Pistoleer Archive
Thread: Duel pistols
Pistoleers requested this also as on of their "top 5" issues a while ago. Dev's liked the idea and are "looking into it" for them.
Let pistoleers have the dual pistols... they are the gunfighters...
Hold-Out Blasters! Left-hand fire special doohicky thingamabob.
It perfectly fits with our current, uh, "theme." Think western when it comes down to us. We're the risky gamblers with shady dealings... of course we have a little pistol or something up our sleeve, right
Surprise! Blam!
Actually, I wouldn't mind a left-hand fire (I think that's how they refer to all grenades and such, right?) Brass Knuckles or something for a melee punch attack, either, and let us believe our unarmed prereq was useful.
Hold out blaster & a cestus... and steel toed boots for shin kicking. Heck, give me a thrown rock to distract guys at a distance so I can run by them easier... where's the fun stuff?
Yeah. Not only are dual pistols the sexiest thing ever, but they even have precedent in the SWU (though I'm almost reluctant to point out that it was Jango Fett who used them...knowing the devs they just give the BHs yet another awesome ability...).
I'd rather see them in Smuggler than Pistoleer...but I'll admit that's because I know I'm not going to master Pistoleer.
How about an up-the-sleeve pistol skill? Open up a fight by sliding your pistol suddenly out of your sleeve for a surprise extra-powerful opening attack. El Mariachi, eat your heart out!
I agree. Leave that to the pistoleers. They are the pistol-f'ing-masters (I'm channeling Jules).
We need sneaky, dirty, underhanded stuff. We need to do double damage when we shoot some punk in the back. We need to be able to throw a juicy steak at his rancor and distract his pet and keep it out of the fight. We need to be able to kick some guy in the ankle so he can't chase us. We need to throw a fistful of salt into his eyes so he can't hit anything. We need to be able to post naked pictures of his girlfriend on the HoloNet. We need to be able to kick his teeth out after we knock him down with a low blow. We need to be able to walk up to some RSF Commando or Spice Fiendand slip him a couple grand Bribeto follow us around like a temporary pet. Ok, the Spice Fiend is insisting on some giggledust or something... We need to point off into the distance and say "Whoa, it's Darth Vader!" and then sucker punch (or run away) the guy when he looks.
Think dirty fighting. Think underworld. Flashy? Only when we're playing cards or trying to look good while escaping from the Man.
Rats. How about some ideas for the Smugglers then, cool weapons or moves.
1) Poison Switchblade or Dagger- gives the Smugglers something to use their unarmed, well sort of unarmed melee moves with, and gives someone other than Combat Medics a damage over time attack.
2) Sucker Punch- unarmed attack where Smuggler punches giving the states of dizzy, stunned, and make them lower their stance, from standing to kneeling, and from kneeling to prone
3) Pistol Quick Draw-Smuggler fires 50% faster for a certain amount of time, like 20 seconds, should be a Master Skill or something
4) Smugglers should get a mod for pistol accuracy while running. I remember Han Solo running A TON in the Star Wars movies and books. As we climb the DF tree, we should get mad pistol accuracy mods.
Sorry, don't mean to be a spelling nazi... just struck me as funny.
How would they implement fighting with dual weapons (guessing dual pistols)?
I believe that the dual wield skills should be acquired at Master BH, Master Smuggler, and Master Pistoleer. I don't know of any other combatprofession that uses the pistol as the weapon of choice. Use certifications for adjusting what professions can use what weapons in their off-hands. Master pistoleers should be able to use any weapon in their off-hand, while Smugglers and BHsget up to scout blaster.
I believe speed OR accuracy should be adjusted, but not both. The end result is the same -- you're fudging how much damage a person with 2 weapons can do in a certain time period. Why complicate things by fiddling with two numbers when a single fudge factor will do?
Slower Attack Speed. This would have to be a huge step change for most top-end characters to notice it. Most characters who've maxed their pistoleer / BH trees have hit the hard cap already. I would suggest a delay of 66% to weapon speed. In a 10-second period, a character with single weapon speeds at the hard cap (1 second delay) would fire 12 shots (6 from each weapon) as opposed to 10 shots (10 from a single weapon). This would, in my opinion, not be overpowering.
Less Accuracy. Because of the problems touched on above with attack speed,top-end players care less about weapon speed than they do about weapon damage. Because of *that*, the accuracy will have to be bloody awful in order to not unbalance the game and make a dual-wielder king of damage output.40% less accuracy is my suggestion -- as withthespeed suggestion,a character firing 1 shot a second for 10 seconds from a single weapon that hits every timewillhit 10 times. A character firing 1 shot a second for 10 seconds from 2 weapons that hits 60% of the time will hit 12 times onaverage(6 from each). That is not overpowering, in my opinion.
Standard special moves should not be useable while you are wielding two weapons. This may require a timer to make it so you can't use a special move for 5 seconds after you switch back to a single weapon, or it may not, depending on how that balances out. This makes dual wielding great for long, protracted fights, but not so good for short fights. And by the time the person GETS dual wield, they shouldn't be fighting things they can one-hit kill, anyways.
There could be a new set of 2-weapon skills for each of the master disciplines. A smugglermight get aspecial move for going quickly from unarmed to firing both weapons in a single move, and, say, a stun move that doesminor damage toaction / mind pools. A bounty hunter might be better at getting both weapons to damage the same HAM pool (normally the weapons hit a random pool, remember?). A pistoleer might have better crowd-control skills with 2-weapons than with single weapons.
There is another skill that might be nice -- stances. Normal 2-weapon stance would have bonuses / penalties as above. Offensive 2-weapon stance would make you more open to damage but would eithermake you more accurate, or allow you to fire faster. Going to offensive stance would also taunt significantly.
*shrug* I'd like to see dual wielding added, but I fear for how they'll implement it.
This was one of the hottest topics in beta months ago, there was pages and pages and p a g e sof it on the boards. It didn't happen then, and I doubt it will now. I know they may of been too busy then to look at it, but the devs are pretty busy now as well. Apply the current feelings of pistol being the weapon of choice, and the slanted pistol class numbers Holo talked about, and I see little chance of pistol getting more.
I would love it though ![]()
That wouldnt fit the Pistoleer deal, they are supposed to be extremely accurate with pistols, and its hard to be accurate when your a lugging around 2 guns.