Pistoleer Archive
Thread: CU: Good any ranged usable damage specials?
LordMaxx wrote:
from what I can tell...we are not going to be a damage class...we are crowd controllers and mezzers. We will not be able (ha have we ever been able to) out damage the riflemen and carbineers...
I've been wondering about that. I briefly tried out a few different templates on test center this week, including Master Pistoleer/Master Commando, Master Commando/Master Bounty Hunter, Master Pistoleer/Master Bounty Hunter, Master Pistoleer/Master Rifleman, and a few other combinations (mainly just to look at my stats, though I did try combat with a few of them). Looking at the "your modified DPS" (or however it's labelled) stat on the most powerful equipped pistol I was able to get off the blue frog (which seemed to be a Republic Blaster), and comparing it with one ofthe most powerful Commando weapons I could get (the Plasma Flame Thrower), or else with one of the the highest-damage rifles (the Advanced Laser Rifle), the pistol actually shows much higher or comparable DPS to either of the others I mentioned (depending on what the rest of my template is). Commando and Riflemen are supposed to betwo of the heavy damage-dealing professions in the CURB, so I don't understand why the DPS is the same as for a pistol, but I admit I have not really tried to figure out how the new DPS stats are calculated yet. I assume that this modified DPS stat takes into consideration your current player combat rating, speed, and accuracy, and the equipped weapon speed and damage, but that's just speculation on my part. Maybe the killing power of the damage-dealing professions comes from more powerful specials that aren't factored into this DPS?
Incidentally, the template that impressed me the most (of the ones I mentioned above)for stats, both defensive and offensive,was Master Pistoleer/Master Bounty Hunter. I don't know if I am going to be able to get used to having a maximum firing range of 35m though, so I'm debating whether to adopt that template after the CURB goes live, despite the impressive stats. I haven't been having much success using fan shot when I have to get that close, and being that close makes it a lot more difficult to attack from a safe distance. Stopping Shot is an awesome special though, so that makes up for it to some degree. Still, I'd rather have the old 64m range.
Message Edited by KaiRan on 04-21-2005 09:10 PM
Message Edited by Xoreshear on 04-22-2005 07:08 AM
Message Edited by KaiRan on 04-22-2005 09:50 AM
the CM-throws are limited to pistol range.
whats another advantage of using known specials with any weapon is that i could use my pistol specials with a rifle. i tried a dx6r rifle which needs only CL:40 atm (no rifle skills required). its nice as i can use my specials now at 64m. although i m not able to do as much damage as a rifleman with it i am able to stack the states before the target is in striking distance for my pistols or keep it from fleeing by using stopping shot. as soon as i m near enough i place the CM dots and switch to my pistol for the damage shots.