Pistoleer Archive
Thread: Pistoleers Always at a disadvantage in pvp?
Carbineers and Riflemen have access to AR2 weapons, and riflemen even have an AR3 rifle (is any armor AR3? Composite maybe?)
For us, we have the SR Combat pistol as an AR1 weapon, and I've heard folks say the Striker pistol is AR1 as well?
Is that all there is to it? Pistoleers are at a permanent 25 - 50 percent disadvantage (75% with almost all our weapons vs Composite !?) against armored opponents in pvp, and there's nothing we can do about it?
And once layers are working correctly, we can't expect armor to be vulnerable to acid any more either, so bye bye DX2 pistol as a nice alternative for pvp.
I really hope I'm missing something, because I like using my pistol, and I'm happy with my current plans to do much of the Pistoleer tree plus the BH pistol branch. So with any luck I'm a moron and you guys can set me straight here!
Yeti,
Reading some of the "strategy guide", if you can call it that, I notice that pistol styles seem to have some of the highest special damage modiifers. I wonder if that's to partially offset some of that damage lost in the future due to more common AR1-2. For instance, the "damage modifier" for pistols is as high as 4.0, wheras on rifles, it's much lower.Example: body shot 3 is listed as 4.0 multiplier, and head shot 3 is listed as 1.5 damage modifier.
Maybe that helps offset it? We should do some serious testing once we're able...that, and testing out our specials in general to make sure they scale correctly.
I have noticed in general, MMORPGs try to make things varied and not straightforward, but also "try" to balance it out. We will definitely be looking out for this with you Yeti.
Word of warning, i would not trust the strategy guide.
They are wrong more often than not.
That's very interesting info Jaegen88! Can you post up that list? I'd love to see the (potentially incorrect or outdated) list of damage multipliers and special effect delays, etc... from the guide.
What is the multiplier on the BH pistol line Eye Shot? Is that a more effective way to target the mind pool than a rifle?
Yeti,
The guide does not seem to have commando weaponry, nor bounty hunter specials (of course, that would be too easy!
It has grenades, but not launcher pistol, flamer thrower, acid rifle, etc.
Varvidos,
I agree, that's why I said "if you can call it that", along with "we should do some serious testing". Especially considering changes are already being made to special attacks in game, even if the guide was accurate, it's most surely already outdated.
AR on weapons seem to be bugged/broken at the moment. I will direct you to my post in the rifleman forum and I'll just repost my first message from there in here for people who are too lazy to check it out. I am waiting for an official answer from the dev. Also, the damage multiplier on the swgcenter website are all wrong (I don't know if they are based on the Prima guide, but regardless they are wrong...). AFter in game experimentation here are some dmg X that I found: Overcharge shot x2.5, Headshot1 x1.5, Headshot 2 x2.5, Body Shot 1 x1.5, Body Shot2 x2, Health Shot 1x1.5, Health Shot2 x2, Full Auto Single x2.5. Those are the ones I tested thorougly in game, but I'm not finished compiling my list.
Anyway for the rifleman post, here it goes(http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=1634):
Ok, so I recently learned about ar ratings on weapons and I decided to give rifles a go (I began as a pistoleer).
So after gathering some info on the board, I end up with a list of rifles with ar>0: Jawa Ion and Tusken Rifle at AR1, E11 and Laser Rifle at AR2 and the T21 at AR3.
So as an informed novice rifleman I chose the first ar1 weapon that was available to me, a Tusken Rifle 118-193 with 6.4 speed unsliced. I began fighting and I quickly noticed that something was a bit wrong... I don't think ar on weapons work the way it's intended to, or at least according to the prima guide.
I tested all my weapons, from carbines to cdef pistols and including the tusken rifle and here is what I found: all of them have a basic attack multiplier of x1.5 compared to the displayed stats in the examine window of your weapon. That value being the one displayed in the combat window (not the real one after ar values are supposedly calculated, more on that later).
So say you have a 60-100 pistol and do just auto attacks, your combat window will get attacks in the range 90-150 (1.5x the basic weap value) even if that pistol is ar0. My tusken rifle 118-193? Yep you guessed it, I got a range of 177-289 in the combat window. Now this wouldn't be a problem if ar values were actually computed after that and displayed over the head of the enemy when you connect. But from my experience it doesnt seem to be the case...
On some ar0 enemies I still saw my dmg over their head as the 177-289... no 25% bonus from the supposed ar1 of my tusken rifle... On monsters with ar1, instead of having no penalty, I still saw my damage halved much like the damage on a regular pistol (and no I am not talking about %resistance, I took that into consideration). I got a 88-145 range on monsters with ar1 and no resist, when I'm supposed to suffer no penalty. And I also tested that with a buddy in duel and my headshot2 damage got exactly halved as he equipped a helmet giving him ar1. What is going on? And why do all weapons have an auto attack mutliplier of 1.5?