Smuggler Archive

Thread: Smuggler's Pistol

SwenLaransa
Wed Jun 08, 2005 3:34 pm
#27



maxtheusher wrote:
Easy Peasy? Have they nerfed him again because last time I went down there he was one-hitting people.




Yes... well... don't get hit.




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
Master Shipwright & Smuggler
Ships and Jedi Resources at -387 2901 Dantooine

Illrigger
Wed Jun 08, 2005 4:38 pm
#28






maxtheusher wrote:
Easy Peasy? Have they nerfed him again because last time I went down there he was one-hitting people.




Um, you ARE a smuggler, right? What's a melee critter doing hitting you? At least until the nerf Concussion shot, that is



ACCOUNTS CANCELLED 11-28-06, after 37 months, due to poor game design on the part of Helios
Raanan
Wed Jun 08, 2005 8:15 pm
#29






maxtheusher wrote:
funny thing about mobs with CL's that high, they're exceptionally resistant to concussion shot... usually I have to use overwhelming shot before I can land the root.

Plus, I can't root three things at once... I'm good, not that good...




Practice my friend. Practice the technique. It's not all at the same time but in as quick of succession as the timer allows. After the first set of roots, it's easy as pie to keep it up.




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
SwenLaransa
Wed Jun 08, 2005 9:31 pm
#30



maxtheusher wrote:
funny thing about mobs with CL's that high, they're exceptionally resistant to concussion shot... usually I have to use overwhelming shot before I can land the root.

Plus, I can't root three things at once... I'm good, not that good...




Ok. Here's the secret. Mobs deagro on you after you 'die'. So what you do to start is root nk. If it fails you flail like a girly man and 'die'. Then you get back up and try to hit him again. As soon as it sticks his cronies will come after you. Smack one of them again with concussion shot. and run back to your eagerly waiting group mates.

Wham! Concussion him then 'die' again. Stay dead for a while. NK and cronies will head back... but buddy there is stuck. Alone. Getting wailed on by your friends. Out of agro range of his friends. Drops fast. Repeat for the second cronie.

Now poor little NK is left all alone. Myself I always lead with overwealming on him. Because it's nice to have things just stick. Draw him into the groups line of fire and hit restraining then concussion. Because it's nice to have a backup. I watch the timer and when concussion has 10 seconds left I smack down restraining and overwealming again and wait for him to de root and try to land concussion again. If I fail I run like a girly man until I can shoot it off again. He is snared after all. I run back and forth so he stays generally in the same area.

All the while the group is pounding on him. He'll fall fast enough. I went in with a m.rifle/m.doc and we smoked 'em.




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
Master Shipwright & Smuggler
Ships and Jedi Resources at -387 2901 Dantooine

Nahjib
Wed Jun 08, 2005 10:16 pm
#31






Jaguarrr wrote:





Spiderhammer wrote:

anyone know of any other non commando certed AoE weapons?









Question is first of all IS this pistol AoE? And if it is so perfectly calibrated and shoots only 25m... yeah... right. I think I bug it.




Is it possible to macro bugreports? Seriously... It would take me my whole playing time to write out all those reports








I believe the EE3 carbine is supposed to be AoE , it has a radius, but I'm not sure if it works.. curious if anyone else knows about this. please post if you know anything!!



"You Mods may strike me down, but I shall become more powerful than you can possibly imagine"

Najib- Master Smuggler Of Shadowfire And Inventor of the Beer-pie
*EDIT* We Diggs the Tiggs
darmokVtS
Thu Jun 09, 2005 4:41 am
#32



maxtheusher wrote:
It's NOT a launcher pistol, it's a pistol with an LP skin on it. Doesn't necessarily have the same general rules aout it as the LP.




And as you guessed right, it doesnt have the same rules. It shoots regular red blaster bolts, no aoe, no status effects, no nothing.




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
Jaguarrr
Thu Jun 09, 2005 4:59 am
#33






darmokVtS wrote:





maxtheusher wrote:
It's NOT a launcher pistol, it's a pistol with an LP skin on it. Doesn't necessarily have the same general rules aout it as the LP.






And as you guessed right, it doesnt have the same rules. It shoots regular red blaster bolts, no aoe, no status effects, no nothing.




*rolleyes* a "perfectly calibrated pistol" indeed... Maybe they should rename it to "perfectly calibrated chunk to throw"



We couldn't play SWG without Tiggs. Now we can =)
Bzzzz
Fri Jun 10, 2005 12:36 am
#34

I accepted one of these yesterday as compensation for a slice (that I'd normally charge 3k for). I wanted one because it's Smuggler-goodness, but I don't think I'd use it for much. It isn't just the mediocre damage, it's the infernally *short* range of the thing that makes it totally impractical. Contrary to the text on it, nobody calibrated that sucker for range.


I also tried it out in hopes that it shared some AOE properties of the regular Launcher Pistol. No such luck. This sucker goes up on the wall with the severed animal heads.




-Zz
cf3d
Fri Jun 10, 2005 12:45 am
#35

I have one of these but it's on my wall. I have a Krayted Pre-CU FWG5 pistol that is 725 DPS w/power up and another that is 662 DPS w/power up.


Thank you my old friend Pele where ever you are.




Zachnafian - Zach-Two
Half-Giant Bro's Vendors
Talus - 330 meters SE of the Imp Outpost
Waypoint -2004 2079
Page 3 of 3