Smuggler Archive

Thread: In light of the New CU Docs, should we be pushing for a PreReq Change now?

akd23
Sun Mar 20, 2005 5:08 am
#14






Nicolas_Frost wrote:





Mentski wrote:





Nicolas_Frost wrote:
I'd have to say I'm against letting the current Smuggler specials be used with any ranged weapon. Seriously, do you think its a good idea to make it so that UberRifleman can pick up Dirty Fighting 4 to kit himself on Last Ditch with his rifles, the highest damage and longest range weapons in the game?




And, come CURB time, rifles will be the slowest... you know... balance? Rifles certainly arent going to be the powerhouse they are now. Not to mention when it comes to raw power, someone with a good sliced DE-10 like we've seen appearing in these forums could easily outspeed and outdamage a T21 post-curb using last ditch. and before you mention armour peircing, remember thats changing too.







Which is why I didn't mention armor piercing. And the point about rifles is that while they will be the slowest firing(hopefully) they will still have the longest range and should have the highest accuracy, meaning while you're trying to close in to your maximum range with your nice DE-10, they can get at least two potentially very powerful shots off.






I think LOS will be the best friend of the pistoller and melee types after the CU


It's always bugged me how I can shoot through hills. After the CU, we can use the terrain to out advantage.


I think this is how it should be - running across an open field at a rifleman should be suicude, but get that rifleman in built up, close terrain and the extra mobility of the pistoleer should be king. Each prof then has the advantage in different tactical scenerios.




If one guy calls you a Hutt, ignore him. If a second calls you a Hutt, begin to wonder. If a third calls you a Hutt, buy a drool bucket and start stockpiling spice

Klisof : Master Pilot ---------------------- Sa'i : Imperial Ace
Neka: redneck bothan banjo player
Siko: Commando---------------------- Tykkata: Walking Carpet




Nicolas_Frost
Mon Mar 21, 2005 12:58 am
#15


akd23 wrote:


Nicolas_Frost wrote:


Mentski wrote:


Nicolas_Frost wrote:
I'd have to say I'm against letting the current Smuggler specials be used with any ranged weapon. Seriously, do you think its a good idea to make it so that UberRifleman can pick up Dirty Fighting 4 to kit himself on Last Ditch with his rifles, the highest damage and longest range weapons in the game?

And, come CURB time, rifles will be the slowest... you know... balance? Rifles certainly arent going to be the powerhouse they are now. Not to mention when it comes to raw power, someone with a good sliced DE-10 like we've seen appearing in these forums could easily outspeed and outdamage a T21 post-curb using last ditch. and before you mention armour peircing, remember thats changing too.





Which is why I didn't mention armor piercing. And the point about rifles is that while they will be the slowest firing(hopefully) they will still have the longest range and should have the highest accuracy, meaning while you're trying to close in to your maximum range with your nice DE-10, they can get at least two potentially very powerful shots off.


I think LOS will be the best friend of the pistoller and melee types after the CU

It's always bugged me how I can shoot through hills. After the CU, we can use the terrain to out advantage.

I think this is how it should be - running across an open field at a rifleman should be suicude, but get that rifleman in built up, close terrain and the extra mobility of the pistoleer should be king. Each prof then has the advantage in different tactical scenerios.






Exactly, but that's not the point I'm arguing, the point I'm arguing is that Rifles shouldn't get access to an attack which multiplies thier damage range sixfold. In my oppinion, that's an insane ammount of damage.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


WedgeStarkiller
Mon Mar 21, 2005 7:01 am
#16






Nicolas_Frost wrote:

Exactly, but that's not the point I'm arguing, the point I'm arguing is that Rifles shouldn't get access to an attack which multiplies thier damage range sixfold. In my oppinion, that's an insane ammount of damage.





Well couldn't they alter Last Ditch so that it has a different modifier depending on the weapon type? I don't know all that much about programming but isn't something like that relatively easy? So maybe its 6x for pistols, 4.5x for carbines and 3x for rifles or something to that effect. I don't have a good handle on the various specials for each ranged profession but as long as they "balance" last ditch for each weapon it should be fine. It needs to be a relatively high damage shot with a long cool down, that's all.




Antonius Ordnung
Master Smuggler, Master Commando (Thanks NGE!)
Resident of Shadow Impire, Lowca
Colonel, Imperial Supply Office / Master Pilot, Corsec
Captain of the YT-1300 "Overdue Revamp"

Ackehece
Mon Mar 21, 2005 8:39 am
#17






WedgeStarkiller wrote:





Nicolas_Frost wrote:

Exactly, but that's not the point I'm arguing, the point I'm arguing is that Rifles shouldn't get access to an attack which multiplies thier damage range sixfold. In my oppinion, that's an insane ammount of damage.





Well couldn't they alter Last Ditch so that it has a different modifier depending on the weapon type? I don't know all that much about programming but isn't something like that relatively easy? So maybe its 6x for pistols, 4.5x for carbines and 3x for rifles or something to that effect. I don't have a good handle on the various specials for each ranged profession but as long as they "balance" last ditch for each weapon it should be fine. It needs to be a relatively high damage shot with a long cool down, that's all.







How about if last ditch itself was changed on how it works? - don't assume you know anything about the curb and combat in the curb yet.


don't worry about us rifleman... we have some serious issues that will come to light soon that could change your view on rifleman.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Geevo
Tue Mar 22, 2005 12:12 am
#18






WedgeStarkiller wrote:
I was going through the CU stuff that was just posted and noticed that most of the combat related professions are getting skill point and box prereq changes... but not us of course. One of the ideas that used to be kicked around was changing the Smuggler requirments to be any brawler line and any marksman weapon line. I'd still love to see this implemented but it seems to have dropped off the radar.

Any thoughts appreciated.





I believe I asked and was told "not within the scope of the combat upgrade"



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Karzon_X
Tue Mar 22, 2005 12:40 am
#19

I have a feeling that the "wind up" and "coold down" period that they mention in the docs is going to have a huge impact of rifles.. also, this is just a guess, but I am willing to bet that the more high damage, or state attacks will have a high windup time, and will only be able to be done while stationary... that's just my guess....

And I think that will help out pistol user... because they're supposed to be run and gun types.. while the riflemen will have to sit still while they get ready to strafe shot you...

If you see em winding up,,, run our of view.. because there is a good chance that their high dps specials will make them imobile.. so no more riflemen running away from you holding a T21 in one hand hitting your mind at 300dps..


But that's just my guess... and hope




,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
aaaa Karzon, Keric k Ciecil aaaa
* I'll slice the **** out of your Guns! *
vvvvv VICE - Life of Sin- Underworld Boss of Gorath vvvvv
hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Nicolas_Frost
Tue Mar 22, 2005 10:04 am
#20



Ackehece wrote:


WedgeStarkiller wrote:


Nicolas_Frost wrote:

Exactly, but that's not the point I'm arguing, the point I'm arguing is that Rifles shouldn't get access to an attack which multiplies thier damage range sixfold. In my oppinion, that's an insane ammount of damage.


Well couldn't they alter Last Ditch so that it has a different modifier depending on the weapon type? I don't know all that much about programming but isn't something like that relatively easy? So maybe its 6x for pistols, 4.5x for carbines and 3x for rifles or something to that effect. I don't have a good handle on the various specials for each ranged profession but as long as they "balance" last ditch for each weapon it should be fine. It needs to be a relatively high damage shot with a long cool down, that's all.



How about if last ditch itself was changed on how it works? - don't assume you know anything about the curb and combat in the curb yet.

don't worry about us rifleman... we have some serious issues that will come to light soon that could change your view on rifleman.






I never assumed that I knew anything about the CURB, this is all supposition. But I do know, if Last Ditch remains fundamentally unchanged, that it can't be allowed to be used by the profession with the most powerfull ranged weapons. It just gets too powerfull.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


Mentski
Tue Mar 22, 2005 11:58 am
#21






Nicolas_Frost wrote:

I never assumed that I knew anything about the CURB, this is all supposition. But I do know, if Last Ditch remains fundamentally unchanged, that it can't be allowed to be used by the profession with the most powerfull ranged weapons. It just gets too powerfull.




But.. the whole point of the CURB is to BALANCE OUT all the weapons so one is no more powerful than the other. You are thinking too much in the present. sure, rifles are the "uber" choice now.


Dont get me wrong, I see your point, but come CURB revamp, I always assumed that pistols and rifles would be dealing, on average (without taking into considerations enhanced weapons) the same damage per second anyway. Pistols lat lower damage with faster shots, Rifles more powerful but slower, and carbines being the "happy medium"


That and if we were allowed to use smuggler specials generically, I wouldnt expect the modifiers to be the same on each weapon anyway...


I'd just like to see things opened up, a bit looser, thats all. That and I want to do smuggler specials with a bowcaster, I admit.(see, i dont even want to use them with the rifleman uber-weapon of choice!)








Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
Page 2 of 2