Pistoleer Archive

Thread: Pistoleer, a sad story

ElPape
Wed May 05, 2004 9:06 am
#1



Hello Mates,


I have been a leecher here for a long time (since august). I don't talk much but I read a lot. The only reason I post this is because I don't think you can really appreciate the difference between pistoleer, fencer or tka unless you actually play-group with one.


Ok, to my point, I have several character that I play. One of my favorite I play with a friend since sept, we play twins wookie (pik and pok) on Bloodfin. He plays a CH-Fencer and I play a CH-Pistoleer-smuggler. For a long time I was just telling him to keep fencer, that it would eventually get better. Well, it did. I was doing around 1.5X his damage, hence 1.5X the XP. Now, after the fencer love from the dev and Nerf of the pistoleer he is doing 5X my damage. Yes, that's five time the damage. He's an economic teacher in a college and I'm an IT projet Leader, so we like to collect stats. And this is the summary: Using the best possible specials for both of us, and the best available weapons :

Ido an average of 400 for each 2000 he deals.

...

Oh and of course he got magical-like protection once he get close range and I get slaughtered. We both play buffed at all time and wear a 56% kin wookie armor. And we're way drunk on brandy.


Now, I played Anarchy Online because I tought it would be the future and guns would be fun. I was wrong, close combat still ruled even in open area. So I did quit.


Star Wars I play mostly because it is Star Wars, but the fact that there's no technological or magical protection against guns is a big plus. It means guns are primary weapons and close combat is for being surprised or major failure in the combat plan. Now, we all know this is not how the game works at the moment.


I would like to take this opportunity to remind the dev that this is a Star Wars game not a Kung-fu game and not a Samourai-game, the only person using only close combat weapons are the jedi. And the reason for this is: they got protection from guns in the form of their laser saber intercepting blaster shots.


If this game was about Dunes I would agree close combat would be even better then guns, because you can have protection from projectile weapons.


We invented guns to kill faster and from farther away, it all but replaced every close combat weapons we had. Now, unless we invent something against balistic, guns will stay the main weapons on any battlefield. I would not mind as much if there was some kind of explanation why guns are so bad when compared to close combat prof in SWG.


To any close combat prof that would like to challenge my statement: Find a boat (so we can get in international water) find a close combat weapon of your choice. I will stand 60 meters away with a gun on the deck, you try and hit me while I empty the gun on you.


I'll be waiting now to see if the combat rebalance does something about this.


If you did took the time the read all this, Congratulation! Thank you for your time .


Pik, Bloodfin

Pixo, Kauri

Ackema, Gorath
MilleniX
Wed May 05, 2004 9:13 am
#2

I agree 100%. I played Call of Duty again last night, and am going to do a journey to find a new game for me to play. I'm tired of playing braveheart with Star Wars music.



_________________________________________________________

MilleniX : Bounty Hunter : Jedi
_________________________________________________________

"I have problems finishing things I..."


MilleniX
Wed May 05, 2004 9:14 am
#3

I'd like to add, that I really hope the Space Expansion does something for this game, and the combat rebalance really brings Ranged proffessions out better, while not overpowering just 1 as it is now.



_________________________________________________________

MilleniX : Bounty Hunter : Jedi
_________________________________________________________

"I have problems finishing things I..."


ElPape
Wed May 05, 2004 9:28 am
#4

yes I think Pilot-Smuggler is what I'll be aiming for.
Dyrty
Wed May 05, 2004 9:47 am
#5

I agree with you 100% as well. I want more blaster fire! I understand that the up in damage dealt by melee is to counter "kiting" a melee opponent. Still however "kiting" is almost impossible with the leaps and bounds the melee professions are able to achieve.



April 25, 2005 The Real War Begain....
- I support keeping & balancing the current combat system You can too

"The dumber people think you are. The more surprised they are going to be when you kill them." ~William Clayton
Niklesnitz
Wed May 05, 2004 1:56 pm
#6

I was a bit surprised when SWG had melee professions. But the galaxy far far away has much more to offer than what we have seen or read. Even so, just about every game hasa ranged fighter and melee fighter options. The game despite its Star Wars name must be appealing to a great many people.



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


ElPape
Thu May 06, 2004 9:11 am
#7

Yes, I know, marketing....


But when you conside this you have to ask yourself the question: By introducing melee class in Star wars game are you getting more people to play then not having them? Since we all know melee is here to stay let's rephrase this: By making the melee class stronger then ranged, whith no logical explanation (projectile shields and such), are you getting more or less players? I would tend to say less...


I mean, I play for three major reasons:


1) It's Star Wars (music, feels, jedi, stormtrooper, creatures etc)


2) It's a futuristic game so less melee more guns which haven't been done this far in mmorpg...


3) The crafting in SWG is really the best system of crafting in MMORPGs.


Now, given this, and I am quite sure I am not alone for the two first. Having melee chars does not really prevent me from enjoying 1) and 2). But having melee class that are not "in support of" range but are main class do ruin 2) and, in the long run, tends to ruin 1).


And so this bring us back to marketing, are you gaining more players or not by having melee class stronger then ranged class in a futuristic environment? It seems obvious to me. To be rather blunt; If I wanted to play melee only class I would go for a fantasy themed game where it is logical.


Pik Bloodfin, Pixo Kauri, Ackema Master Chef Gorath


Vangreal
Thu May 06, 2004 9:33 am
#8

Excellent post




Vangreal SilverBlade {} Rogue Demon Hunter
VSB Smuggling and Such
Cor'de {} Naboo
Rebel Colonel

Rylux
Thu May 06, 2004 6:56 pm
#9

/agree

Nicely done.



Traesk Kre'lar
Phoenix Squadron
thepunisher286
Thu May 06, 2004 8:16 pm
#10

Devs thought that thier range handicap was a huge downside so they uped thier damage so high that it made up for their restrictions...but they forgot a few details:


Whats the average distance you fire your first shot? Will it be past 50? More like 40-35. Anyone who is melee can catch up to you insanely quick. Puting on a dizzy attack to keep them from burst running will never work with the stupidly high defenses.

Lets not forget everything in PVE is melee range, so they kill things a whole lot faster. So what if ranged can kit things, they magicly warp to you and start hiting you anyways.


What i find ironic is, look at a tusken observer... notice the damage he does with a gun, and then look at the damage he does with his fists... it makes no sense to have the weaker ranged fight against crap like that... thats almost true with any npc you fight.
Hakai
Thu May 06, 2004 8:58 pm
#11

yeap...i was just thinking of posting something like this.


I would like to fire off with a well said catch-phrase..."Who brings a knife to a gun fight?!"


I am still pisssed that one of my guild mates can kill me faster from ranged with a damn VK than i can shooting him. That lunge gives him about 20m of range to go out . If we burst run, we can MAYBE make it to 10 before they dizzy us and proceed to whack the living crap out of us.



Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Niklesnitz
Fri May 07, 2004 12:29 am
#12

agreed. But you are taking one of the best melee professions against one of the worst ranged professions, if not the worst combat profession overall. I'd have to defer you to the "famed" combat revamp. Hopefully this will balance things out a bit.


Honeslty, I don't think the fact that there is meleeprofessions has much of an impact on why people play the game or why they don't. It certainly does for some, but overall, its probably not a determining factor.


If you played the game KOTOR, melee was a big part of the game. Anything that is in Star Wars, being books, games, movies...has to be approved by LucasArts. Jedi are a melee sort of class and are prominent in everything that is Star Wars. So back to KOTOR. The melee weapons in that game were made of materials that could hold up against jedi lightsabers. Characters with their 2h sword were deflecting lightsaber attacks left and right. So, in essence, this could be used for the melee profs on SWG.


hehe that doesn't say much for TKA's.



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


-Siefer
Fri May 07, 2004 12:56 am
#13

Hahahaha post a vid when you test this theory...I wanna see the poor guy standing in his boat with his make shift Gaffi stick getting riddled with bullets. Oh but watch out he might use his Warcry! nooooo...



>Silinoz>
The Malevolent Blue Twi'lek
666 Days Logged
SST


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