Pistoleer Archive
Thread: Pistoleer should be better than BH's in pistols, but...
this game has weapons all messed up. The reason I say this is:
When in a pistol duel, one on one, a BH should lose to a pistoleer 80% of the time.
But outside pistol range, a BH with a carbine should smoke a pistoleer.
The premise of range weapons in ALL games is based on exchanging range/damage for speed, i.e. a rifle (or some rocket launcher) is slow buthas great range and great damage; a pistol is fast but does small damage and has short range. SWG has this all messed upbecause a pistol is better than a rifle is long range! What the heck were the devs thinking??? The way to fix this is toCAP the ranges for pistols to 20m, carbines to 50m, and rifles to 75m, that is, you can't attack at all outside those ranges, and also more severe penalities when you move outside 10-15 m of your ideal range.
Even if you look at real life, it makes sense.The bullet from a pistol does not have the power to travel long distances. Have you try hunting ducks using a magnum?That's why people make hunting rifles!
The solution will keep pistoleers happy because they are best at pistols, as well as BH's happy because they are still very good at 1 on 1 combat (as well as all other combat classes since they specialize in their respective ranges).
My ideal typical BH PVP bounty fight vs. Pistoleer goes like this: BH approaches mark. He gets first action because of element of surprise. Heuses "net gun" (bounty humanoid trap), rootsthe pistoleer. Pistoleer can't move soBH gets out of range and start blasting the pistoleer to bits. Bounty accomplished. Now, how do you know your mark is a pistoleer? Well, that's where the investigation line comes in (you get better info on your mark from informants if you have high skill).
Furthermore, a master pistoleer/carbineer WILL BE BETTER in pure combat than a BH in this instance because they have weapons appropiate for range. But they should be right? Since we should get cool traps, a heavy weapons and investigation skills, and they did spent a comparable amount of points in combat professions!
Yes! My point exactly.
Pistoleers/dancers should be able to whipe the floor with bh. It just fits well in the sw universe, and we do have all those pretty pistol boxes.![]()
limiting ranges to 64 meters is lame to begin with a rifle should have atleast triple that and carbine double the 64m range.
and you dont use a rifle for ducks you use a shotgun hehe larger pattern less range .
its all a trade off and unfortunantly carbiners and riflemen dont get to work at the right ranges.
its not that pistoleers or pistol users are beter its that the ranges limit the other weapons and dont give them what they should and thats distance.
Sure people don't hunt ducks with a magnum, but they might if they had a laser pistol, acid pistol, or something that did stun damage (tangle pistol).
And it isn't totally unreasonable to argue that pistols should be worse than they are at longer range, but at the same time, it's absurd that riflemen can hit anything, let alone be as accurate as they are, while running. Aiming a pistol while running is kinda possible. Aiming a rifle? No way at all!
when i first saw the title to this post i was all, ugh....here we go again
but very well thoughtout post, makes sense, to bad its not gunna happen ![]()
I really don't like the idea of limiting the range of ranged weaponswith a hard cap. It wouldn't help us as much as you'd think and would leave much less room to grow in our skills. We should need accuracy in order to do well at long range. Rifles should be clearly better at long range, carbines should be decent at short and long range, andpistols should be clearly better at short range.I'm thinking the only true way to accomplish this is toadjust the range mods of weaponsat 0m/34m/64m.
Pistols should have an ideal range of around 10m with ranged mods like 10/-50/-100.
Carbines should have an ideal range of around 32m with ranged mods like -70/10/-70.
Rifles should have an ideal range of 64 m with ranged mods like -100/-50/10.
All specials should be usable at any range but the specials should hit or miss based on the ranged mods of the gun. Each special should give a to hit/accuracy bonus as well...the higher up the skill tree the special is the higher the special's to hit/accuracybonus should be.
For ranged weapon users accuracy bonuses should have a very large effect on their accuracy at various ranges as the progress up the skill trees. Only someone of exceptional pistol skill should be able to hit something from 64m away with any degree of regularity. Also it would take someone of exceptional skill with a rifle to hit something really close to him with any degree of regularity.
Obviously the above stated weapon ideal ranges would vary from gun to gun...but in general they should all have the same feel. A pistol should be real accurate at short range and decent at mid range. A carbine should be accurate at mid range and decent at both close and distant range. A rifle should be real accurate at distant range(64m), decent at mid range, and lowsy at close range.
Accuracy should also effect the amount of damage you hit the target for. The higher your to hit/accuracy bonus to a target is, the higher the damage you inflict with your weapon should be when you hit. After all you could hit the target with a low to hit/accuracy bonus but only graize the target. However if you hit the target with a high to hit/accuracy bonus then you should get a more solid hit.