Pistoleer Archive

Thread: Are Pistoleers pleased with the CU changes?

samijx
Mon May 09, 2005 11:28 am
#1

How do you folk feel about your profession post CU compared to other professions?



Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
Uthyr
Mon May 09, 2005 1:29 pm
#2

Well, I was very pleased with the changes, once I re-learned how to play--at least until I found out that most of out state-attack specials don't seem to be worth using (because they do too little, and don't stick often enough). Still, Stopping Shot alone makes it a profession worth keeping.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

entragian
Mon May 09, 2005 1:58 pm
#3

I've been trying to build a good pistol character and just wasn't able to do so with smuggler. With pistoleer, bounty hunter and master marksman I have solid defense (both ranged and melee) and good speed and accuracy. I threw my extra points into rifleman to get Improved Headshot and a little bit extra range. I'm effective with a laser rifle at 60m and a pistol at 20m.


It's nice to have some versatility that will allow me to adjust to the situation. I plan PvP more than anything else and it will be nice to hit someone with stopping shot and warning shot and get outside of their range.



--- Harlan Giovanni ---
Rogue135
Mon May 09, 2005 3:19 pm
#4

As a Master Smuggler/Master Pistoleer (with 52 skill points I still dunno what to do with) I'm pretty happy with the combat itself. Only things I'd change are relatively minor,but still annoying things... DE-10 firing red instead of blue, (DX2 and Modified Republic Blaster same thing except green), some of the effects are a bit over the top and my personal pet peeve of dodges being removed... I really enjoyed dodges



--------------
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MCPrimetime
Mon May 09, 2005 5:35 pm
#5

the CU balanced things. It's not so much what they did for us, but what they did to the system. Working good so far IMO.



MCPrimetime
Jingles
Jrockin

Uthyr
Mon May 09, 2005 5:43 pm
#6






MCPrimetime wrote:

the CU balanced things. It's not so much what they did for us, but what they did to the system. Working good so far IMO.





That's a good way of putting it, MC. I was initially thrilled that we had so many new working specials, but now it doesn't seem (to me, anyway)like most of them are terribly useful after all, and I wonder if we were better off with the few that did work pre-CU. But like you said, things are definitely better balanced now.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

CaixCatab
Mon May 09, 2005 9:27 pm
#7

We - more often than not - work now.


That alone is a pretty big improvement.



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davelope
Mon May 09, 2005 10:08 pm
#8






Rogue135 wrote:
As a Master Smuggler/Master Pistoleer (with 52 skill points I still dunno what to do with)



adding 0040 BH to that template will greatly increase speed, accuracy and defenses




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BadgerSmaker
Tue May 10, 2005 2:01 am
#9

My thread on all the Pistoleer specials is here. Dunno why it cant be stickied.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Kodpese
Tue May 10, 2005 7:11 am
#10


Loving the CU - nice having working specials that can be used in a variety of combinations depending on the situation rather than picking your best move and spamming it endlessly.




Zokra Losse - Elder Bounty Hunter
Oloi Oubraki - Master Structures Trader
Please drop off all auction winsto Loot Vendor,Tatooine -3067 1383 just outside Mos Espa.
Uthyr
Tue May 10, 2005 7:43 am
#11


I made a list yesterday, during a long combat session on several different planets with lots of different mob species, of all the specials that I find useful with my template now, forPvE. My template is MP / MBH / CM 0400 / Scout 4000 / Marksman 0404, with a few FS skills. Here's the list, in roughly descending order of importance:


Advanced Critical Shot
Stopping Shot
Torso Shot
Advanced Neurotoxin
Improved Deuterium Toss
Improved Underhand Shot
Advanced Firearm Strike
Duelist Stance
Mask Scent
Improved Spray Shot
Improved Fan Shot
...and the various bactas


I've pretty much given up on the state attack specials for PvE because they do too little and stick too infrequently, though I can see uses for them in certain situations. Note that onlythree in the list above (the ones in yellow) are pistoleer specials. That'seven fewer than thenumber of Pistoleer specials I used to use pre-CU (I used to use Health Shot 2, Health Shot 1, Stopping Shot, Pistol Melee Defense 1, and occasionally Point Blank Area). The post-CU Stopping Shot alone is one of my all-time favorite specials. That's part of the reason why I continue to stick with pistoleer post-CU. The other reasons are that I have a ton of pre-CU pistols in my collection, and because I am so used to playing as a pistoleer that I can't imagine giving it up, and also because I really like the discussions I have with a lot of the regulars in this forum! My biggest gripe about Pistoleer post-CU is the short range of our weapons, but I've found ways to compensate for that.


It's not really Pistoleer that makes me like the CU, it's the whole new system. There are plenty of things I don't like about it compared with the old system, but the more I play with it, the more fun I am having.

Message Edited by Uthyr on 05-10-2005 12:18 PM



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Nifty
Tue May 10, 2005 8:24 am
#12

psst, Improved Fan Shot is one of ours too.


Our state effects don't stick often enough in PvEgiven the relatively short pace of combat. I think a far better option for states would be for them to stick 100% of the time, but for the duration to be variable. If the MOB resists the state, then the duration of the state is shortened. I think that would make our state moves far more effective than they are right now.


We are not a damage class, so it makes sense that our damaging moves are not as powerful as other classes.





Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
BadgerSmaker
Tue May 10, 2005 8:55 am
#13

Shock from CM lowers a targets ability to resist state effects. I have the group CM stick this on everything and then I have a state effect party.



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0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
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