Smuggler Archive
Thread: Small Tweek to smuggler, just what the doctor ordered.
maxtheusher
Sat Jun 18, 2005 10:47 am
#14
Ragnaat wrote:
i say dump the skill trees totally and have 2 lines... one for combat skills & CL the other for choosing a profession, and keep the relationship between those two as loose as possible.
I see a flaky wookiee, and he seems to be beating a dead horse...
seriously though,I think I suggested this, and then Wes came in and was all, "the devs already thought about this for the CU but the combat prof corrs bitched"
fishbrains
Sat Jun 18, 2005 3:48 pm
#15
I would not mind a shift to an exp 4 or RS 4 pre-req shift. /ponders about all the fun things he could get with 29 extra skill points. drool
Wraith-X
Sat Jun 18, 2005 10:11 pm
#16
Hate being all predictable but as a TK/Smuggler I do believe I'd kind of hate that change.
I do think that the Hybrid classes should be 1 line worth of a normal elite stronger than a normal elite. For instance if there were a hypothetical melee elitehybridrequiring Scout 4000 and Brawler 4000 it should be equivalent to say Master Sword and a single line of Pikes. More specials and more modifiers to balance out the class if the devs want to be lazy about it...
or if they don't make sure that the prereq's are actually reflected in the class. I've said many many many times before and will continue to keep saying it till I can find an ID to make me blue in the face, but Smugglers and Commandos should be able to use melee specials when at melee range even while wielding their ranged weapons. A master commando/master pike should be able to use warcry even with a Acid Stream Launcher in hand. I'm sure the melee folks would scream bloody murder but both Smugglers and Commandos should be able to use Center of Being while wielding a ranged weapon.
How else did Han always avoid those massive sprays of bolts he seemed to attract? Course he must have also been a swordsman, Doc or Combat Medic to keep attracting all that aggro. Doesn't help that on the death star dungeon he left his group and tried to solo a bunch of high level storm troopers and then clearly couldn't find FD on his way back to drop aggro.
TheWok
Sat Jun 18, 2005 10:36 pm
#17
My template is Master Smuggler, Master Pistoleer, Carbineer 0440. While I really would love to be able to master carbineer, the brawler pre-req does have an upside:
When I am unarmed, I still have 200 defense in both melee and ranged. IF bounty hunters are ever able to hunt us down, this will be a great thing. I hate running around with my gun out. Having good defenses while unarmed will help somewhat in dealing with the BH first-strike ability.
This is not to say that I don't want some unarmed (or melee with gun in hand) moves. I do. Just saying that there *is* an upside to that unarmed 4 requirement.
When I am unarmed, I still have 200 defense in both melee and ranged. IF bounty hunters are ever able to hunt us down, this will be a great thing. I hate running around with my gun out. Having good defenses while unarmed will help somewhat in dealing with the BH first-strike ability.
This is not to say that I don't want some unarmed (or melee with gun in hand) moves. I do. Just saying that there *is* an upside to that unarmed 4 requirement.
Message Edited by TheWok on 06-19-2005 12:37 AM
Killa-Kell-Krushin
Sun Jun 19, 2005 12:11 am
#18
The only problem I have with having unarmed line the fact that u have to take that novice box which eats up the d@mn skill points big time! I never use unarmed neways...all the smuggling xp is for pistols. Kinda stupid if u ask me...
SwenLaransa
Sun Jun 19, 2005 12:36 am
#19
If we did have a say in it, I'd also swing my vote towards engineering. I'm sure it would screw with our combat level, but damnit. I want to make fireworks again.
DigiDante
Sun Jun 19, 2005 12:46 am
#20
Antonnio wrote:
I say, give us some unarmed moves and some good accuracy and defence mods... and let us get a master smuggler cert for a pair of uber smuggler brass knucklers. Something only usable by us... Think of it this way, Commando gets knucklers because they have that branch... so should we.
I second that!!
Does anyone know what weapon xp caps at for a Master Smuggler / Master Combat Medic? I know since I am 0004 pistols that my pistol xp caps at 1.5m but not sure about the rest...
Because- Think of it this way.
Smugglers can cap
Pistol XP
Carbine XP
Rifle XP
Unarmed XP
Two-Handed XP
Polearm XP
One-Handed XP
Combat XP
Slicing XP
May not be much... but capping all of that will add up in the future for us who goto the village.
-Firestar-
Sun Jun 19, 2005 6:47 am
#21
I never gave up my exploration 4. You never know when you need to run away and FD isn't working. The only bad part is, with the new publish, you can't Burst run in the middle of combat anymore. 
-Firestar-
Sun Jun 19, 2005 6:50 am
#22
I'll send the new Smuggler's delight.
I made one at a friend's house (Boy was it hard trying to explain what I was doing.....) but I'm afraid to try it. Need to find a guinea pig.
PLS , PLS, PLS........................................
If you grant this small request I will send you fresh Pie and Beer..............................
Killa-Kell-Krushin
Sun Jun 19, 2005 9:08 am
#23
TheWok wrote:
My template is Master Smuggler, Master Pistoleer, Carbineer 0440. While I really would love to be able to master carbineer, the brawler pre-req does have an upside:
When I am unarmed, I still have 200 defense in both melee and ranged. IF bounty hunters are ever able to hunt us down, this will be a great thing. I hate running around with my gun out. Having good defenses while unarmed will help somewhat in dealing with the BH first-strike ability.
This is not to say that I don't want some unarmed (or melee with gun in hand) moves. I do. Just saying that there *is* an upside to that unarmed 4 requirement.Message Edited by TheWok on 06-19-2005 12:37 AM
Maybe I'm missing something but IF a BH comes for me I don't think I wanna be sitting there with no gun. Otherwise hes gonna root, KD, or snare me and i'm never gonna get close enough to touch him with unarmed. So I think its still pretty useless. Maybe I'm missing ur point tho...
Tarak-Cala
Sun Jun 19, 2005 12:48 pm
#25
Wow, I can tell we definitly need a change in this, I think engineering seems like the way to go. I just really miss scout exploration 4. If you have the skill points get it, the burst run alone is worth it, and never slowing down uphill is sooo nice. The terrain negotiation is the big one for me. Although for role play sake, it seems engineering would make more sense.
I do love this proff, Since I am not much of a pvp'r I am probably going doc to compliment smuggler so I can participate , and be a multi function type role. Would like to see a change in req's though.
ClevtonRyles
Sun Jun 19, 2005 2:33 pm
#26
I'd settle for the small Twi'lik right about now... 
Engineering 4 does make a good deal of sense... but I'd rather keep unarmed 4 IF, and only IF, they gave us a usefull "unarmed" attack or two. I have used the 'pistol whip' on a low level NPC before, and it was amusing.
Remember, part of being a smuggler is being a drunken bar room brawler. Its all about the pie and the beer.