Pistoleer Archive
Thread: What are pistoleers supposed to do?
I noticed that despite our best efforts we keep getting hosed by the devolpers. One thing I noticed is that request for changes falls into one of two categories, theme (twirly gun moves, holsters)or DPS (BS3 or an extra bleed). It seems to me that our problem is bigger than that. More than special moves or kewl gun twirly thingies, we need a niche. Be patient with me for a sec while I go over some information everyone alreadyknows,
We have several status defenses, this would lead me to belive that we are supposed to fight people that can inflict status effects on us. None of the other ranged classes have these, In fact in some of thedefenses we are better thansome of theexpert melle classes.
We have a pretty hefty dodge bonus (+30) , which I can only imagine as being used for damage mitigation (when it gets working). That would make us a tough class assuming it was a straight percent to dodge (thusly 30 dodge = 30% damage reduction)
We have both bonuses to our acuracy while standing and while moving. This is to enable us to move in combat and still be able to hit our targets, and since their are increased penalties to hit a moving target this is a form of damage mitigation as well.
We get bonuses to melle defense, the only reason we would have these is if they expected us to be in melle. Thusly were supposed to be melle surviable (if not victourous).
Judgeing from the above facts, Pistoleers were and are intended to be a resilent class. The ideal combat for us is we are moving about the fight making ourselves hard targets, while we are placing shots into our enemy with mechanical percision. Should they manage to hit us we have the ability to dodge 30% of incomeing attacks that hit us. Combined with the fact that we are hard to knock down, blind, stun, or dizzy, we should be very hard targets to take down. This would make us good in groups were we can pull from range and then let the melle's intercept. We would also be good soloers, being tough enough to survive in CC long enough to knock the enemy down or lower their stance. Sadly without those defenses we are the diet coke of bounty hunters/smugglers.
So in light of these facts why are even bothering with debate onDS1&2 when our defenses don't work at all. Its like being in a burning building and worrying about the color of thewallpaper.If we could just get our defenses working we would be PVP capable.
Once we get those working, (should that ever happen) thenI would start trying to push for changes in the special moves. Untill then atleast take some comfort in the fact that our specials may not be the best in the game, but at least they work and our certs function, unlike some classes that i could think of. If we got our defenses, I would makethe following changes to our skills. these changes replace our less than useful skills, with stuff that will make us better in groups and PVP, but I hope not unbalancing.
DS1: would become "Taunting Shot". If used against a creature/NPCit would be like a ranged version of the rangerability taunt. If used against a PC it would have a chance ofswitching his target to you.
PBS2: would become "Distracting Shot". Against creatures/NPC's this would lower your agro enablaling you to transfer a mob to melle characters. Against PC's if they were targeting you, they lose their target and be unable to target youfor five sec's (but can target others). 30 sec timer on reuse
PBA2: Would become "Taunting Shot 2". It would function the same as TS1 except it would affect a cone.
DS2: Would become "Distracting Shot 2". It would function the same as DS1 except it would affect a cone. 30 sec timer on reuse
Idon't think any of these would be game breaking and they already have all of the ground work for the moves in the game (since squad leaders can already change your target, and taunt is already in the game).
My top fivepriorities would be to have the devs do:
- Fix dodge (it appears to work ok for NPC's)
- Fix our defenses (cause defenses seem to work fine for NPC's)
- More weapon certs please, I've ran into a large minority of creatures that have 70%+ resistance to acid
- Give PM2 a knockdown or increase its damage to better than fan shot
- Do anything with DS1&2 but pleasechange what they do
I'm sure we are intended to:
a) be uber soloists, running around like mad trying to stay away from the critter we're soloing - while the rifleman/commando/bh next to us solos three of them
b) keel over dead in one hit from flamethrowers, LLCs, or rocket launchers
b1) keel over dead after 2-3 eyeshots, expert headshots or similar (don't worry, it'll only take 3-4secs, not much longer than being oneshotted
c) KD that rancor/gurreck pet...then pray really hard for 20secs after it stands up again
d) my personal theory..start using those tumble maneuvers..with luck we can make them miss us and waste time shooting at us more while some worthwhile proffession kills them.
Xeon, the devs asked us for suggestions for game look as well as gameplay, ie: twirl moves with the guns as well as ways to improve the class. That's why we put in twirl move with the gun as a 'wishlist' for game look. Believe me, we all know that's a secondary priority, and I'm sick of people reading 'twirl move' on the wish list andcomplaining thatJaegen screwed up for putting it in. THEY ASKED US FOR GAME LOOK AND GAMEPLAY.
-- YP