Pistoleer Archive
Thread: !!! God give me Dual Wield !!!
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ViolentAngel
Thu Jul 07, 2005 1:12 am
#1
!!! GOD GIVE ME DUAL-WIELD !!!
At the very least...
If we had "a brace of FWG5s"they could count as one item,making iteasierfor the stats and the balancing. No complications with fellas using twodifferent sets of skill mods or elemental types. Then perhaps they could offer not a doubled rate of fire (which iswhat alot of these kids ask for) but perhaps the base stats for abrace of pistols would be different from the single pistols,a bit like a like a PUP. 20% RoF improvement and 10% Acc decrease or something.I admit, I would be happy if all it did was give the weapon more Condition (representing the old wild west reason for using two guns,twice as much ammo) just as long as you give me an avatar that can usetwo pistols, Lara Croft/Jango Fett style I would be happy.
At the most?
Let each pistol work independently and seperatley, only allow us to use two pistols that add up to our creature level (such as two level40 pistols when we are level 80 or one MPistols 54 and onelevel 26, etc) to counter the fact we are using twice as manyattacks. This wouldenable us to throw crowd control moves around twice as fast, and givessomemore variation on the pistols thatwe see aroundthe galaxy. Example... Stop Shotwith the right pistol (little 'R' appearson the Stop Shot icon), then a Stop Shot with the left pistol on anothermob (right pistol is still pointing at the first mob, left pistol at the second mob, the 'R' timer shows up on the Stop Shot icon, telling you how long you have left until you can use Stop Shot R again, the 'L' timer is irrelevant since it's got longer to go), Intimidate Shot with the right pistol against the mob that has gone after the medic (left still pointing at mob#2, R Icon comes up on the Intimidate Shot), then a series of Warning shot, Body Shots and QuickDraws against mob#3... etc etc
That would rock, but would obviously be alot harder to impliment and play test than my first suggestion, which would make most of the communityhappy anyway (personally I would be deliriously happy if all we got was dual weild animations).
Message Edited by ViolentAngel on 07-07-2005 09:38 AM
ViolentAngel
Thu Jul 07, 2005 1:15 am
#2
(I thoughtI had best repost this since it was stuck on the end of a dead thread, and what with all the Entertainers talk of Dual Ribbons)
BadgerSmaker
Thu Jul 07, 2005 1:18 am
#3
That's four posts now regarding the Dancer patch notes on TC in the Pistoleer forum.
Hehe, we can but hope though eh?
NaKitNa
Thu Jul 07, 2005 9:57 am
#5
I think the most interesting way to handle dual wielding for combat classes, is to offer it to Master Level (pistoleers, fencers, sabers) and require them to take two of the same weapon to a weaponsmith (except saber) and have it crafted into a new weapon matched "pistols'" or whatever it might be, taking the best of both weapons, similar to re-Eing for shipwright. I am unsure of sabers or fencers, but with pistoleers we are limited on damage, so it would be nice to get close to our max damage and low sac in a single weapons. It would even help fix some of the balance issues with pistols. While we don't do near the most damage, it could allow us to have more efficient weapons.
After watching a guild mate adk an advanced laser rifle that with a slice but no pup wound up with 412-1014 damage, 1.1 mod speed (for him) and 82 sac, I realized just how short our end of the stick is, also considering their specials have a larger damage multiplier not to mention range. I think formatting dual wielding weapons in such a manner for pistoleer could help a lot. I don't mind not doing as much damage, but I would like pistols to be better at significantly better at something.
After watching a guild mate adk an advanced laser rifle that with a slice but no pup wound up with 412-1014 damage, 1.1 mod speed (for him) and 82 sac, I realized just how short our end of the stick is, also considering their specials have a larger damage multiplier not to mention range. I think formatting dual wielding weapons in such a manner for pistoleer could help a lot. I don't mind not doing as much damage, but I would like pistols to be better at significantly better at something.
ViolentAngel
Thu Jul 07, 2005 2:34 pm
#6
Yeah, I like the idea of the reverse engineering too, or hell even the refit and salvage solutions that has been used for past backwards-compatibility situations would be good but in that first paragraph I trying to empathsize how little the pistoleer community in general really wants from Dual Wield. Everyone has a clever idea for how Dual Pistols could work, but litterally just the animations would makeso many people happy.
As for Riflemen being impressive, when I saw the Rifleman Skills I was shocked at how lame they are in general. Sure, sniping is great, but if a rifleman hasn't got time to set up (when he is reacting to a threat) he is awfully vunerable compared to us pistoleers. Withtricks like "Intimidate Shot,Disarm Shot,then Bacta Shotwhile they're waiting to 'rearm' andPistol Whip before they do" and Stopping Shot against melee types, we can actually defend ourselves where as Riflemen are absoloutley stuck (you can't compare KneeCap to Stopping Shot when the aim of your game-plan is to go Prone...). Sure they can pick up more skills, but so can we so that's a moot point. Besides, anyone holding a Rifle has a 75% damage vunerability to melee, and we only have 25% (not precise on the numbers, that was some time ago).
In short, Riflemen are only good at their own game, we can fight on many levels.
Iwonder if our Pistol Whippin' skills still counts as a Melee Attack? That could rack up some mean damage if it does...
NaKitNa
Thu Jul 07, 2005 4:51 pm
#7
With my pistol (349-935) firearm strike (pistol whip more or less) does about 50 points of damage give or take a bit, depending on defenses. Rifleman by itself would kind of suck, but just as we do, they couple it with other professions, which certainly help their chances of survival in melee. Point being their damage output is so much greater than ours, it outweighs many other things. In PvP I can hold my own just fine. But when it comes to soloing things, riflemen blow me away. I really don't like to PvP that much. I like achieving goals in game, and yes it takes a while, (I have BH as my other class and some carbineer) but I use pistols almost exclusively. My friend is Master rifleman, some pistoleer and some carbineer and straight out eclipses me in PvE. In fact he is nearly twice as effective as I am. Not that I am going to change, but in mobs our own level his damage dosen't have to "stick". For example we go to the DWB. First area, battle droids. He lands a hit every second for around 900-1300 points of damage. I typically cycle Critical Strike, Body Shot and Quick Draw) the best of which is Critical Strike which typically lands for about 700 points of damage. Body shots hits for around 575 and Quick draw about 400. Now I can use stopping shot and get it to stick about 1/3 of the time, regardless they deal as much damage ranged as melee. Oh they are 84 level elite (I think). They are immune to blind, intimidate, dizzy and bleeding. While the rifleman does take a little more damage than I (about 50% more) his damage capacity is 200% of mine.
I know we have our areas of weakness, all I am saying is that we could use a little pumping up and making ourselves a little more unique. Are we terrible? No. Just need some extra to be better equiped for high end mobs. I think making stopping shot a pistol only ability would go a long ways to helping this. Yeah they can switch to a pistol and back to a rifle, but that is a decent amount of time to be wasting in important situations. Let alone they would have to get closer in order to use a pistol.
I know we have our areas of weakness, all I am saying is that we could use a little pumping up and making ourselves a little more unique. Are we terrible? No. Just need some extra to be better equiped for high end mobs. I think making stopping shot a pistol only ability would go a long ways to helping this. Yeah they can switch to a pistol and back to a rifle, but that is a decent amount of time to be wasting in important situations. Let alone they would have to get closer in order to use a pistol.
ViolentAngel
Sun Jul 10, 2005 2:28 am
#8
Yeah fair enough, when you talk about the DWB example, you definatley have a point.
Something to do with only Maximum Damage being used in the equation for special attacks instead of DPSI think...
Ackehece
Sun Jul 10, 2005 9:05 am
#9
ViolentAngel wrote:
Yeah fair enough, when you talk about the DWB example, you definatley have a point.
Something to do with onlyMaximumMin Damage being used in the equation for special attacks instead of DPSI think...
Achilean
Mon Aug 01, 2005 7:21 pm
#10
I really dont care how they do it. As long as they do it. I would even take a penalty in effectiveness JUST GIMME! Its purely an asthetic thing for me but I really think it should be implemented, especially since its something that we saw in the movies (Jango Fett) and it should be represented in game.
PLEASE!
Ocidry
Mon Aug 01, 2005 11:06 pm
#11
First, IMO opinion, pistoleer doesnt need duel wielding, we have a root. Second, if pistoleer duel wielding is to be added, it would be a quote un-qoute kind of "Elite, Elite profession" You would be able to become a gunfighter or duel wielder once you master pistoleer,and then you get to do a painful grind to master duel wielder`. Thrid, what would this do to the community? if we got duel wielding? what would the smugglers who cant smuggle, the ranger who is nearly so broken it cant be played? The fencers would cry for duel wielding too. Then jedi would start to cry too, asking that they can duel wield sabers. Then THEN, TKAs will want to duel wield knucklers. It would cause a outburst in the community IMO, so please, leave pistoleer as it is, no duel wielding. We are one of the most stable profs, let the devs focus on the people who need the dev love.
/End Rant
-Dandon Chaar
/End Rant
-Dandon Chaar
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