Pistoleer Archive
Thread: PISTOLEER SHOTS GETTING FIXED??
first of all im very happy with the changes made to the pistoleer lately, no complaining there. But for as long as people have been complaining about bodyshot3 i thought there would have been a change allready. Also multi target shot needs to be fixed. It just doesnt seem to work right at all or do anywhere near high enough damge for being a master skill, same with disarming shot. It better for me to use fanshot on NPC's with ranged weapons that it is disarming shot. Something there just doesnt seem right. Has there been any developer talk about changing this soon, i cant see it as being too difficult of a fix??? Any ideas???
~smolicious~
master pistoleer
master creature handler
Master of the Universe
biwan:
Supposedly they will get in touch with us soon, but I wouldn't hold your breath waiting for changes. I've done my very best to let the Devs know about our concerns, but still no response from them.
ok thx
~smolicious~
master pistoleer
master creature handler
Master of the Universe
hahah, man i love reading this board.. now u want a dizzy/kd effect.. where does it end, honestly you cant have specials just cause some other class has them, u use a pistol, not a carb,, u want dizzy.. go carbineer or BH.. if not . u now what to do
Wookubus wrote:
hahah, man i love reading this board.. now u want a dizzy/kd effect.. where does it end, honestly you cant have specials just cause some other class has them, u use a pistol, not a carb,, u want dizzy.. go carbineer or BH.. if not . u now what to do
Does anyone else smell a troll around here?
Wookubus: Don't be that guy. If you were a pistoleer you'd know that our pistol melee attack is, um, a MELEE attack. Ok, I'll slow down. This means you have to be standing right next to your target. Furthermore, it doesn't always work. The other professions you mentioned have ranged KD shots. We have two melee specials. The lower level one is the one with KD. The higher level one does not. In fact it has no status effect, however, it costs more HAM.
Now please go away, you are not helping when it comes to fixing our profession. Thanks, bye!
-Bel
hes got a point, putting a dizzy in our kd is just to much. Have it kd and stun or something but not dizzy, thats to powerfull.
But anyways i wouldnt count on seein a fix anytime soon, there are a couple other classes who havnt had anything happn in a while and they are priority atm. (IE Droid Engineers).
Wookubus wrote:hahah, man i love reading this board.. now u want a dizzy/kd effect.. where does it end, honestly you cant have specials just cause some other class has them, u use a pistol, not a carb,, u want dizzy.. go carbineer or BH.. if not . u now what to do
/shakes head
Don't you have an investigation line to fix? Go home.
IMO, it should be KD+blind......
You just smacked him in the head, he might have trouble seeing clearly hehe...
With the new addition of dodge/meelee defense, having a blind would be superb.
Actually that is what is intended. Pistols are supposed to get in close. They get accuracy while moving to get in close, thier weapons hit better up close than carbines or rifles, and they get point blank accuracy mods when they get into melee range. We also have 2 specials that only work at melee range. It is just that the higher one currently does nothing but random pool damage.
Since a pistol vs carbine/rifle can already be kited, the pistol's win percentage which should be low against these guys at long range, should shoot way up if they succeed in getting in close. Especially, since the other weapons can layer effects on you like posture change, KD, blind, dizzy before you ever get close. The benefit of fighting through all that and getting to melee range, should be greater. I mean it isnt balanced to say one group can lay states from 0m to 64m, and say the other can only do it from 0m to 8m. Unless of course the 0m to 8m one is pretty spectacular. Like KD + Dizzy ![]()