Pistoleer Archive

Thread: Focus Thread : Making more Pistols useful.

BadgerSmaker
Fri Aug 26, 2005 3:35 am
#1










Making more Pistols useful.


In this threadwe shall be discussing our options on improving the usefulness of the pistols we have in our arsenal.


Things we would like to see done to our current Pistols:


  • 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.


Pistols currently in game with stats.


Key :


C = Craftable

L = Lootable

R = Reward

CRS = Craftable Reward Schematic

CLS = Cratfable Looted Schematic








Combat Level 01


CDEF Pistol (C/L)

Craftable MinDamage :

Craftable Max Damage:

Slicing Min Damage :

Slicing Max Damage :


Combat Level 05


D18 Pistol (C/L)


Craftable MinDamage :

Craftable Max Damage: 92

Slicing Min Damage :

Slicing Max Damage :


Combat Level 07


DL44 Pistol (C/L)


Craftable MinDamage :

Craftable Max Damage: 356.5

Slicing Min Damage :

Slicing Max Damage :


Combat Level 10


Scout Blaster (C/L)


Craftable MinDamage :

Craftable Max Damage: 189.75

Slicing Min Damage :

Slicing Max Damage :


Corsec Scout Blaster (L)

2.33 speed, 60-148 damage, 84 SAC - Pistol Speed 3


Combat Level 14


Striker Pistol (C/L)


Craftable MinDamage :

Craftable Max Damage: 356.5

Slicing Min Damage :

Slicing Max Damage :


Combat Level 22


DH17 Pistol (C/L)



Craftable MinDamage :

Craftable Max Damage: 106.95

Slicing Min Damage :

Slicing Max Damage :


Combat Level 30


(C/L) Geonosian Sonic Blaster


Craftable MinDamage :

Craftable Max Damage: 592.25

Slicing Min Damage :

Slicing Max Damage :


(C/L) Tangle Pistol


Craftable MinDamage :

Craftable Max Damage:

Slicing Min Damage :

Slicing Max Damage :


(L) Blackhand Annihilater

Speed 2.74, 171-413 Damage, 118 SAC - 60m Range


(R) Jawa Ion Pistol

Speed 2, 193-385 Damage, SAC 75 - 40 Electricity Elemental Damage.



(R) The Black Falcon

Speed 2, 265-530 Damage, SAC 75 - General Ranged Accuracy 8, General Ranged Speed 13




Combat Level40


(C/L) SR Combat Pistol


Craftable MinDamage :

Craftable Max Damage: 649

Slicing Min Damage :

Slicing Max Damage :

Max Cold Elemental damage : ?


(C/L) Power5 Pistol


Craftable MinDamage :

Craftable Max Damage: ?

Slicing Min Damage :

Slicing Max Damage :


(C/L) Death-Hammer Pistol


Craftable MinDamage :

Craftable Max Damage: 709

Slicing Min Damage :

Slicing Max Damage :


Combat Level 50


(R) Ion Stunner Pistol

Speed 2, Damage 350-700, SAC 75 - 140 Electricity Elemental Damage


Slicing Min Damage :

Slicing Max Damage : over 754


(R) Vexa Flechette Pistol

Speed 2, 360-720 Damage, 75 SAC


(L) DL44 "Dosh Special" Pistol

Speed 2.07, Damage 363-726, SAC 82


Combat Level 54


(C/L) FWG5 Pistol


Craftable MinDamage :

Craftable Max Damage: 948.75

Slicing Min Damage :

Slicing Max Damage :


(C/L) DL44 XT


Craftable MinDamage :

Craftable Max Damage: 948.75

Slicing Min Damage :

Slicing Max Damage : 916


(CRS) Featherweight FWG5 Pistol


Craftable MinDamage :

Craftable Max Damage: 966

Slicing Min Damage :

Slicing Max Damage : 935

Pistol Accuracy : 15


(CLS) DE-10 Pistol


Craftable MinDamage :

Craftable Max Damage: 969.25

Slicing Min Damage :

Slicing Max Damage : 929


(R) UR-G8 Pistol

Speed 2, Damage 418-835, SAC 75


Slicing Min Damage :

Slicing Max Damage : over 902


(R) Kashyyk Stalker Pistol

Speed 2, 390-780 Damage, 75 SAC - 75 Acid Elemental Damage


Slicing Min Damage :

Slicing Max Damage : over 842


Master Pistoleer


(C/L) Republic Blaster


Craftable MinDamage :

Craftable Max Damage:

Slicing Min Damage :

Slicing Max Damage :

Max Acid Elemental Damage : (starts around 13, goes up 4.5 damage for every experiment point)


(CRS) Modified Republic Blaster


Craftable MinDamage :

Craftable Max Damage: 948.75

Slicing Min Damage :

Slicing Max Damage : 916


(C/L) DX2 Pistol


Craftable MinDamage :

Craftable Max Damage:

Slicing Min Damage :

Slicing Max Damage :


(R) Trando Supression Pistol

Speed 2, Damage 358 - 715, SAC 75 - 120 Electricity Damage


Slicing Min Damage :

Slicing Max Damage : over 772


(R) KYD21 Pistol

Speed 2, 375-749 Damage, 75 SAC


Slicing Min Damage :

Slicing Max Damage : over 808


(L) Deathrain D50

Speed 2.58, Damage 420 - 840, SAC 91 - Pistol Speed 5, Ranged Defence 10


Pistol Stances III


(L)The Silencer (CL 40)

Speed 2.05, Damage 289 - 577, SAC 80 - Pistol Speed 7, General Ranged Speed 5


Novice Pistoleer


(L) Rhiss Mark-20 (CL 30)

Speed 2.12, Damage 207-415, SAC 86


Master Marksman


(C/L) DL 44 Metal Pistol



Craftable MinDamage :

Craftable Max Damage:

Slicing Min Damage :

Slicing Max Damage :


Master Smuggler


(C) Renegade Pistol (CL 54)


Craftable MinDamage :

Craftable Max Damage: 948.75

Slicing Min Damage :

Slicing Max Damage :


(L) Perfectly Calibrated Pistol (CL 54)

2.06 speed, 376-753 Damage, 81 SAC - General Ranged Accuracy : 15


Underworld III


(L) QuickTrigger Countermand (CL 40)

2.14 Speed, 230-459 Damage, 88 SAC - General Ranged Accuracy : 10, General Ranged Speed : 7


Novice Smuggler


(L) LiquidSilver L7 (CL 30)

Speed 2.2, Damage 160-319, SAC 94


Novice Commando


(C/L) Launcher Pistol (CL 14)


Craftable MinDamage :

Craftable Max Damage: 264.5

Slicing Min Damage :

Slicing Max Damage :

Max Heat Elemental Damage :


Master Bounty Hunter


High Capacity Scatter Pistol (CL 54)


Craftable MinDamage :

Craftable Max Damage: 948

Slicing Min Damage :

Slicing Max Damage : 916


Novice Bounty Hunter


(C/L) Scatter Pistol (CL 14)


Craftable MinDamage :

Craftable Max Damage: 356.5

Slicing Min Damage :

Slicing Max Damage :


(L) C-10 "Dragoneye Reaper" (CL 30)

Speed 2.17, 181-361 Damage, 90 SAC


Master Combat Medic


(C) Alliance Disruptor (CL 54)


Craftable MinDamage :

Craftable Max Damage: 948

Slicing Min Damage :

Slicing Max Damage :


Master Squad Leader


(C) Intimidator Pistol (CL 54)


Craftable MinDamage :

Craftable Max Damage: 948.75

Slicing Min Damage :

Slicing Max Damage : 916


Squad Leader (Strategy 3)


(R) Tchotchee Pistol (CL 50)

2 Speed, 380-760 Damage, 75 SAC - 80 Heat Elemental Damage


Novice Squad Leader


(L) Red Hydra Z-5 (CL 30)

2.15 Speed, 192-384 Damage, 89 SAC.







I'll edit this post as ideas come in and as I collate more information, then present it to the Devs when we have it all fleshed out.


I need your ideas, so start posting! Any and all interesting or crazy ideas are appreciated.

Message Edited by BadgerSmaker on 09-05-2005 06:56 PM



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Votiva
Fri Aug 26, 2005 6:17 am
#2

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.

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



Raquin Votiva: Master Smuggler, Master Pistoleer, Master Smart@ss

--Leia Hologram: "Help me Obi Wan Kenobi, you're my only hope."
--Obi Wan accepts the quest.
--Quest Recieved: < Alderaan : Contact Bail Organna >

Rock is dead, long live paper and scissors!

SeraCohw
Fri Aug 26, 2005 9:39 am
#3






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.






hmm i would liek to see the stats f ur republic cuase i have not seen a good one. but i have seen good hc scatters and dl44's
Hasun
Fri Aug 26, 2005 10:06 am
#4

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.





Kravan/Punker
I S.O.L.D OUT
I SURVIVED THE MANDO LOTTERY SCAM (SUMMER OF 2006).
+DEVASTATION+

BadgerSmaker
Fri Aug 26, 2005 10:42 am
#5






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.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Hasun
Fri Aug 26, 2005 11:02 am
#6






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.





Kravan/Punker
I S.O.L.D OUT
I SURVIVED THE MANDO LOTTERY SCAM (SUMMER OF 2006).
+DEVASTATION+

Ascot
Fri Aug 26, 2005 11:07 am
#7

I would be pleased just to see the pistols come back to something like they were pre-CU. The republican blaster was energy damage but among the best single-damage type pistols in the game. The modified blaster caused bleeding in addition to its high energy damage, and when that bleed shot can be stacked with a BH's torso shot you can drain an enemy's health pool a lot faster.


The DX2 originally had acid damage so this should be the elemental damage. For some reason, repub blasters now have the acid elemental damage.


Please bring back the blue bolts to the DE-10.


There are no pistols I am aware of that do heat damage. Maybe we should have a laser pistol?


Natures-Ranger
Fri Aug 26, 2005 11:08 am
#8

I have been pushing this a lot... But the DE-10 is the Pistol i now personly can imagine as one of the Master Pistoleer weapons... But of cource this will differ from person to person and most likely it will never happen!But right now the DE-10's are impossible to craft any "descent"... I have yet to see someone manage to reach the Damage Cap for 968 and not to mention its Energy Damage! Its a beautiful Pistol, its big and rough and can remind me of some good of Magnum 44! It looks intimidating and 50% of a Battle is mental...!

Anyway, i agree that there should be many more Pistols moved to Master, like the FWG or DL44-XT

(Finish later)






Bipolo "Stalker" Naefae
Retired Master Bounty Hunter & Mandalorian Mercenary
" End of passion play, crumbling away. I´m your source of self-destruction!
Veins that pump with fear, sucking darkest clear. Leading on your deaths construction! "
The Retired Jedi Hunter

BadgerSmaker
Fri Aug 26, 2005 11:09 am
#9






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!




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
lessander
Fri Aug 26, 2005 11:17 am
#10

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


Hasun
Fri Aug 26, 2005 11:21 am
#11

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.





Kravan/Punker
I S.O.L.D OUT
I SURVIVED THE MANDO LOTTERY SCAM (SUMMER OF 2006).
+DEVASTATION+

BadgerSmaker
Fri Aug 26, 2005 11:23 am
#12






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








Nice ideas, keep em coming!



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
lessander
Fri Aug 26, 2005 11:41 am
#13






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.







I know they do.


but that was kind of my point make weapon specific power ups that play to what the devs think that weaops strength is. This would hopefully make certain pistols drastically diffrent in the end.
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