Pistoleer Archive
Thread: A possible Dual Wield idea....
DoctorDe wrote:
Seeing that it would definitely overpower the profession (you noticed that fact too) I am sure the devs would never implement it. Even if they did, they would severely cut down the damage done when dual weilding to balance it out.
nasafan2 wrote:
DoctorDe wrote:
Seeing that it would definitely overpower the profession (you noticed that fact too) I am sure the devs would never implement it. Even if they did, they would severely cut down the damage done when dual weilding to balance it out.
Really, in my plan it's just creating new weapons for pistoleers, that are animated as dual wields, and show two pistols in inventory etc, with some of the min-max dmg's changed and such, in accordance to the pistols. What my plan doesn't allow, is mixing the pistols, like say a DE-10 pistol in left, and a geo stun in right, that's what would overpower the profession. But, if the dual wield pistols merely just had double to damage, maybe a bit slower speed, and higher HAM costs, then they could be made to fit with the rest of the system, and adjusted when the combat upgrade comes, to the new pistoleer damage etc, ranges.
Why do people say "Two damage types at the same timewill overpower the profession"?
Hello?
Example:
A target has 90% resist against energy and a vulnerability against stun. Would you keep your DE-10 equipped or switch to your 2nd Geo? Or maybe you count on the high damage of the DE-10 and take your 2nd one? Its up to you, maybe you dont switch at all.
Or you have a target with vulnerabilitys to stun and acid. is there realy a difference if you use a DX2 and a Geo together?
There is no possible unbalance with dual-wielding two different damage type pistols. It is balanced through the armour.
Because you will switch to the pistol that is most effective.
You are basicly saying that dual-wielding at all will overpower the profession.
Jaguarrr wrote:
nasafan2 wrote:
DoctorDe wrote:
Seeing that it would definitely overpower the profession (you noticed that fact too) I am sure the devs would never implement it. Even if they did, they would severely cut down the damage done when dual weilding to balance it out.
Really, in my plan it's just creating new weapons for pistoleers, that are animated as dual wields, and show two pistols in inventory etc, with some of the min-max dmg's changed and such, in accordance to the pistols. What my plan doesn't allow, is mixing the pistols, like say a DE-10 pistol in left, and a geo stun in right, that's what would overpower the profession. But, if the dual wield pistols merely just had double to damage, maybe a bit slower speed, and higher HAM costs, then they could be made to fit with the rest of the system, and adjusted when the combat upgrade comes, to the new pistoleer damage etc, ranges.
Why do people say "Two damage types at the same timewill overpower the profession"?
Hello?
Example:
A target has 90% resist against energy and a vulnerability against stun. Would you keep your DE-10 equipped or switch to your 2nd Geo? Or maybe you count on the high damage of the DE-10 and take your 2nd one? Its up to you, maybe you dont switch at all.
Or you have a target with vulnerabilitys to stun and acid. is there realy a difference if you use a DX2 and a Geo together?
There is no possible unbalance with dual-wielding two different damage type pistols. It is balanced through the armour.
Because you will switch to the pistol that is most effective.
You are basicly saying that dual-wielding at all will overpower the profession.
That isn't even close to what I'm saying, You sound like you think I don't want dual pistols, I do want dual pistols for pistoleers and I'm not evena pistoleer. what I'm saying, is, say we use your example, vuln to stun, and they have a DE-10 and a geo equiped, 90% to whatever dmg the DE-10 is, by using the geo at the same time as that DE-10, it overpowers; from the standpoint the the person is focusing on the DE-10, if geo is their primary, then no overpowering, but it still provides the possibility of overpower.
No profession in the game can use two damage types at once. I'm all for dual pistols, but allowing a pistoleer to use two possibly VERY powerful pistols at once does overpower. Say your DE-10 has a max dmg of 400, and the geo has 300. Not much in this game is resistant to stun weapons, and if you get lucky, that DE-10 can tear apart some unfortunate npc.If that npc is vuln to both, I have no clue what happens, I'm guessing it's max for both, whichcould be overpowering.
What I'm trying to do is create a possibility that DOES NOT overpower the profession, my idea of new weapons, that are created as duals, can keep it in balance. It may be just my opinion, but I think intermixing of damage types is overpowering. To keep it balanced, stay at one damage type at a time.
Switching to the second geo wouldn't overpower, it'd be intelligent use of weapons.
And to sum it all up, I am in NO way saying that dual pistols will overpower this profession, I'm saying that dual pistols will be a good integration, if their power isbalanced tothe system.
This idea I formed is just a simple one, designed to get dual pistols into the game, as I understand that the pistoleer community has desired this for a very long time. If careful planning was done, I'm sure intermixing dual pistols could be implemented, but as of now, I think the main idea would be getting dual pistols into the game.![]()