Pistoleer Archive
Thread: Ways to boost pistoleer power, while keeping other classes value.
Fanshot's great, I cleared tons of high-end mobs with it this morning (after the clown-patch).
If they could get multi-target pistol shot and pointblankarea2 working, we'd have our nice close-range AOE attacks. We should have an AOE health bleed (especially since bleeds are only marginally useful now) as well, but I can live wihout it.
The capacity to target unarmored areas, or chinks in armor, would be useful to us. If we had a special that was relatively slow (because you're aiming carefully) that allowed us to bypass armor, we'd be set. Make it HAM-random, so you can't just spam it in conjunction with a health hit and pray. If there weren't armor holes, as in a fully armored human, then we're SOL. Much like a street thug shooting robocop.
We do just fine, for the damage types we can touch. Maybe we need some varied weapons, or a few AP2 weapons, but in general I can take a herd of nightsisters without breaking a sweat.
Hell, I took 2 rancors and a Black Sun Henchman simultaneously, and the pistol did all the work.
We aren't melee tanks, and we aren't armor-busters. We're fast and light.
Ryche_Mykola wrote:
I think the devs should give Pistoleers a model of pistol for each damage type.
ie.......Move Launcher Pistol Certification to Pistoleer, then you could do Blast Damage (make it light armor piercing, if it isn't already).
You guys should also get a Lightning Pistol (electricity damage type). Since a lot of PvE creatures have an Electricity Vulnerability, I think this might breathe some new life into Pistoleers.
Datchery wrote:
How about an AP2 cold pistol?
If you think about it in realistic terms, you could only reallyhave a kinetic, energy or acid guns that pierce real armour. And what pistoleer really needs is a medium armour piercing gun, and where a pistoleer special that completely ignores armour would be handy, it would upset the balance when we go and speed cap that special, we would in terms of PvE become riflemen, and Carbineers ain't gonna like that. I've been a pistoleer, I've been a carbineer, I've been a Bounty Hunter and I've been cominations of all three. None of which really compare to riflemen PvE or PvP and I really feel that whatever changes pistoleer suggests should be realistic and NOT put us above either carbineer or bounty hunter, we need to talk to carbineers and bounty hunters and find some way for either all of us to put back to proper standing with all marksmen being equal or make the devs see the current inbalance and bring rifleman back down to where we were all left.
Murton
Genocide
Eclispe Server
A diplomat with a pistol
For those pistoleers contending that we dont need improved capacity against high levels dungeons, please layout for all of us masters, how to be useful in the DWB? This isnt an insult, but a sincere request to help all of us find usefulness inthe dungeon compared to the other classes: Please no suggestions of specials/equipment not available to a Master Pistoleer. I.E. no BH/Commando/Smuggler Abilities as this is the pistoleer forum.
Blacksun Henchmen... ok those arent too bad. But everything else has Med armor... so this presents significant issues
I think the AP specials are viable and could make us viable as an Elite combat class. I have been a pistoleer since July and am quite versed in using this class. I have tried everything in these high end combat situations. We are hard pressed to be useful. Again I dont think we should be able to solo a Krayt... pistols arent designed for big game, but they are designed to be very effective vs people (humans, humanoids, etc...)
JawaJoey2 wrote:
Fencers have a mvoe that ignores defenses and there's BIG talk about that being an exploit and it should be changed... and that's a hassle I think Pistoleers DON'T want. I do think that pistols should get some advantage against Humanoid targets. When you're out hunting for giant monsters, you don't bring your pistol, but when you're shooting at some guy, you surely don't automatically pick up your flamethrower. I don't know how this could be implemented, but it's a good idea. Making us stronger against humanoids would make us more valuable in dungeons and base raids, and it'd help us a lot if it applied to PvP as well. But just giving us armor peircing would only make us more powerful over all, and the only amount sufficient to balance us out would make us overpowered in other areas.
there should be a skill mod or something that increase damage vs certain types of enemies.
If oyu notice in my original post they are specials for NPC's only, not creatures