Smuggler Archive
Thread: Should we actualy be a combat profession?
Sephia wrote:
The power that any elite profession has should be directly related to how many skill points it takes to get the Elite.
ie. smuggler takes 58 points to qualify for novice smuggler, the basis of the class should be what itt ook to get it and how much it took to get it. Smuggler should have more power as its a hybrid in itself over rifleman which only takes 29 skill points to qualify.
likewise BH which takes 106 points to qualify should have more power than a smuggler.
Now i say power which isnt necessarily combat ability, but over all sucessfulness in the game.
Right now Swordsman, Doctors, Medics, TKA, Armorsmiths, weaponsmiths have lots of power, prolly all these have waaayyy too much. As it takes too little to get there for too big a bang.
If all elites were broken into combat and occupation the game would run alot smoother... The problem is hybrids already take alot of prereq's, and to force them to take more just to be able to fight is not fair. There should be a balance, and taking a hybrid should mean that you get skills other than just combat. BH should have 4 lines (investigate, offensive, defensive, travel) and the non-combat skills offset the combat skills, meaning that the charcater might want to hone their skills by taking another or a portion of an elite, but its not necessary.
Smuggler should get underworld (spices, faction, contacts), offense (bonus to ranged and close combat), def (feign, def vs blind...), slicing (as is)
The difference is, the BH gets unique specials geared toward them making them self sufficient, while the smuggler gets combat help but must choose how to use it by supporting it with other elite proffessions.
You forgot Smuggling.
Message Edited by JakobSunrunner on 02-23-2005 07:00 AM
Message Edited by JakobSunrunner on 02-23-2005 07:01 AM
yimaz wrote:
See the thing is we are not a combat profession so some of us are weaker in a fight then others.
Message Edited by yimaz on 02-22-2005 10:47 AM
So what are your smuggler prereq's? Entertainer and Artisan? Dunno bout you, but I am a master of a hybrid profession that REQUIRES 3 lines of pistol (Pistols IV, Underworld, and DF) and Unarmed IV. We are a combat proffesion, we have to endure combat in order to survive the less than desirable failures in our imagined smuggling (had to be imagined since we don't have any smuggling). Two out of four trees require pistol skills to complete... if that isn't combat, I don't know what is. I had rather just have some other non combat prereqs so long as I didn't have to blow skillpoints in a Unarmed IV prereq that I don't want.
Teras Kasi is not my thing. Most templates now have at least meditation and I am tired of seeing all of these cookie-cutter templates. I have no issues with Pistoleer, but we shouldn't have to lean on another combat class to make use of a prereq. I am sorry but for the skillpoint cost +25-30 (can't remeber which) is not worth 121 of 250 skill points if I have to have some other combat prof to keep me alive. I don't feel we should be as fast and accurate as a BH, just somewhere between where we are and master pistoleer would suffice to me.
Honestly now, I have to drop my side prof of WS (RP a gunrunner and don't put sliced weapons on a vendor) now in order to be able to defend myself while selling fp etc. I'm now picking up a sniper rifle that is more deadly at pointblank range than our dirty fighting.
Guess my point is that the Dev's said they were going to be putting in various quick fixes prior to the CURB. Why does our fix have to be one that hurts us without adding in something... anything. Give us a little accuracy and speed with pistol and unarmed since they are prereqs to hold us over. Not like it would be unbalancing for us to be a little faster seeing how a good many pistoleers now have taken up BH pistols for speed cap without tapes and many already use our DF line. Couldn't make TK any faster than it already is... don't see any harm in it.
Not flaming you Yimaz, just that we are a hybrid proffesion and a combat profession... our prereq's define us as such regardless of what our hopes are. We are rogues and not smuggler's by our current skill set. 2 out of 4 trees dedicated to combat. Next thing I will hear is a BH is not a combat prof because only 3 out of it's 4 are true combat.
I do agree 100% though that we need to be able to evade as a stand alone smuggler. We should be more viable than a novice marksman holding a FWG5 at Pistols IV though without any add ons from other profs. I do not feel we should be as adept as using it as a BH or Pistoleer though ![]()
Knightcrest wrote:
yimaz wrote:
See the thing is we are not a combat profession so some of us are weaker in a fight then others.
Message Edited by yimaz on 02-22-2005 10:47 AM
So what are your smuggler prereq's? Entertainer and Artisan? - woooo good oneDunno bout you, but I am a master of a hybrid profession that REQUIRES 3 lines of pistol (Pistols IV, Underworld, and DF) and Unarmed IV. We are a combat proffesion, we have to endure combat in order to survive the less than desirable failures in our imagined smuggling (had to be imagined since we don't have any smuggling). Two out of four trees require pistol skills to complete... if that isn't combat, I don't know what is. I had rather just have some other non combat prereqs so long as I didn't have to blow skillpoints in a Unarmed IV prereq that I don't want. - lol we have pistol grind because of the lack of imagination on the part of the dev's not because we are a combat profession.
Teras Kasi is not my thing. Most templates now have at least meditation and I am tired of seeing all of these cookie-cutter templates. I have no issues with Pistoleer, but we shouldn't have to lean on another combat class to make use of a prereq. I am sorry but for the skillpoint cost +25-30 (can't remeber which) is not worth 121 of 250 skill points if I have to have some other combat prof to keep me alive. I don't feel we should be as fast and accurate as a BH, just somewhere between where we are and master pistoleer would suffice to me. - ask a BHhow great their pistol skills are, if they want them to be affective they need Pistoleer just like we do (granted ours suck more but still)
Honestly now, I have to drop my side prof of WS (RP a gunrunner and don't put sliced weapons on a vendor) now in order to be able to defend myself while selling fp etc. I'm now picking up a sniper rifle that is more deadly at pointblank range than our dirty fighting. - whats your point? We all know full well our profession is a mess and that includes dirty fighting.
Guess my point is that the Dev's said they were going to be putting in various quick fixes prior to the CURB. Why does our fix have to be one that hurts us without adding in something... anything. Give us a little accuracy and speed with pistol and unarmed since they are prereqs to hold us over. Not like it would be unbalancing for us to be a little faster seeing how a good many pistoleers now have taken up BH pistols for speed cap without tapes and many already use our DF line. Couldn't make TK any faster than it already is... don't see any harm in it. - did I say not to fix DF? What are you talking about? The same thing's we have all wanted for over 2 years now, nothing new.
Not flaming you Yimaz, just that we are a hybrid proffesion
and a combat profession.- fixed Hybrid implies a mixing of professions be it combat or not.. our prereq's define us as such regardless of what our hopes are. - ROFLMAO you base us on our prereq? Something that was changed once before then nerfed to death?We are rogues and not smuggler's by our current skill set. 2 out of 4 trees dedicated to combat. Next thing I will hear is a BH is not a combat prof because only 3 out of it's 4 are true combat. -/rolleyes spare me ok, look the simple fact is by definition smuggler is not a combat profession. Do we have some combat skills, yes...why? because what we do dangerous but the bottom line is what we do is mainly not get cought by people and avoid a fight (i.e. smuggle). Now you can sit here and say all you want that since we cant smuggle we need to be considered a combat profession but your wrong. I will not say "ohh ok" and stop the fight to have smuggling added to our profession simply because the dev's have their heads up the bottoms in regards to the right way to set us up. Our prereq is fine where it is, we need a re-vamp and underworld needs to have xp gain from smuggler missions. Dont pigeonhole us into simply a combat profession it is short sighted.
I do agree 100% though that we need to be able to evade as a stand alone smuggler. We should be more viable than a novice marksman holding a FWG5 at Pistols IV though without any add ons from other profs. - have you not noticed that the whole game is add on's and that is the driection the CU is taking??I do not feel we should be as adept as using it as a BH or Pistoleer though
- look we need a re-vamp its that simple and sorry to break it to you but even after the re-vamp if you really want to be good with a pistol you will still need pistoleer skills. It is the way the game is designed
WE ARE NOT CONSIDERED A COMBAT PROFESSION, deal with it and if we were then we would not be receiving a re-vamp with all the other non-combat professions before CUpushing us back even more. Does our prerequ look like a combat profession? yes but our title says Smuggler and we cant Smuggle so I put little into this agrument, lets just drop the whole we are/we are not combat agrument because its a moot point.
Message Edited by yimaz on 02-23-2005 11:38 AM
Our template allows us to master 3 decent elite professions - smuggler, pistoleer, and TKM, and as such it should make us the best all-round profession of them all. (If it weren't for my deep hatred of all the skirt-wearing TKM clones I'd master it myself!)
It'll be interesting to see what the CU does to pistol skills and defense stacking. We may find ourselves in a very cool place (or a very dark place)
Message Edited by yimaz on 02-23-2005 12:17 PM
yimaz wrote:
What?... no love for the TKA .
Message Edited by yimaz on 02-23-2005 12:17 PM
Just way too many TKM's atm or TK dabblers for my tastes. Yeah, I gave into the melee rush and have had a TKM, and found it to be quite effective.... but I bought this game to play start wars... don't wanna have to be Bruce Lee or some samauri in order to be effective ![]()
Nothing against TK's, I for one think it is quite balanced... just ranged is much weaker than it should be. After being a TK for a while though, you tend to get spoiled by meditation ![]()
Knightcrest wrote:
yimaz wrote:
What?... no love for the TKA .
Just way too many TKM's atm or TK dabblers for my tastes. - well this must explain why we all dislike Jedi so much, lol Yeah, I gave into the melee rush and have had a TKM, and found it to be quite effective.... but I bought this game to play start wars... don't wanna have to be Bruce Lee or some samauri in order to be effective
- that's why I have pistoleer as well, best of both worlds.
Nothing against TK's, I for one think it is quite balanced... just ranged is much weaker than it should be. - for sure ranged is way off next to melee, with luck the CU will mix that up and TKA's will be rare as they should be but still effective.After being a TK for a while though, you tend to get spoiled by meditation
-this is very true,I cant live with out it now.