Pistoleer Archive
Thread: What does the pistol melee 2 do?
Yep, it's yet another worthless Pistoleer special. It costs a lot of HAM to use (as if it had Knockdown), has a 7m range, and is random HAM. No state effects (dizzy, knockdown, stun, etc).
I have no idea what damage range it is, but mine does anywhere between 300 and 1400 pts of damage. I have it chained to PMD1 though, so the upper damages might be taking that into account after PMD1 KD's the creature.
Is that maybe how it's intended?
Laeren wrote:I have no idea what damage range it is, but mine does anywhere between 300 and 1400 pts of damage. I have it chained to PMD1 though, so the upper damages might be taking that into account after PMD1 KD's the creature.
Is that maybe how it's intended?
Are you saying you actually USE PMD2 ?
Wow, can I add you on my "They Are Special" short list ?
Not laughing at you, just amazed ppl are using specials that harms them more than their victim, just awesome...
I would never bother using PMD2, for a number of reasons.
First, it only works in melee range. So if you or your opponent move, then you get the "out of range spam" and you have to reload your queue.
Second, ithas a high HAM cost, as if it had a knockdown move. You're better off using a low HAM cost special, generally.
Third, it's random HAM ... so in the vast majority of situations, you'll be better off using BodyShot since you can kill the creature faster by targetting 100% Health instead of 55% Health.
It's not very useful. I can't think of a situation when it would be worth using. Maybe if you have Doctor buffs, are standing stationary next to a mob that is fighting a pet, and you want to get max XP from a group instead of killing the mob faster using BodyShot. That's a pretty rare set of coincedences ... almost always, PMD2 is a piece of crap.
Add to that the fact that you're sometimes trying to use an improvised club on someone who's WAY better at the old 'let's not get hit in the head with a club' game, and the move goes south fast.
I teach karate a few times a week, and I can reliably teach a 9-year-old to defend against a pistolwhip. I have had very limited success teaching them to dodge bullets however (mainly lack of experimental data, I'm sure). Why not stick with the gun as a gun, and not a hammer?
-FL
FrankLee wrote:
I still want to know who thought up the great idea of turning your blaster into a club and trying to knock someone down with it.
Add to that the fact that you're sometimes trying to use an improvised club on someone who's WAY better at the old 'let's not get hit in the head with a club' game, and the move goes south fast.
I teach karate a few times a week, and I can reliably teach a 9-year-old to defend against a pistolwhip. I have had very limited success teaching them to dodge bullets however (mainly lack of experimental data, I'm sure). Why not stick with the gun as a gun, and not a hammer?
-FL
As long as some of us can Trandoshans, Zabraks or Wookie for example, I have no problem to imagine someone Knocking Down with a pistol.
You really do ?
LoboDe wrote:
FrankLee in real life people get pistolwhipped all the time and don't defend it(why do you think they gave it a title). As for you guys that don't like it you just don't know how to use it. PMD2 goes great with PMD1 because sometimes things do get close to you(especially with the teleporting mobs). Why don't you try PMD1 then PMD2 then run away using bodyshot it works good for me.
Why not just pmd1 and bodyshot while you "run away"? that way you'll have ham left when the mob gets up. If your dead set on smackin em twice, just pmd1 again. The damage increase on Pmd2 isn't that big, I do more damage with the 4 or 5 bs3's I get off before they get up than with a second pmd. And I'm not begging for an incap from burning all my ham off tryin to play TKA.