although it was expected and deserved. I have a few questions, how are the other pistoleer skills? I achieved Master Pistoleer 2 days ago and I can't help but feel pretty limited. Out of all the pistoleer skills there are 3 that I use:


Stopping Shot


MeleeDefense1 (Pistol Whip)


Disarming Shot


All the other skills seem either broken or uselss. I'll go through them I guess:


Body Shot 3: Body Shot 2 does aroudn the same damage and has lower HAM costs.


Disarming Shot 1: Random HAM pool, low damage, does 20 damage to the opponents weapon. Pretty much useless.


Point Blank Single 2: Random HAM pool decent damage, but Stopping Shotdoes more damage an seems to hit just as often.


Point Blank Area 2: Random HAM pool, not that great damage, and has the tendacy of getting a lot of creatures mad at you. I recommend using it if you want to get back to town faster.


Double Tap: Decent ability, better then overcharge 2 but as soon as you get stopping shot it becomes useless.


Fan Shot: Seems to do the same amount of damage as Stopping shot even though it's alvl higher, and costs more HAM...


Pistol Melee Defense 2: Does slightly more damage then Defense 1 but doesn't knock the target down. Another skill that is beat by a lower level skill =/


Multi-Target Pistol Shot: Doesn't seem to work.


So far there only seems to be 3 useful abilities, one was just nerfed leaving us with now 2. I am sure Disarming shot 2 will also be nerfed, or completely changed if the ability is really mixed up with the carbine skill, leaving us with 1 skill as far as I can tell.


Some people might say we get some nice bonuses. This is true but either they aren't currently working, or the values are so low they aren't making a difference as I have yet to see my character Dodge an attack recently (last time she did was I think was 3 weeks ago).


So I don't mind if they nerf the clearly overpowered skills, but I sure hope they fix the underpowered ones in the process.


Syrah

ooooohhhhhaaaaahhhh
Thu Aug 07, 2003 1:17 pm
#3

Is our AOE knockdown being taken away on disarmingshot? Sorry, had to ask. Searching on knockdown or disarming shot brings up hundreds of finds. No time to sort through that crap.



Bo'Pal Zhan
ShiroRX
Thu Aug 07, 2003 2:12 pm
#4

if dmg is 50% more while knocked down, wont healthshot1 & 2 on a target brutalize it while its knocked down?



(gnn[[[[[[[[[[]nnnWXggggggggggggggggggggggggggggg)
Azures Sunrazor
Jedi Padawan, Adept Level
"There are times when the end justifies the means. But when you build an argument based on a whole series of such times, you may find that you’ve constructed an entire philosophy of evil."
-Luke Skywalker

Kielker
Thu Aug 07, 2003 2:23 pm
#5

Oof, that's bad news. It deserved to be nerfed, but I think they wentoverboard as usual. I'd like to see the action costat around 100 or a bit lower. It doesn't need to be spammed, but I'd like be able to usemore than twice in a fight.





SyrahRydia wrote:

So I don't mind if they nerf the clearly overpowered skills, but I sure hope they fix the underpowered ones in the process.





I agree, but what game do you think you're playing?



~~~~~~~~~~~~~~~~~~
Kielker Serrot / Keldo Reenix
YetiIronfist
Thu Aug 07, 2003 5:13 pm
#6

***************
This does not jive with what TKA forum is saying!
***************

So either this change is hitting different classes to different degrees (ranged classes have had their KD nerfed much more than melee classes), or Pistoleer's KD is now bugged.

Our KD's action cost increased by 370%. TKA's increased by 63% - almost a factor of 6 difference.

Here's the info from the TKA forum (excepts):

***************
Using careful observation, I found that the cost for the Teras Kasi knockdown abilities have been increased from 40% to 63% in some cases. What does that mean? Let me show you my results

The Health cost of Sleeping Krayt increased by 54% from -11 to -17… a change of -6.
The Action cost of Sleeping Krayt increased by 63% from -16 to -26… a change of -10.
The Mind cost of Sleeping Krayt increased by 54% from -11 to -17… a change of -6.

What does this mean? Well, if we used the Experimental stats as precedent, BEFORE the patch, we could have used Sleeping Krayt fifty-nine times before being completely out of power. After the patch, we could use Sleeping Krayt only thirty-eight times before being completely out of power. That means that we could use Sleeping Krayt twenty times less after the patch.
***************

Here's the whole thread:
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=5282
vGeist
Thu Aug 07, 2003 5:25 pm
#7

That's really screwed up. Should be a balanced nerf across the board. Hopefully, since it's in test, they'll tweak it more.
MorphixPistoleer
Thu Aug 07, 2003 7:42 pm
#8

Maybe give melledefence2(pistol smash)a knock down effect and make it cost half what pistol whip does. That way you won't have realtive noobies to the pistoleer skill having the best pistoleer skill (my fav at least).




Morphix
Master Gunfighter
Master Creature Handler
Rebel on Bloodfin
Zzorn
Thu Aug 07, 2003 7:58 pm
#9

I agree with Morphix, pump up Pistol Melee Defense 2 and give it a knockdown, then make it cost less than 1.



Zorn
Master Smuggler & Expert Gunfighter
Eclipse
Melted_Igloo
Thu Aug 07, 2003 8:00 pm
#10

time make hundreds and hundreds of stim packs
dustdoc
Fri Aug 08, 2003 2:37 am
#11

Realize MANY things happened in the patch.


1. ALL MELEE specials had a costrebalancing, to their favor


2. All KD skills were increased in cost


This is why their KD cost did not rise as high as the pistoleer's.

Alessandra
Fri Aug 08, 2003 5:27 am
#12

Yet another reason for me to love my scout and its low HAM costs. Once this change goes live, most nonhealing pistoleers are probably going to have to switch to the scout if they plan to keep killing the same mobs. For me, this just means I'll use more stims, which is fine in a way since I still need a good amount of medical crafting experience.

Another option is to get weaponsmiths to start trying really hard to reduce the HAM costs.





Alessandra Viel
Master Gunfighter on Eclipse

Cayce
Fri Aug 08, 2003 6:18 am
#13

"time make hundreds and hundreds of stim packs"

Hehe, yeah, I'll have to change my macro to /meleedefense1 ; /bodyshot2 ; /meledefense1 ; /healdamage

That should do it
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