Smuggler Archive

Thread: Smugglers and Pistols? Who wrote this Rule Book?

Kells
Wed Mar 16, 2005 10:14 am
#27






Jandel-Har wrote:

Honestly i think pistols fit smuggler, they are easier to conceal than a big honkin rifle and can be whipped out quicker when a situation goes bad. Not that that ever really happens in SWG but *shrugs*






Nothing says stealth likea T-21 strapped to your back.



Bo' Tinsu
Rissen
Wed Mar 16, 2005 10:22 am
#28

Ok to this I have always said make the requirement 1 (variable brawler tree) and 1(variable) marksman tree.


This allows some different configurations.


Some will say as I have seen here that pistol and unarmed lend to stealth.


I say not every smuggler is interested in stealth some are hearty pirates that are down right brazen.


True Rifle seems odd but Carbine doesn't...crowd control and sword and fencer could be status symbols and throw backs to ancient days. Pike is a nice master as staves are walking sticks and can be used as tools/props.


I don't think this will necessarilty happen though. I think you are more likely to win just getting the unarmed tree dropped as a requirement altogether.



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Jandel-Har
Wed Mar 16, 2005 10:32 am
#29

as much as i hate melee, unarmed fits smuggler , but i think we should get a cantina chair cert.I can see fencer , id like to wear a sword just cause it looks cool , thats kind of a pirate thing. Not every smuggler would use a carbine or rifle, but id bet most would find use of a pistol all-la holdout blaster. Not to say that soem wouldnt use other weapons, which can be learned on top of smuggler.



Just Dak - Flurry
fishbrains
Wed Mar 16, 2005 10:45 am
#30






Kells wrote:





Jandel-Har wrote:

Honestly i think pistols fit smuggler, they are easier to conceal than a big honkin rifle and can be whipped out quicker when a situation goes bad. Not that that ever really happens in SWG but *shrugs*






Nothing says stealth likea T-21 strapped to your back.



lol, try and conceal that and you might get the right kind of attention!




Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


Mought1971
Wed Mar 16, 2005 11:06 am
#31






Vrond wrote:

Well I flat out just like Pistols. For the moment they dont work as well as rifles but that might change soon. As for Unarmed my biggest issue is we should get an unarmed version of Low Blow maybe something we can only do if FD since it no longer stops us from being incapped.A nasty surprise move of some sort.






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Shaggscoob
Wed Mar 16, 2005 11:24 am
#32



DarthKthuolhu wrote:
Not quite sure how it would ruin templates...

And in truth we're not really spending all that "less" skill points. As I mentioned, most of us are probably already investing in the Ranged Support tree on Marksman, just because we get that from Combat Experience, and its not a prerequisite for Smuggler. So why not just make all of Marksman required.

I mean seriously, what do Smugglers use the Unarmed skills for? I sure as heck don't use them, they're worthless to me and I never understood the point in skilling them up in the first place to get Smuggler.

Now if Smuggler included some sort of "fist fighting" specials in with the Dirty Fighting tree then that would make Unarmed more useful to a Smuggler.




um, who the heck would waste skill points in ranged support? Anyway, it means that I wouldn't be able to have my master smuggler/master weaponsmith/tiny bit of merchant template, and that's sad times



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maxtheusher
Wed Mar 16, 2005 11:34 am
#33



dimmu-borgir wrote:


maxtheusher wrote:
Another idea put forward before was that the dirty fighting specials applied regardless of what weapon you were using, much like point blank area 1, overcharge shot, warning shot etc, and that we should move up the ranged support tree instead...


slight problem with this. If a rifleman could use low blow and last ditch, that would be just plain wrong, one of rifleman's major disadvantages is that it cannot knockdown, however, with low blow, rifleman could easily turn into a kd/dizzy machine, and well, the last thing rifleman needs is an attack with a larger damage modifier, personally, with your average t21, you would be doing roughly 3.5k per hit BEFORE factoring armor peircing.




you can KD/Dizzy with rifles, I can't remember whicht he specials are, but there's a dizzy shot, and a posture change. It's not KD but it might as well be.



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Cloudchasing
Wed Mar 16, 2005 11:36 am
#34






Jandel-Har wrote:

as much as i hate melee, unarmed fits smuggler , but i think we should get a cantina chair cert.I can see fencer , id like to wear a sword just cause it looks cool , thats kind of a pirate thing. Not every smuggler would use a carbine or rifle, but id bet most would find use of a pistol all-la holdout blaster. Not to say that soem wouldnt use other weapons, which can be learned on top of smuggler.







Yanno,


it would be kinda cool to have a Pirate Prof, maybe make the Pre-Reqs Master Pilot/1 Handed4/Pistols4


Of course, thats a LONG way off, cause creating a prof that allows a player and ship to hijack other ships (even if only NPC ships) and steal creds and stuff would be pretty cool. Be interesting.


Or maybe, along with the several ideas I've read about Super-Elite Profs over Elite Profs, How about Pirate being Master Pilot/Master Smuggler/Master Fencer or something. Just be kinda interesting.




Shaidown Lack-Lowca Galaxy
Master Smuggler
Ipseck
Wed Mar 16, 2005 11:40 am
#35

it fits the character.. Small, quick, discrete, versitile. Smugglers carrying around gigantic swords or t21 rifles would sort of stick out





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
maxtheusher
Wed Mar 16, 2005 11:49 am
#36

And my true and final answer on "Why Pistols?"

Because Our profession is based on the Rogue, which in any RPG, uses a small weapon that, given the right circumstances and wielded properly by a rogue, inflicts great damage. But if you don't kill it with that first stab/shot, you'd best have a buddy with you...

That's Smuggler. We're not warriors, our gun is meant to be escape from a situation, not rush headlong into.

Here's a "hypothetical" scenario. A Smuggler, who we'll call Han, walks into a bar. He sees a bounty hunter, who we'll call Greedo, sitting there. He talks to Greedo, who informs him he's here to take him in to collect a bounty, Han, quietly unsnaps his holster, and without warning, gives a powerful shot to Greedo's chest, killing him instantly. If Han had missed, he would have had to run like hell. But he didn't miss, he's at close range, with his trusty pistol.

Here's another "hypothetical" situation. Our smuggler, has ended up in the midst of a galactic civil war, on a huge Imperial space station. He, feeling pretty cocky, decides to use his previous experience with a rifle, and charges headlong down a corridor, rifle blazing. He encounters a squad of soldiers, and runs like hell. Reality had suddenly grounded him, he's not some crazy soldier type, he's a smuggler, what the hell is he doing running down a hallway shooting off a rifle?



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Knightcrest
Wed Mar 16, 2005 12:14 pm
#37

"you can KD/Dizzy with rifles, I can't remember whicht he specials are, but there's a dizzy shot, and a posture change. It's not KD but it might as well be"



Yes there is a special in the rifleman skillset that will dizzy, but the posture change that a rifleman has is a posture up, so unless the target is kneeling already or prone... it won't do any good. If the Rifleman has ranged support IV... suppression fire makes that a totally diff story as it is a posture down.

I hate having rifleman as my combat class, but until the CU it is one thing that keeps people from kill stealing from me as well as not needing to be buffed to run around as a combatant in hostile cities without medic. My autoattack with a T21 kills faster than some normal proffesions using specials.


Honestly I would like to see smugglers get their choice of one melee and one marksman tree to allow novice smuggler to see more variety in our templates. I always think of a vibroblade when I think of my vision of a smuggler more often than a martial artist, but I can't spare the skillpoints for that cert and keep my template as effective as I am now. I do also tend to relate a smuggler as being associated with pistols though as many above stated... it is easy to conceal.

Here's hoping that we have a flexible and adaptable Smuggler Proffesion after the CU that can let us each mold our smugglers into more than just a few cookie cutter templates or some that love their templates but leaves something to be desired in game performance.



Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
Jandel-Har
Wed Mar 16, 2005 12:25 pm
#38








maxtheusher wrote:
And my true and final answer on "Why Pistols?"

Because Our profession is based on the Rogue, which in any RPG, uses a small weapon that, given the right circumstances and wielded properly by a rogue, inflicts great damage. But if you don't kill it with that first stab/shot, you'd best have a buddy with you...

That's Smuggler. We're not warriors, our gun is meant to be escape from a situation, not rush headlong into.

Here's a "hypothetical" scenario. A Smuggler, who we'll call Han, walks into a bar. He sees a bounty hunter, who we'll call Greedo, sitting there. He talks to Greedo, who informs him he's here to take him in to collect a bounty, Han, quietly unsnaps his holster, and without warning, gives a powerful shot to Greedo's chest, killing him instantly. If Han had missed, he would have had to run like hell. But he didn't miss, he's at close range, with his trusty pistol.


Good point , probably couldnt do that with that T21 strapped on your back.

Here's another "hypothetical" situation. Our smuggler, has ended up in the midst of a galactic civil war, on a huge Imperial space station. He, feeling pretty cocky, decides to use his previous experience with a rifle, and charges headlong down a corridor, rifle blazing. He encounters a squad of soldiers, and runs like hell. Reality had suddenly grounded him, he's not some crazy soldier type, he's a smuggler, what the hell is he doing running down a hallway shooting off a rifle?



Actually i believe that was a carbine










Just Dak - Flurry
Guamarhea
Wed Mar 16, 2005 12:35 pm
#39






Jandel-Har wrote:








maxtheusher wrote:

Here's another "hypothetical" situation. Our smuggler, has ended up in the midst of a galactic civil war, on a huge Imperial space station. He, feeling pretty cocky, decides to use his previous experience with a rifle, and charges headlong down a corridor, rifle blazing. He encounters a squad of soldiers, and runs like hell. Reality had suddenly grounded him, he's not some crazy soldier type, he's a smuggler, what the hell is he doing running down a hallway shooting off a rifle?



Actually i believe that was a carbine












BUT, the carbine he was carrying was not his personal weapon. It is the weapon he looted off of the Stormtrooper whose armor he stole...and the standard issue weapon of Stormtroopers. If he'd have decided to carry his trusty DH, he would have attracted undue attention. In that particular situation, the choice of a carbine as a weapon had more to do with having a convincing disguise than having the appropriate "all-around" weapon for a smuggler.



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