Pistoleer Archive

Thread: What are your favorite kinds of pistol powerups?

AloraElon
Tue Jul 29, 2003 5:20 pm
#1

What are your favorite kinds of pistol powerups?


I craft high quality powerups, but I'm not a fighter myself. I'd love to


find out what kinds of powerups you like best.


Please reply on this thread with the following:



1. If you could have ONE weapon attribute enhanced which would it be?


(Please pick from the list below)


2. If you could have TWO weapon attributes enhanced in one powerup, which


two would you like best? (Please pick from the list below)


Ranged Weapon enhancements


Maximum Damage
Minimum Damage
Attack Speed
Special Move Health Cost
Special Move Action Cost
Special Move Mind Cost
Point Blank Penalty
Ideal Range
Max Range Penalty
Wound Chance
Ideal Attack Bonus





Alorra Elon
Alorra's Shop
Coronet, Corellia (-915 -3828)
Yunny
Wed Jul 30, 2003 2:34 am
#2

1. Maximum Damage.


2. Minimum Damage.


...


The special move costs wouldn't even be something I'd consider buying.


...


Right now the Ranged modifiers don't seem to do anything so I wouldn't ever consider buying those currently.


...


Attack Speed would be the last on my list. There seems to be a lot of discussion saying there is a minimum speed ceiling and since you can get your pistol sliced down toward that 1.1 speed range... Also the faster your weapon is the more HAM you use for each shot giving you the same damage increase percentage as increasing your Damage values but with the downside of using more of your HAM bar per second.


What exactly is the point of Wound Chance? Seems like that'd only be good for enemies, not players, even during PVP.




- Ole One'Eye - Chilastra - Master Pistoleer, Master Creature Handler, Medic -

atjtennis
Wed Jul 30, 2003 3:04 am
#3

Same Min damage and then Max damage


Is it just me or when I equip a pistol powerup to my gun that is sliced the gun's condition drops drastically as I use the gun with the powerup attached?





In game name
Giles Deathstalker
Master Bounty Hunter
Gunslinger
Blademaster
-

Whoever said winning isn't everything probably lost

If you want something done right do it yourself
OverFlouh
Wed Jul 30, 2003 4:37 am
#4

1) minimum damage


2) minimum and maximum damage :>



damage is good, mmmkay?

EberKain
Wed Jul 30, 2003 5:50 am
#5

just use couplers, they are either minimum damage(short sircuted), maximum damage(hot wired), Special move action cost(tweaked), or attack speed(quick charge)
FlavorX
Wed Jul 30, 2003 7:49 am
#6

1. Action Cost (what good is a weapon that does more damage if I don't have the action points to use it?


2. Min Damage(Just to make it more consistent)




=====
Bas-sof Eesh, a Rebel, Zabrak
Master Scout, 3/3/3/4 CH, 4/4/4/3 Pistoleer
Resident of Tus'kens Bane, Tatooine on Chilastra.
Trinnity
Wed Jul 30, 2003 8:08 am
#7

Minimum damage, hands down...My gun has a wide spread (10-229) or something. Raising the minimum raises the average damage. I already fire fast and range and HAM costs don't seem important to me. Hmmm...I think I just talked myself into crafting some now..haha...


Catee

Qadara_Darkbane
Wed Jul 30, 2003 9:29 am
#8

As a Doctor/Pistoleer I have the artisan ability to be able to find my own resources (Survey) and make my own powerups (Engineering). Due to point limitations I have ENG III only which allows me to build scopes with 6 research points. Using High quality materials (Rakheris Pink Aluminum and Fiberplast) i make scopes that modify two stats in the neighborhood of 10% each. The outcome of manufacture is highly variable and I belive I only receive double stat modification if at least 3 of my quality boxes are successful. I dont sell my scopes as they are for personal use (and as gifts to friends on Starsider Galaxy). With these abilities I can occasionally receive up to 20% mods. I would be interested in hearing other pistoleer crafting experiences.


My stats for HAM are 800/800/1100. Spamming BS2 with Melee Defense One (MD1) using a decent FWG5 pistol causes a serious drain on my action pool. For that reason scopes that reduce action pool costs are my favorites.


As outcomes of experimentation vary greatly, i like scopes that modify maximum damage and any HAM pool. A 20% mod to a min40 damage weapon is only 8 points. A 20% mod to a max 140 dam is 28 points. I like the possibility of additional damage gains over minimum damage results (but i use either if a decent scope is crafted).


Range is not usually an issue as I almost always start out kneeling (rarely prone I dont like to grub in the dirt for RP reasons) hit the mob with a bleed and some BS2 damage (working on stopping shot now) and time my kip up shot just before the mob is due to arrive for a beating with MD1. If i create a scope with range only mods it usually finds its way to the trash heap (or donated to a rifleman friend).


I am looking forward to acquiring stopping shot to see how this will change my attack styles.


Personally I feel the pistoleer class is one of the better designed classes in SWG. When our players put holsters and twirling guns as "issues" we are far ahead of the problems experienced by many other classes (DEVs help out the Commando Soon!). I agree that MASTER Pistoleer (which i will never obtain) should be able to use BH pistol weapons.


As far as Disarm shot goes it should act as a "stun" against NPC/PCrange weapon mobs/users if it is sucessful. "Your have been disarmed and are retrieving your weapon" and cancelling the weapon command que would be an interesting addition to the game. Sorry to be a tad off topic with these last items but I hate making multiple posts.







Barfolomew
Wed Jul 30, 2003 9:34 am
#9

Couplers - definintely couplers.



My FWG5 has decent damage 30-138 but is SLOW 3.7, so I make all the Couplers I can and use up teh speed bonuses 1st.



Hopefully tonight I will pick up a FWG5 that is faster and deadlier - then I will go for whatever offsets any deficiency.




Ratchett Pelf, Agrilat Crystal Swamp, Corellia
Mkappus
Wed Jul 30, 2003 9:36 am
#10

I have read after you use 3 power ups, your weapon degrades much faster. If you get a new weapon watch how much you lose on your gun each time a power up expires. When that 4th one expires I think you will be surprised how much worse your gun looks.





Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Tiorek
Wed Jul 30, 2003 10:07 am
#11

I use tweaked couplers almost exclusively.



_____________


Iorek
weaponmaster88
Wed Jul 30, 2003 3:40 pm
#12

powerups aren't really worth it. they degrade your weapon so fast that they aren't worth it at all. i had an FWG5 that dropped to 500 condition with one days use of powerups. i got a new one, and i haven't used any powerups and its condition is 915 after a week.



Xerses- Master Jedi

Zudet- Master Pilot (almost) and BH
Come visit my shop at 4777 -2444 tatooine (deliver 4 mod jewlery here and auction winnings as well)
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