Smuggler Archive
Thread: Dual Wield not in CURB (I thought this thread died)
ana-mo-cara wrote:
Can we say dual weild equals abuse. If each gun gets a mod setting, and you can carry two guys you can cover two thirds of the armors
reguardless. That dosent sound fair. Unless your into letting bhs strap scatter pistols to their llcs ala aliens. Ductape I am selling ductape
here. Second way cool way to get around to hits by haveing two guns. Just hotbutton a command and one of the guns should hit it. I can
go on about how unfair or abuseing dueal weild weapons would be. Why the hell are you guys asking for this unless you just want to be a
FOTM.
Figures cloud posted this one of the guys who thinks smuggler should be skinned to buy pistoleer a new coat.
I'm not trying to flame you here, but I get the general feeling (from reading your posts) that anything that doesn't benefit your template is either bad for the game, an abuse, or an exploit. Face facts, pistols do less damage because pistols are smaller. Since they're smaller (one handed) they can't stand up to a carbine (which should be harder hitting than a pistol, but faster than a rifle), or a rifle (which should pack a punch, but fire a more meaningful and pinpoint hit).
The ability to duel wield a pistol (as well as for fencers) should be available at a master level, period. It allows one master to be a legitimate and logical combatant to another master.
Yes the CURB is supposed to balance this without the need to implement duel wield, but I wouldn't mind seeing this as one of the items that brings the balance.
Your reference to duct tape is not only incorrect, but childish. Everyone has the ability to change weapons at anytime they want. Put your scatter pistol in one of your hotkeys and have fun... there's your duct tape!
As for everyone else having a problem with this being discussed on the Smuggler board, chill. Pistols being a prereq leads a lot of players to become Pistoleers. I don't scream everytime there's a triple threat template post on here, and I don't see many of you doing that either, so step off.
Zane
Llandros wrote:
the suggler pistol in one and and clenched fist for the other (ie cna use unaremd specials whiel hodling a pistol as th eunamred uses the off-hand, this sohuld go with some nice unarmed moves for smugglers
Lol I like your idea a lot, so I won't comment on your spelling. ![]()
I think this is a brilliant idea, and I haven't seen this anywhere on these forums.
/standingOvation
yes i knwo ill enver get this but hey i can dream
ana-mo-cara wrote:
Okay I will just do the math...
JTGAlpha wrote:
Why does it have to be more than cosmetic?
That is true, they could add an option where 1 gun looks like 2 being dual wielded.
For example, if you only have one DE-10, you could hit the dual wield option that makes it look like you are actually holding two: pure cosmetics.
ana-mo-cara wrote:
The point is dual weild is not cosmetic. It turns pistols into a hybrid weapon with the best of both worlds. Pistol speed with heavy weapon output, but even better it has pistol accuracy where heavies and special heavies are powerful but increadibly inaccurate. With contrary special mods.
In other words you asking to carrya llc with none of the drawbacks that were put in to keep llcs from being I win weapons. Hell the ham costs on two pistols alone are smaller then a llc which leads to huge spam. Read the math I did. It shows all the reasons why its really bad.
Do yourself a favor and go back and read the CURB posts again before talking bouncing back and forth about it, especially since this is in relation to it...
They stated that one of the changes to combat system was that specials would cost time more than an anything else. So tell me why it wouldn't be feasible that if someone were dual wielding, thier specials would take more time.
Oh, and your math mean nothing since we are talking about the CURB. This has been pointed out more than once. What we are talking about is a FUTURE feature tha could be used as a balancing effect in the CURB.
Zane