Pistoleer Archive
Thread: Focus Thread : Making more Pistols useful.
- Add special moves to some pistols similar to the moves you can get from Cyber Arms, for instance you could have /deathWatchShot on the DE-10 which you can only use when you have a DE-10 equipped, that gives a 1.9x damage mod perhaps.
- More mods on pistols, like the +15 Pistol Accuracy on the Featherweight to make them more attractive to Pistol users.
- More pistols with Elemental damage, currently the Republic Blaster is the only cl54 or Master Level certed craftable pistol with elemental damage, and that starts at around 13 Acid damage when crafting and gains 4.5 for damage every experiment point you spend on it. Considering the Trando has a whopping 120, this should start a lot higher that 13.
- Pistols take more experiment points to craft than Rifles and Carbines as we cannot use Stocks. I would like to see something balance this out.
- We need to re-evaluate the crafting min/max damage caps and slicing min/max damage caps on all guns, so I will try to collate all the caps.
Message Edited by BadgerSmaker on 09-05-2005 06:56 PM
Other pistols just don't pack the punch to make it worth my time, or in the case of the KYD21 (which is in the same range dps, speed and sac wise as my featherweight) just doesn't have the range to be of much use.
The sad thing is, even though I'm purely geared for pistols, I get about the same DPS out of my laser rifle that I used for long range pulling. So I just have to ask, what's the point of using pistols anymore? I know the sac is higher, but I just pop some Pixie and I don't run into Action pool issues with it.
Pre CU we had more options, and for some it was a matter of preference as to which gun we wanted to roll with. I know I loved my old Geo Sonic, but now it's been turned into a very expensive decoration on my office wall and that really hurts.
So yeah, that's my opinion...more pistols that are competative at the master level so we have a choice of what to come packing. I dont' expect our DPS to be the same as a carbineer or a rifleman, but I at least want to be able to compete as well.
Dual wielding would be nice as well. And it could be done in a way that would be balanced as well. I'm gonna draw on my experience from Lineage 2 and how dual wielding works in that game. If your using two swords at once, say both of them are the exact same weapon, the max damage is equal to 1.5 of the max damage you would have weilding one sword. Now of the new total max damage (the 1.5 figure) the damage is split between both swings and different attack rolls are made for both swings as well. So you may hit with one and miss with the other (giving you .75 damage of what you would do with a single weapon) or you could hit with both doing the full 1.5...or you could miss with both and do nothing.
Now pistols usually have a low SAC compared to other weapons, so even if the SAC was calculated in the same way as damage was, 1.5 for using two weapons, it would still be a penalty to us while at the same time not hosing our action pools. It would also give us the option of say, holding a Republic in one hand and getting the energy/acid shot from that and a Featherweight in the other and getting the kinetic. Again calculating for adjusted SAC and damage between the two.
And I think I've rambled on enough for now.
EDIT: Oh and this is a rare one for me, first!
Message Edited by Votiva on 08-26-2005 06:42 AM
Votiva wrote:
Honestly I would just like to see more viable options in regards to pistol choices at the Master level. Right now with my template I'm pretty much boxed into three guns that I can use and still keep up with other people. Those are the Featherweight, the Republic and the Renegade from Smuggler.
I'd like to have the ability to use any pistol at master.
What I mean by this is I would like the scout blaster casing but with a LvL 54 damage output. Like armour now, you can get the same stats on any of the recon suits. If an armoursmith hits 8130 energy resists, he can put it in any recon armour.
If a weaponsmith hits lets say
330-944
Kinetic
sac 65
He should be able to put it in any pistol that is kinetic. So I could use, lets say a striker pistol with those stats.
Sorry, I found this really hard to explain. If anyone doesn't understand i'll have another go at explaining it.
Hasun wrote:
I'd like to have the ability to use any pistol at master.
What I mean by this is I would like the scout blaster casing but with a LvL 54 damage output. Like armour now, you can get the same stats on any of the recon suits. If an armoursmith hits 8130 energy resists, he can put it in any recon armour.
If a weaponsmith hits lets say
330-944
Kinetic
sac 65
He should be able to put it in any pistol that is kinetic. So I could use, lets say a striker pistol with those stats.
Sorry, I found this really hard to explain. If anyone doesn't understand i'll have another go at explaining it.
No that makes sense, you are essentially asking for Pistols to be skins, and then make cores to put in them.
BadgerSmaker wrote:
Hasun wrote:
I'd like to have the ability to use any pistol at master.
What I mean by this is I would like the scout blaster casing but with a LvL 54 damage output. Like armour now, you can get the same stats on any of the recon suits. If an armoursmith hits 8130 energy resists, he can put it in any recon armour.
If a weaponsmith hits lets say
330-944
Kinetic
sac 65
He should be able to put it in any pistol that is kinetic. So I could use, lets say a striker pistol with those stats.
Sorry, I found this really hard to explain. If anyone doesn't understand i'll have another go at explaining it.
No that makes sense, you are essentially asking for Pistols to be skins, and then make cores to put in them.
yeah thats it, I don't think we should be limited to just X number of pistols at master.
Just for role-playing purposes an Imperial in Scout armour may want to use the scout pistol like in return of the jedi but nobody at this present time uses the scout blaster after lvl 14, I think it is.
If we had cores for each level they could be put into any pistol skin, then we could see pistoleers using the pistol they really want to use and not limited to the little amount we have at master.
Anyway, i agree that there should be many more Pistols moved to Master, like the FWG or DL44-XT
(Finish later)
Hasun wrote:
yeah thats it, I don't think we should be limited to just X number of pistols at master.
Just for role-playing purposes an Imperial in Scout armour may want to use the scout pistol like in return of the jedi but nobody at this present time uses the scout blaster after lvl 14, I think it is.
If we had cores for each level they could be put into any pistol skin, then we could see pistoleers using the pistol they really want to use and not limited to the little amount we have at master.
That is a great suggestion, and just the kind of idea I made this thread for!
Maybe if you had a skin pistol made, it wouldn't have mods though, but would still be viable in combat. I'll add that idea in when I'm a little more sober (tis Friday night!).
Good good, keep em coming!
My problem with the way pistols are made right now is that they are too generic. Except for being either kenetic or energy the only thing to look at is caps. You could change this by changing weapon power ups and making specific ones for specific pistols. (heh youll find im all about the weapon customisation).
First drastically increase the number of uses each powerup can give as once they are not generic prices will go up. (in theroy)
Now lets look at some examples. In my mind the DE-10 looks like it should be theDesert eagleof SWG. High damage low rate of fire and deadly accurate. So off the shelf its Sac should be high, its ROF kinda slow its accuracy high and damage well above what its cap is now.
For this off the shelf model you could get a DE-10 lengthed barrel and pistol stock which would increase range by say 10. A muzzel break which would lower sac and increase rof. or over charged battery pack which would increas damage.
Course none of these would work on your featherweight.
the featherweight could be like the 9mm of swg. Fast, accurate but not at very long range at all, and easy to handle. More rounds in the magazine than larger caliber weapons. Damage is decent but nothing compared to its big brothers.
So off the shelf a featherweight. could have low sac a very fast ROF and decent accuracy. ts damage would be lower than others but would but of course its ROF make up for it.
FOr this model we could buy an extended magazine which lower which improves ROF (simulating less frequent need to change magazines) a ported barrel which could lower sac or increase accuacy. ect.
Each weapon should be designed with a role or purpose in mind then the attachments for that weapon could enhance its purpose. It seems in this game all weapons are created to be jack of all trades. A odler makes a skin the devs name it and apply stats to it that are in line with weapons of the same level, instead of asking them selves why someone would build this particualr weapon in the first place.did the engineer designing a new miltary side arm creat a gun that could stop a man with a sigle round or one that was more forgiving to an average shooter. Did the tuskens need a rifle that was excelent at long range for hunting but fired slowly, or did they want something for medium ranges that could double as a self defence weapon as well.
Can you tell im bored at work and texan ![]()
more ramblings to come im sure
another thing, which i'm not sure is intentional or not, we do not seem to have many weapons with elemental damage. Would it be possible or do you pistoleers feel we could do with some elemental damage, maybe we could sacrifice some max damage for some elemental damage.
Maybe weaponsmiths could change certain components to give different elemental damage.
e.g
current featherweight fwg5 pistol
Kinetic
330-966
weaponsmith uses spider venom in crafting
Kinetic
330-866
100 acid damage
That way instead of having the same old boring Kinetic FWG5 pistol we could have Acid damage FWG5 pistol, Heat damage FWG5 pistols, cold damage FGW5 pistol
further adding more variety.
lessander wrote:
First drastically increase the number of uses each powerup can give as once they are not generic prices will go up. (in theroy)
That was already done, they went to 500 uses.
Now lets look at some examples. In my mind the DE-10 looks like it should be theDesert eagleof SWG. High damage low rate of fire and deadly accurate. So off the shelf its Sac should be high, its ROF kinda slow its accuracy high and damage well above what its cap is now.
SAC is massive on those if you try to craft one, so you have to dump points into SAC that could go on damage.
For this off the shelf model you could get a DE-10 lengthed barrel and pistol stock which would increase range by say 10. A muzzel break which would lower sac and increase rof. or over charged battery pack which would increas damage.
The BH mark looted power cells reduce SAC.
Course none of these would work on your featherweight.
Well, they do.
the featherweight could be like the 9mm of swg. Fast, accurate but not at very long range at all, and easy to handle. More rounds in the magazine than larger caliber weapons. Damage is decent but nothing compared to its big brothers.
So off the shelf a featherweight. could have low sac a very fast ROF and decent accuracy. ts damage would be lower than others but would but of course its ROF make up for it.
FOr this model we could buy an extended magazine which lower which improves ROF (simulating less frequent need to change magazines) a ported barrel which could lower sac or increase accuacy. ect.
Each weapon should be designed with a role or purpose in mind then the attachments for that weapon could enhance its purpose. It seems in this game all weapons are created to be jack of all trades. A odler makes a skin the devs name it and apply stats to it that are in line with weapons of the same level, instead of asking them selves why someone would build this particualr weapon in the first place.did the engineer designing a new miltary side arm creat a gun that could stop a man with a sigle round or one that was more forgiving to an average shooter. Did the tuskens need a rifle that was excelent at long range for hunting but fired slowly, or did they want something for medium ranges that could double as a self defence weapon as well.
Can you tell im bored at work and texan
more ramblings to come im sure
BadgerSmaker wrote:
lessander wrote:
First drastically increase the number of uses each powerup can give as once they are not generic prices will go up. (in theroy)
That was already done, they went to 500 uses.
Now lets look at some examples. In my mind the DE-10 looks like it should be theDesert eagleof SWG. High damage low rate of fire and deadly accurate. So off the shelf its Sac should be high, its ROF kinda slow its accuracy high and damage well above what its cap is now.
SAC is massive on those if you try to craft one, so you have to dump points into SAC that could go on damage.
For this off the shelf model you could get a DE-10 lengthed barrel and pistol stock which would increase range by say 10. A muzzel break which would lower sac and increase rof. or over charged battery pack which would increas damage.
The BH mark looted power cells reduce SAC.
Course none of these would work on your featherweight.
Well, they do.