Pistoleer Archive
Thread: Discussion Thread: Dual Wielding Pistols
My question is when the developers do work on Dual wielding pistols, what should the mechanics behind it be? Im sure they already have some ideas of their own, but if we can come up with a very well balanced and professional design document they may take it into consideration.
It would be easy to say things like...well just cuts your speed in half...but that doesnt exactly evoke balance. This ability should upgrade your combat abilities, but there must also be costs...
Im assuming most of the community will want it to be a Master Pistoleer skill which is fine by me...but discuss that also if you have differing opinions.
Some of the optional Pros and Cons to dual wielding could be this:
Speed Bonuses
Damage Bonuses
Accuracy Penalty
Movement Speed Penalty
Both Weapons must be same type
Both Weapons must have same Serial
Limited Specials Use
No Specials Use
And there could be many more...think of how you could take the above bonuses and penalties and make a balanced and fair pistoleer ability. Also Im sure there are other bonuses and penalties that could apply post those also if you think of them.
Message Edited by SolrFlare on 10-15-2004 10:58 AM
Message Edited by SolrFlare on 10-15-2004 11:16 AM
- Master only ability.
- Add 2 duel weild specials:
- Alternate shot - One gun then the other, with staggered delays. Reduces the time between shots, HAM drain is the same but hits you twice as often, Damage would be slightly more than regular shot but happen more often.
- Duel Overcharge - Both shot at once, longer delay. HAM is from both guns, damage would be excessive.
- Using 2 guns should affect accuracy more than anything, other negatives like HAM and speed would be calculated from each gun anyway and the effects don't need much more, if any, increase beyond that.
- Using regular single shot specials uses both guns at the same timebut the speed is based on the slower of the 2, damage is calculated off each gun. Reduced accuracy and a reduced range would be the main negative, calculated seperately for each gun, along with the duel HAM costs.
Just thought of another issue:
- Pistol whip (pistol melee something ...)will need to be modified or not work when duel wielding. If it's used twice i think it cancel out and i don't think it should just last twice as long. If it continues to work as it currently does, cool, but i'd be worried that it may end up buggered if it's not considered when this is done.
Message Edited by Jibbrish on 10-15-2004 01:15 PM
LordMaxx wrote:
Im assuming most of the community will want it to be a Master Pistoleer skill which is fine by me...but discuss that also if you have differing opinions.
Some of the optional Pros and Cons to dual wielding could be this:
Speed Bonuses
Damage Bonuses
Accuracy Penalty
Movement Speed Penalty
Both Weapons must be same type
Both Weapons must have same Serial
Limited Specials Use
No Specials Use
Again, this is tough to discuss not knowing how damage, speed, etc. will change with the revamp, but I'll try.
My "vision" of dual wieldingis that it would be the pistoleer's answer to the up-close melee-range situations. A pistoleer can sit back a ways with one pistol equipped applying status effect specials with one pistol, then move in and pull out a second pistol to extract high damage.
Where to put it; Master?
Check out <a href="http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=57912&page=1
">THIS</a> thread. Ilike this idea that would pull in more professions into the implementation of Dual Wielding. Saying "only put dual wielding at master pistoleer" seems like a cop-out. Shouldn't even a novice pistoleer be able to dual wield cdef's?
Speed Bonuses
Yes, you could give a speed bonus to dual wielding, but that "bonus" becomes a mute point for all those that are capped with BH pistol. In addition, it takes dual wielding and makes it more of a skill tape than a stratgic decision. One speed related comment though. Equipping the second pistol from one should be only half the weapon switch delay that moving from pistol to carbine would be.
Damage Bonuses
This, of course, is an obvious. If you're shooting twoof the same weapon you should hit for twice as much damage.
Accuracy Penalty
To me, this one is equally obvious. If you're trying to shoot two of the same weapon your accuracy should go down. Perhaps a multiplier that reduces accuracy exponentially when outside of the ideal range.
Movement Speed Penalty
Weapon weight should be implemented across the board. A Commando with a FT should never move as fast as a TKM. Each weapon should have an inate "weight" stat (slicable by Smugglers) that adjust the players movement speed. If a pistoleer is using a cdef, he/she should be able to move as fast as a TKM. However if a pistoleer switches to dual DE-10's, he/she should move at a much slower rate.
Both weapons of same type
When I started to respond to this point, I was against it. Now, I'm in the middle. One time I can see it being advantagious to use different weapons would be to apply two different DoT weapons.
Both weapons have same serial
With the way DE-10's are currently crafted, wouldn't this disallow pistoleers from dual wielding DE-10's? And, that's probably the one weapon pistoleers most want to dual wield...you may never hear me say this again, but even I say "dual de-10's...now that just looks cool". I can see how it would be easier to implement dual wielding as one weapon that takes up both hands, but I'd much rather be able to use my existing weapons and buying an additional matching weapon. Weaponsmiths would benefit from selling a pistoleer two weapons instead of one as well.
Limited Special Use
I absolutely agree. With my "vision" at the top, dual wielding is a close-quarters combat solution. Single or random HAM bar specials & multitarget attack should be possible, but no state attacks. Just using these as examples, but Bodyshot3dual wielded from close rangeshould bemore powerful than stopping shot with one pistol.Keep in mind that pistol specials in other professions (smuggler, BH, & possibly Commando if they get them) need to be included in this as well.
No Special Use
From my above response I'm sure you can guess that I don't like this. Without the ability to do at least some specials, our ability to do damage dual wielding is worse than with one. Dual wielding DE-10's at close range should be the ultimate close range non-commando non-melee attack.
SolrFlare wrote:
OK. Looking at this from a real life perspective and from someone who has done some pistol shooting, if you are holding two guns in your hand, your accuracy and speed is going to go to pot(contrary to the movies). No way you are going to be able to aim good and the recoil of having two guns firing is going to make firing much slower.
But, keeping in mind this is a game based off a fantasy/sci-fi universe:
Message Edited by Dharma812 on 10-15-2004 02:15 PM