Pistoleer Archive

Thread: Recompiling the Top 5 Issues

Randonb
Tue Mar 23, 2004 9:45 pm
#1


We will soon be asked again what our Top 5 Issues are (yes, before the Combat Balance). I recognize that not much has changed since Philosopher1976 compiled our current list in December, but I wanted to make sure we discuss the matter thoroughly. Here is our old list:


1) Almost all of our specials are broken or useless.

2) Our pistol (DX2) is worse than Marksman pistols and is not used by most players.

3) Our defenses don't work.

4) The way speed works in the game is completely screwed up.

5) We are not fast enough with our weapon at the master level.


Specials: Our specials are outlined in Status of Pistoleer Specials. As you can see, they are still mostly broken or useless. I fully expect this to be a Top5 Issue again this time around.


The DX2: The accuracy of our DX2 pistol was recently improved for ideal range. Is it now good enough to be removed from the list?


Defenses: They got buffed up some time ago along with most other combat professions. What are your thoughts? Ranged/Melee defense don't seem to work as well as advertised, our Dodge animation is still tripping us up, and State Defenses don't seem to win any battles unless stacked. The state effects just get spammed, and it sticks after a couple of attempts regardless.


As near as I can tell, ranged/melee defense works something like this, but it is unconfirmed:


Accuracy of opponent - Defense of player = to hit modifier. Because of this, acharacter with 126 accuracy (defense caps at 125)will always have positiveaccuracy modifiersno matter who they are facing. Only TKA, Riflemen, and Carbineers have greater than 125 accuracy. Our 45 Melee Defense is overcome by even the most inaccurate hybridbrawler profession right at the novice box, and our 7 Ranged Defense is overcome by a Marksman.


Even if we are wrong on how it works, the end result is the same - there is no detectable difference in hit rate when facing a Master Pistoleer or a Chef, if you take out the Dodge (dodge only rolls when a hit is imminent). Ranged/Melee defense is doing next to nothing for us in PvP.


Speed: The equation is the same as it was in December. Nothing new to say here. For an oldthread outlining the system and some of it's ugliness, click here.


We aren't fast enough: This goes hand in hand with item #4. Something I wanted to talk about is the speed cap. It is placed at 1 second for server stability reasons, and isn't going away any time soon. Increasing our speed would help, but there isn't a ton of room to improve. There is some, but I don't think we can fix our DPS byraising speed alone without causing us to ignore the speed stat on weapons (generally regarded as a Bad Idea). We might have to look at it in the other direction as well: Increasing our damage.






So I have3 questions for you all:


1) Can any of these items be removed from the list?


2) What would replace the items we remove, if any?

3) From the ones that we want to keep, what new information do we want to reflect?





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
TraceJelSadow
Tue Mar 23, 2004 9:57 pm
#2

Looks good go with the top 5!!

2 suggestion however,


1. Like stated the DX2 is a poor weapon. We need a new weapon, some thing with a little extra meat the DX2 is not worth it!

2. We need some type of mindattack! We are helpless against buffed opponents.






TRACE JEL-SADOW
hhhhhh LAW hhhhhh
"YOUR SOULS MIGHT BELONG TO THE EMPIRE, BUT YOUR ARSES NOW BELONG TO LAW"
Kevie
Tue Mar 23, 2004 10:32 pm
#3


4 and 5 can be combined into one, yes?


we desperately need to be faster/more damaging or have more state effects


i think disarming shot 1 & 2 causing a delay would help in both aspects


also i totally agree with the issue on our defenses.... our ranged/melee defense is a joke, and our defense vs. knockdown/posture down etc. seems to help very little...... and yes, PLEASE fix dodge, but if this isn't getting rolled into our defense issue or is being fixed, take it out of the top 5


i honestly think revamping our specials to work as intended and in some cases better than intended would fix most of our problems though

Message Edited by Kevie on 03-24-2004 12:33 AM




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

coln
Tue Mar 23, 2004 11:46 pm
#4

Its a good list, but I would make one change. The DX2, one assumes is being looked at in the combat revamp with the other weapons.


My suggestion is we desperatly need an increase in accuracy. Plain and simple, even whiling moving at point blank, someone with a measly +50 ranged defense can be hard to hit, get above 90, and its near impossible for us to even land a shot. With defenses supposedly capped at 125, you basically have taken pistoleer out of commision. Look at it this way, we miss, ALOT, and we are slow with any decent pistol. So, we are stuck in the situation where every shot counts, especially when we are unbuffed(with the new ham system removing the ability to spam specials in mind), but in the end are forced to spam our shots to come to an expedeint conclusion to many fights. INCREASE OUR ACCURACY. If you increased our accuracy to say 110, still I beleive the lowest in the game, that would greatly help, (although 120 would be better ) and our speed, and fix our specials, you dont nessisarly have to boost our damage. We would be able to consistently hit our targets, very fast, chipping away at anyone. As it is now, its kind of a mixed bag, even with the supposed defense cap, with a accuracy made pistol there are still some templates I just plain cant hit to save my life. This I beleive needs to be adressed, and is more important then the DX2 issue, again because I assume the pistol will get its fix in the upcomming weapons revamp in publish 8.





Colnway Mactire:

Not smart enough to make a cool signature
Taewyn
Wed Mar 24, 2004 2:01 am
#5






Chance to Hit = 0.66 + (Accuracy Skill Mods - Ranged Defense Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)


Thats the to hit formula.....


As you can see, there are a ton of factors that play out in this. Also the movement negative was never discerned as to where it would go in the equation.


Besides our lack or ranged defense, I think the defenses are good right now...There is simply too many other variables to justify a raise, considering there are a *ton* of things that lower accuracy besides +defense skill mods.


However, I do belive there should be an increase in ranged defense.....


Message Edited by Taewyn on 03-24-2004 01:10 AM




Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


Randonb
Wed Mar 24, 2004 3:02 am
#6







Taewyn wrote:

Chance to Hit = 0.66 + (Accuracy Skill Mods - Ranged Defense Skill Mods + Weapon Range Mod - Target Posture Mod)/2 + (Shooter Posture Mod) + (Special Move Mod) + (Target State Mod)


Thats the to hit formula.....






Right, it's a given that it would be longer and morecomplicated than my example. I was really only getting after how the 2 stats interact, but having the whole formula is helpful. Thanks for posting it.


The pointsurrounds the"Accuracy Skill Mods - Ranged Defense Skill Mods"in there. They are stacked directly and evenly against each other, which allows professions such as TKA (more accuracy than Swordsman & Pikeman combined) to ignore it almost completely. By the same token, Pistoleers still find defense stackers to be extraordinarily difficult targets to hit. I don't think simply raising the number is the answer. I lean closer to revamping the system, but this isn't the thread for it.


According to the Pistoleer Poll, we actually want to have some fairly equal defense in all 4 categories: Ranged, Melee, Dodge, and State Defense (with a small edge in Dodge). I'm fine with having a little of everything, so long as each of the individual stats are at least useful. 7 Ranged Defense may as well be 0 in the current system, and 45 Melee Defense isn't as far ahead of that as you would think. If anything, this formula proves how little it matters in the grand scheme of things.

Message Edited by Randonb on 03-24-2004 04:05 AM





"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
Joubei_businessman
Wed Mar 24, 2004 3:08 am
#7

well any pistoleer (master or not) knows all too well that without specials we have no chanse at all.


even in the discription of our professionsay


"The Pistoleer gains significant improvements in short-range firearms along with a series of special abilities for nearly every situation."


would make you think...hmm yea, i'll dodge, and roll and fire just likea "wild wild west cowboy" would....

some kind of "dirty harry futuristic version"


and in practice without our special we are pritty much useless... just stand there and get dusted.


so the #1 issue is fix our specials.


1) Stopping Shot - our most anticipated special, the one great shot that can "STOP a charging bull in his tracks" (hey thats not me that said that, but its wrighten in the shot's description)

why not make it lower posture down? would simulate the effect of a stopping motion.


2) Multy Target Pistol Shot - hmm is it any diffrent then fan shot now? i dont think so...so what makes it a Master's Special?


3) Disarming Shot 1 & 2 - what does it do again? why not make it a stall shot, similar to panic shot a smuggler has?

even more over, what makes Disarming shot 2 a masters special? why not make it Cone attack? just like when commandos get Cone2 at master

and Rifleman Get Straf 2 at master?


4) Body Shot 3 - Come again? what makes it better then Body Shot 2? (exept the more ham cost?)


5) Pistol Melee Defence 2 - hmm not only that it doesnt do much, it takes more ham?, and it even doesnt do the special its supposed to.....

why not make it an Area Attack? so u can KD all the Targets around you?


all in all,

i realy belive that Pistoleer has the most Potential, and is one GREAT prof. i have won more duals over all then most of my Rifleman, TK, Smuggler, BH, Friends,

i just have to put so much more effort in it then all of them....

use the right special at the right time and so on.


but if i only had few of my Special Attacks work as they should....Would Be PERFECT!!!


the #2 issue is accuracy.

some times, i cant land a shot even proned, and when the target is standing and stationery.

when my Rifleman Friend can hit me just fine, running around him at point blank range........

does this sound like its a normal thing that should be???

Rifleman = Snipe from far far away

Pistoleer = Trickshotting from close close in

was that not the vision?


alright.


i only hope that we would get few of our specials fixed, and it would be a blessed start.


yours Joubei.



Joubei Kimosabie Light Jedi Knight___________________
GunFighter Forever
Space Cowboys
thamightycrow
Wed Mar 24, 2004 5:34 am
#8

main grumbles here are yep specials and agree on the def front i realy enjoy smuggler why should i be a master pistoleer and have to drop smuggler to do fencer just so i at least stand a chance of not getting raped in pvp.
RakeOdimo
Wed Mar 24, 2004 7:29 am
#9






Randonb wrote:


We will soon be asked again what our Top 5 Issues are (yes, before the Combat Balance). I recognize that not much has changed since Philosopher1976 compiled our current list in December, but I wanted to make sure we discuss the matter thoroughly. Here is our old list:


1) Almost all of our specials are broken or useless.

2) Our pistol (DX2) is worse than Marksman pistols and is not used by most players.

3) Our defenses don't work.

4) The way speed works in the game is completely screwed up.

5) We are not fast enough with our weapon at the master level.


Specials: Our specials are outlined in Status of Pistoleer Specials. As you can see, they are still mostly broken or useless. I fully expect this to be a Top5 Issue again this time around.


The DX2: The accuracy of our DX2 pistol was recently improved for ideal range. Is it now good enough to be removed from the list?


Defenses: They got buffed up some time ago along with most other combat professions. What are your thoughts? Ranged/Melee defense don't seem to work as well as advertised, our Dodge animation is still tripping us up, and State Defenses don't seem to win any battles unless stacked. The state effects just get spammed, and it sticks after a couple of attempts regardless.


As near as I can tell, ranged/melee defense works something like this, but it is unconfirmed:


Accuracy of opponent - Defense of player = to hit modifier. Because of this, acharacter with 126 accuracy (defense caps at 125)will always have positiveaccuracy modifiersno matter who they are facing. Only TKA, Riflemen, and Carbineers have greater than 125 accuracy. Our 45 Melee Defense is overcome by even the most inaccurate hybridbrawler profession right at the novice box, and our 7 Ranged Defense is overcome by a Marksman.


Even if we are wrong on how it works, the end result is the same - there is no detectable difference in hit rate when facing a Master Pistoleer or a Chef, if you take out the Dodge (dodge only rolls when a hit is imminent). Ranged/Melee defense is doing next to nothing for us in PvP.


Speed: The equation is the same as it was in December. Nothing new to say here. For an oldthread outlining the system and some of it's ugliness, click here.


We aren't fast enough: This goes hand in hand with item #4. Something I wanted to talk about is the speed cap. It is placed at 1 second for server stability reasons, and isn't going away any time soon. Increasing our speed would help, but there isn't a ton of room to improve. There is some, but I don't think we can fix our DPS byraising speed alone without causing us to ignore the speed stat on weapons (generally regarded as a Bad Idea). We might have to look at it in the other direction as well: Increasing our damage.






So I have3 questions for you all:


1) Can any of these items be removed from the list?


2) What would replace the items we remove, if any?

3) From the ones that we want to keep, what new information do we want to reflect?





Specials: Our specials are outlined in Status of Pistoleer Specials. As you can see, they are still mostly broken or useless. I fully expect this to be a Top5 Issue again this time around.


This should be #1a in the list of issues that you present to the devs.


Other then Stopping / Fanshot / BodyShot3/ PMD....how many people use other specials?


Same question as above, but throw in someone who has also taken the Rogue line of Smuggler....


I personally only use FanShot in PvE, and unless I accidently hit my Stopping Shot function key...always use Last Ditch. As for PMD...once you hit Dirty Fighting 3 and get Low Blow, your need to use this goes way down (especially since against a master melee person, you miss more then hit...and with the 3 sec KD Cap [since there is no dizzy] the person gets shot at [not hit] 1 maybe 2 times.


I believe that we need to get some state based specials....not only is Last Ditch the most powerful pistol attack in the game (damage modifier wise), but it also Stuns an enemy....which as most vet. PvPers know is a key to winning battles...


We could use a nice Dizzy or Blind attack (Eyeshot, not only attacks the mind, but blinds....which like stun changes the outcome of a battle)......an intimidate would also be nice, but I believe thats more melee based.


Rifleman have - stun, dizzy, posture changes
Carbineer have - Dizzy, kd, posture changes (that I know of)
Pistoleers have - none


Number 1b that I think should be presented to the devs on our part is the speed issue. I am sure we all here know the following, but lets state it again:


Master Rifleman - 90 Speed
Master Pistoleer - 74 Speed
Master Carbineer - 60 Speed


Throw in Master Marksman and you get +5 to each of these stats, but that helps Rifleman much more then the other two professions.


My thoughts (and I have posted and talked about this since August) is to revamp these settings to:


Master Pistoleer - 90 speed (We are supposed to be Fast and Inaccurate from anywhere other then melee range)


Master Carbineer - 80 Speed (Moderate Speed - Moderate Acc)


Master Rifleman - 70 Speed (Slower Speed - Higher Acc)


Add in Master Marksman and you get +5 again to all.


I don't want this to turn into a nerf the other ranged professions post, because thats not what it is...


Whether or not they adjust the speed mods that you get for the Master Level Ranged Professions, I believe another way to get around this would be to give a ToHit minus or delay to the professions....such as:


Pistoleer - 1 Shot per second at Master
Carbineer - 1 Shot per 1.75 Seconds
Rifleman - 1 Shot per 2-2.5 seconds


Capping Rifles at 1 Shot per 3 seconds would put there Damage Per second way to low, and thats not fair to them....


Doing a decimal number and not whole numbers should provide at least a little change, but not a game breaking one.


Other then the above 2 changes (which I am guessing will be looked at in the next 2 publishes) and maybe the addition of new weapons (since I almost never use my DX2 - because both my Sonic Blaster and Republic Blaster have better stats) I think Pistoleer will be much better off after the combat rebalence then before it.


Thoughts?





Rake Odimo / Phov Odimo

- Tarquinas / Mistmoore
Yeah I play EQ2, but I still <3 Tarquinas..
- You can too!
PS This is Old School Rake from now on

cheechcheech
Wed Mar 24, 2004 8:12 am
#10

I dont think the DX2 (issue #2) needs to be in the top 5 anymore. I would replace that with Accuracy needing to be increased. At close melee ranged we need to be able to hit with our specials since they barely work anyways. Missing at that ranged against a TKA anyone else with insane accuracy is a instant visit to the clone center.





Sagem - Intrepid
Cheech - Radiant
Brutha
Wed Mar 24, 2004 9:35 am
#11

Looks good to me.


I would just like to add that i never saw any response to the issue about weatherpistoleerswere included as a ranged class when melee classes get a bonus against ranged. As we are most effective short ranged I would think this is an issue. Might come in under defence though.


If i have missed something (which is entirely possible) could someone point me in the right direction?




Dindo Yolgo The Short Purple Rodian
n00b

One Tequila, Two Tequila, Three Tequila, Floor

Doobeous
Wed Mar 24, 2004 9:39 am
#12


Dubious' list of pistoleer issues:


1) the creation of redundant health targeted attacks with the bleed DOT "fix"


Healthshot and bodyshot are one in the same now


2) Speed needs to work


the short term fix is get us to +90 speed at master so we at least will be as good speedwise as a rifleman but combat is getting rebalanced soon so who knows


3) Lack of "hunting" viability


We dont have enough damage or armor piercing to really do all that much to a nightsister elder or a krayt because they are so armored. we cant tank them either.


4) accuracy isnt good enough.


We should be the most accurate from short range. we arent.


The dx2 and every other pistol should be "+50" accuracy inside 20 meters


5) ranged defense too low


ranged defense isnt all that great for a pistoleer and that hurts us very badly considering most of the time we are trying to make space between our opponents and us, making most of the damage we incur ranged damage.


Message Edited by Doobeous on 03-24-2004 11:44 AM




Dubious
+Imperial Colonel+Master Smuggler+
+IMPOL White Cell Squadron+

A fiesty little fellow to be sure

Nifty
Wed Mar 24, 2004 10:25 am
#13

It's really tough to say without knowing what specifically the Combat Revamp is going to address in terms of balancing things. There are hints and allusions to the mind pool not playing as great a role as it does now for example. That will effect rifles which in turn will effect us and carbineers somehow.


In general these issues are important regardless of the revamp.



  1. Fix the specials. obvious

  2. Speed issues vs the other ranged classes.

  3. My pet peeve... why should the most often given response to "how do I get better with pistols" be pick up DF or BH Pistols? Personally, DF and BH pistols need to be separated somehow from Pistoleer. I won't even go into how I think they screwed up Smuggler by adding pistol skills as a necessary part of advancing in that profession.




Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Page 1 of 4
Previous Next