Pistoleer Archive
Thread: Who is testing the combat balance?... Do the Devs even play this game?
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MuadhQuren
Wed Jun 09, 2004 10:51 am
#1
I understand that combat is currently broken.
I understand that they intend to revamp everything in a later publish.
However... can someone please give me some confirmation that the Devs know "why" pistol currently is horrible?
I want to have faith, but panic shot and feign death were nerfed... since Smuggler was obviously overpowered compared to rifle and fencer( sarcasm? )
I'm a Bounty Hunter, Pistoleer ( Master Pistoleer, BH 0040 )
You might notice that Master Rifleman gets +40 accuracy, while a pistoleer gets about +10 on their final block. I have less accuracy than half of a Teras Kasi Master, even though I have spent like 3 times the amount of skill points.
All weapons at Master fire at 1 second per shot, and since pistol does significantly less damage per shot than rifle, there's absolutely no point to being a pistoleer at this time. I hope someone who's a gave developer understands the math involved in this imbalance. I trust that they're smart guys.
I was happy to see pistol get a decent stun weapon ( Geonisian Sonic Blaster )however, considering how weak pistol is, I don't see the point of making the max range 48 meters. Was that really necessary at this time, or is that pre-planning for the future publish?
The pistoleer tree has been severely neglected since publish of the game. The publish is too close to drop pistol, and too far away that I'm satisfied. I don't see why they can't just hotfix an unnerf for Multi-Target shot and add some accuracy in the meantime.
It's like we dialed 911, and got put on hold...
We're trying to be patient, but you Devs better recognize that there is a serious problem that isn't going to be fixed by giving us a new attack or something trivial.
MuadhQuren
Wed Jun 09, 2004 11:03 am
#2
And, furthermore...
There is almost no close-range fighting in this game, other than starport camping.
The only serious PVP occures in open areas around player cities, which more than often are designed as bottle necks at long range hallways.
It isn't enough to just say. "Hey, that's creative." The developers need to understand that players will do anything and everything to gain an advantage. If the purpose of the pistoleer is to be a close range fighter, there need to be more close-quarters fighting available in serious PVP settings.
Currently, Pistoleer is basically a weak melee profession unless you're fighting a novice artisan.
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