Pistoleer Archive

Thread: /aim? Get real!

ScootieJoogab
Mon Mar 29, 2004 4:53 pm
#1

Why do we have a "Pistol Aiming" mod that is completely and utterly useless?


According to the descrption, the mod increases the chances of successfully using the /aim command, especially if the /aim command is used more than once for a single attack.


Aside from the fact that /aim is USELESS for anyone other than Commandos, there are a couple of points against this that should be mentioned.


First, and foremost, the /aim command is gained in the Ranged Support I box of MARKSMAN, which is NOT a prerequisite for Pistoleer. That means that most pistoleers don't even HAVE the skill that this mod corresponds to.


Secondly the pistoleer's combat identity is supposed to be an on-the-move, close-range, quick ranged fighter. That's why we get mods that improve our aim while moving and have the closest range specials of any ranged profession other than the Commando. Does it make tactical sense for such a fighter to stop and take careful aim, rather than rely on his ability to dodge and attack on the fly?


I know this isn't a huge issue, but keep in mind that the +16 a Master Pistoleer gets to Pistol Aiming could be used on something relevant, such as melee or ranged defense, additional RELEVANT aiming mods, or speed mods so that a Master Pistoleer might be on par with a pistol-tree bounty hunter in terms of pistol ability.



Scootie Joogab - Modern Pirate - United Pirates - Kettemoor
----------------------------------------------------------------------------------------------
The first Master Smuggler on Kettemoor named Scootie Joogab
JawaJoey2
Mon Mar 29, 2004 6:29 pm
#2

/agree






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Punkrocker6177
Mon Mar 29, 2004 6:55 pm
#3

Ya, why not make it speed? Then there wouldn't be so many dabblers and whatnot. If there werea pistoleer specific aim that lasted for like the next 5 attacks, then maybe keep it, but otherwise, put it in speed or something of relevant use.



Anospa Mnanilk - Freedom Fighter of Corellia

Probably one of the few without a master title ever from the days of yore ( 07-10-2003)

Kettemoor
DarthXadius
Tue Mar 30, 2004 5:48 am
#4


ScootieJoogab wrote:
Why do we have a "Pistol Aiming" mod that is completely and utterly useless?
According to the descrption, the mod increases the chances of successfully using the /aim command, especially if the /aim command is used more than once for a single attack.
Aside from the fact that /aim is USELESS for anyone other than Commandos, there are a couple of points against this that should be mentioned.
First, and foremost, the /aim command is gained in the Ranged Support I box of MARKSMAN, which is NOT a prerequisite for Pistoleer. That means that most pistoleers don't even HAVE the skill that this mod corresponds to.
Secondly the pistoleer's combat identity is supposed to be an on-the-move, close-range, quick ranged fighter. That's why we get mods that improve our aim while moving and have the closest range specials of any ranged profession other than the Commando. Does it make tactical sense for such a fighter to stop and take careful aim, rather than rely on his ability to dodge and attack on the fly?
I know this isn't a huge issue, but keep in mind that the +16 a Master Pistoleer gets to Pistol Aiming could be used on something relevant, such as melee or ranged defense, additional RELEVANT aiming mods, or speed mods so that a Master Pistoleer might be on par with a pistol-tree bounty hunter in terms of pistol ability.





I agree with your statment that the /aim command is worthless. I don't agree that the 16 points should be simply shifted into another catagory.

My original hope was that with attachments and such, the /aim command would help with the insane dodge and block stacking that was going on. It didn't. Only intimidate seemed to help against such people.

Personally I would like to see it made more useful - i.e. you do x% more damage for x amount of shots after using the command - something to make it worth it to, since it takes up a attack round. If not a increase to damage, a dodge-food counteracting aiming bonus - something.

Message Edited by DarthXadius on 03-30-2004 06:49 AM



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
j-bizzle
Tue Mar 30, 2004 8:03 am
#5

i dont know bout u guys but when i use /aim i rule in pvp. an opponent doesnt even last 4-5 min against me and i only use a dx2 because of its pointblank mod, i never really run and gun (gotta try that) because for me it just makes me dizzy lol and not really able to think clearly about what im goin to do but that is just me


Kibuneew Ipeof


scylla


Master pistoleer/master smuggler


Randonb
Tue Mar 30, 2004 2:06 pm
#6

The usefulness of /aim really falls under Dilune's territory, as it is a Marksman special. Needless to say, you aren't alone in questioning the special. This would get more attention in the Marksman forum.





"...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)
KnightHawk420
Tue Mar 30, 2004 7:21 pm
#7

Aim isn't useless.......the great tka/rifleman defense stacker war brought that to light. It's far from useless. When every shot counts... /aim is the thing to do.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
DarthXadius
Wed Mar 31, 2004 6:57 am
#8



Randonb wrote:
The usefulness of /aim really falls under Dilune's territory, as it is a Marksman special. Needless to say, you aren't alone in questioning the special. This would get more attention in the Marksman forum.





While it may get more attention there, there is a catagory skill mod called pistol aiming, it would be beneficial if the pistoleer rep would investigate what that does exactly, and how it relates to the use of the marksman special /aim.



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
DarthXadius
Wed Mar 31, 2004 6:59 am
#9



j-bizzle wrote:

i dont know bout u guys but when i use /aim i rule in pvp. an opponent doesnt even last 4-5 min against me and i only use a dx2 because of its pointblank mod, i never really run and gun (gotta try that) because for me it just makes me dizzy lol and not really able to think clearly about what im goin to do but that is just me

Kibuneew Ipeof

scylla

Master pistoleer/master smuggler






A fight that lasts 4-5 minutes either went horribly wrong or consists of two really good people. Most fights don't last 60 seconds, or even 30 for that matter.

I am not sure, but I think the /aim command is useless in pvp. For example if you sit perfectly still and target a stationary target and use /aim you will see the to-hit modifier jump up about 20 points (well I do, dunno if thats normal i have some pistol aiming mods).

If you, or your target moves, that +20 bonus goes away.



Capt. Xadius
Ancient Smuggler | Inquisition Ace
Vender: Rielig Steppes Mall, Dantooine
RebPat
Wed Mar 31, 2004 7:05 am
#10

A good use for that 16 points would be accuracy on the move. Thats what we are supposed to do right?



Protoman'One
Master Tank
SilentJay1284
Wed Mar 31, 2004 9:13 am
#11

Aim is one of the best un-used abilties built into the game. If your a Pistoleer/Smuggler, do a /aim and then hit the lowblow. Almost garanteed hit. For those BH's out there, they NEED aim for FireKD to work. I love the skill. Very useful. I cannot find anything bad about it except for maybe an aim2 at master.



Azu'Ran -Black Company (BC)-USaint of Killers U
Leave this dam game, leave this game and move to WoW when it
hits stores! !


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