Pistoleer Archive

Thread: /pistolMeleeDefense2

Randonb
Mon Mar 29, 2004 2:02 pm
#1

Exactly, Hawaii. There's no reason to use a 950 damage pistol whip when firing your weapon gets the same results.


I don't know if it was supposed to knockdown, and I don't care. It should. You can see a detailed summary of our specials in "Status of Pistoleer Specials," stickied at the top. The good news is that the range of our Pistol Melee Defense moves is 10m and not 7m, as we thought. It was fixed at some point and we missed it. Not surprising, since I've gotten the out of range message at 8m due to lag. I edited the post.







"...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)
AdiWanTinova
Mon Mar 29, 2004 2:25 pm
#2









Hawaii5_o wrote:

950 dmg really isn't much at all considering Fanshot and Stopping Shot consistently hit for 1300 or more.





Compared to /pistolMeleeDefense1 dropping like 250-300 damage, it is. Especially if it's supposed to KD. I don't use it, haha - but, if it were to KD an opponent, it would be Uber - as it would double-to-triple the damage outputfrom /pistolMeleeDefense1- where then I could commense spamming my StoppingShot or Fanshot attacks ...




Just trying to get a gauge as to what the developers intended this attack to do. I wouldn't imagine that it would be hard to flip this attack over to a KD, if it was intended to be so ... just modify the code from /pistolMeleeDefense1 - and make have a higher damage modifier ... or at least it sounds that simple. Of course, I'm no developer.

Message Edited by AdiWanTinova on 03-29-2004 01:27 PM





" DO, OR DO NOT. THERE IS NO 'TRY'. "

___________________________________________________
REMNANTS OF THE JEDI
___________________________________________________
.: C O U N C I L M A N :.
ADI-WAN TINOVA
Niklesnitz
Mon Mar 29, 2004 2:34 pm
#3

It wouldn't be right to put a knockdown move below a special move of the same name and have it not do the same thing as its predecessor. Same is for the body shot line and the healthshot line. They all do what their predecessor does.



Holosim - Master Architect of Flurry
Emee
- Gunslinger of Flurry


Come see the market of New Freeport, Naboo - Flurry

Just a Hop, Skip and a Jump from the Shuttleport


Hawaii5_o
Mon Mar 29, 2004 2:42 pm
#4




AdiWanTinova wrote:










Hawaii5_o wrote:

950 dmg really isn't much at all considering Fanshot and Stopping Shot consistently hit for 1300 or more.





Compared to /pistolMeleeDefense1 dropping like 250-300 damage, it is. Especially if it's supposed to KD. I don't use it, haha - but, if it were to KD an opponent, it would be Uber - as it would double-to-triple the damage outputfrom /pistolMeleeDefense1- where then I could commense spamming my StoppingShot or Fanshot attacks ...





/agreeI use PMD1 quite frequently. I love using it on Stormies




Arogalt Torgalt - Master Gunfighter
Kettemoor Phalanthropist
AdiWanTinova
Mon Mar 29, 2004 4:37 pm
#5

I love the amount of damage that you can inflict upon a KD'ed opponent. We're talking about serious health bar wreckage while someone's on their back.


/pistolMeleeDefense2 definitely should be a hot-fix at any time.


Devs:

If you're reading this ... don't stealth fix it, and not let anyone know ... .... it might be months before anyone notices that it's been placed into the game. With that being said ... definitely fix it, though ...





" DO, OR DO NOT. THERE IS NO 'TRY'. "

___________________________________________________
REMNANTS OF THE JEDI
___________________________________________________
.: C O U N C I L M A N :.
ADI-WAN TINOVA
JawaJoey2
Mon Mar 29, 2004 6:36 pm
#6

If PMD1 has a KD effect, then certainly PMD2 should. Look at ANY tree with combos in it. Every higher level skill is better than it's predecessor, except for maybe HAM costs and speed. Most 2nd level skills either apply to an area instead of a single target, adds some more state or posture changes, or is simply more damaging. No skill gets worse in terms of damage oreffect.

They should just make PMD1 do extra damage and a posture change, and have PMD2 do evem more damage and a knockdown. That works.








{[]|[[[[[|||||)(|)[[][//################################
AdiWanTinova
Tue Mar 30, 2004 1:39 am
#7

Alright, my brother mastered pistoleer about 2 weeks ago, right? So, once I decided to grind out to Master Pistoleer ... I got /pistolMeleeDefense2 (at 0-0-0-3). So, anyways ... I know a lot of the Pistoleer attacks are crap (as they don't work - master box in particular), so I asked him:


"How effective is /pistolMeleeDefense2 versus /pistolMeleeDefense1.... ?" - right? He said it was broken, and doesn't knockanything down. I found this to be true, but the question I now pose to you all is ...


"Is it even intended to inflict KD?"


I tried it while grinding to master, and found that it did some substantial damage (I don't know the HAM costs - as I was buffed to high holy hell, ) but, in one swing, I did about 950 damage. Pretty damned good for a whip.


Nevertheless ... does anyone know (or have you heard from the Devs) that this is supposed to KD, or rather just inflict heavy damage?


Thanks, brethern!


-- 81





" DO, OR DO NOT. THERE IS NO 'TRY'. "

___________________________________________________
REMNANTS OF THE JEDI
___________________________________________________
.: C O U N C I L M A N :.
ADI-WAN TINOVA
HardwiredXMan
Tue Mar 30, 2004 1:49 am
#8

I have no idea what it was actually meant to do. I hear it use to KD but I don't put any weight into it. however, it does do a posture change (down) effect. I noticed it forcing enemies to kneeling a lot but it's no where near as effective as brawlers lunge2.


Have you ever tried it on a KD opponent...it does nice damage there as well. Broken or not, I still prefer fanshot and stopping shot over it. Since I acquired master smuggler recently, I prefer last ditch and low blow to any of the pistoleer specials. Still use fanshot and stopping shot a lot though.


Hawaii5_o
Tue Mar 30, 2004 1:49 am
#9

950 dmg really isn't much at all considering Fanshot and Stopping Shot consistently hit for 1300 or more.



Arogalt Torgalt - Master Gunfighter
Kettemoor Phalanthropist
HardwiredXMan
Wed Mar 31, 2004 11:36 am
#10

you know what would really be cool.....if PMD2 actually KD all opponents surrounding you up to 4 meters away......the brawler professions have specials that blind all, stun all.....pistoleer is half brawler and half ranged....so why not?
Kevie
Wed Mar 31, 2004 11:40 am
#11

i thought the same thing


there's a similar special for pikeman





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
-

Hakai
Wed Mar 31, 2004 4:02 pm
#12

now the thing im still trying to figure out. It almost seems as if my 1.7 FWG will do a pistol whip 2 in around 1-0.5. When i am buffed i can swing away one after another in rapid succession. Has anyone else been able to do this? it sucks your HAM away like mad, but doing 900-1000 damage a swing every 1-0.5 seconds is pretty nice.



Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Nikolai_Xavierov
Wed Mar 31, 2004 8:26 pm
#13

If any of you were around during launch you'd know PMD1/2 did KD. And thats why it got nerfed



--------------------
Over and Out,
Xavierov
Page 1 of 1
Previous Next