Smuggler Archive
Thread: Holy Smokes, the Devs WILL change prereqs for professions...
KodaVeers wrote:
KaernLegorah wrote:
The new super pistol template is Master Pistoleer, BH Pistols, Smuggler Dirty Fighting, and Novice Commando. With 18 skills points to spare. While I'm glad for the BH's that this is getting changed for them; I'm wary as to whether or not the new template will be imbalancing or not. Should prove interesting.
Why Novice Commando?? I made the Mistake of doing that. I figured "wouldnt it be cool to be a smuggler and get to use the launcher pistol!!" I only thought of this cuz i got a message saying i qualified for novice commando. So there i went and picked up novice commando and started using a launcher pistol. Thought is was cool with the explosions and all. Then found out even though it was a pistol, i was getting HEAVY WEOPONS XP instead.
Was I pissed
I wasted all that combat xp. So did i miss something there?? Is there a weopon or skills that help with novice commando??
Smuggler_Caylin wrote:
HOTDOG wrote:
DO you think we should push for the change from Pistol IV to Ranged IV?
I mean, if they are going to change one...
I don't know about this.
What bounty hunters are having altered... are skills they already possess...
Smugglers don't have to have Ranged IV at this time and honestly, that would completely kill my template right now.
Not only that it does not make sense. Dirty fighting gives you pistol shots and pistol xp is required in the tree. So they would have to change that also
Besides the Ranged support line is made to augment all ranged weapons.
IMO the pistol best suits the smuggler anyway so as for that part I think they have that right
Iniaes wrote:
Maybe I'm forgetting my history... but isn't this the second time they've done this? I thought Commando was originally master brawler / master marksman, and that they dropped the brawler reqs down to unarmed.
Smuggler_Caylin wrote:
I never thought they would do this. Yet there is quite a difference from removing parts of the prerequisite, and adding different ones as some smugglers are wanting. I wonder how this can evolve.
If they did, it was back in beta. Not on live.
If they made it a bus. 4 prereq, I'd probably fight it tooth and nail.
I love our prereqs and I feel that they are the best combat representations of a smuggler in not only Star Wars, but in a more modern sense as well.Yet I know others don't feel as I do.
Tonteth suggested what I would personally have liked to see, a more dynamic prereq system. Though I would still prefer to see Unarmed required... I'm not a TKM so please realise I'm not saying this for the sake of my build.
Smuggler_Caylin wrote:If they made it a bus. 4 prereq, I'd probably fight it tooth and nail.
I love our prereqs and I feel that they are the best combat representations of a smuggler in not only Star Wars, but in a more modern sense as well. Yet I know others don't feel as I do.
Tonteth suggested what I would personally have liked to see, a more dynamic prereq system. Though I would still prefer to see Unarmed required... I'm not a TKM so please realise I'm not saying this for the sake of my build.
Yay Caylin! I agree totally that Business 4 is not a good pre-reg for Smuggler. I also agree that the current prereqs make a ton of sense (especially if they augmented the Smuggler's Unarmed capability as well as Pistol ability in Dirty Fighting in the revamp), though a dynamic prereq of any Ranged 4 and Melee 4 would be good, allowing more diversity amongst the fighting Smugglers.
EDIT: Had to bring it up as an example, but thinking of non-Star Wars Smugglers, think about "The Transporter". Triple Master if ever I saw one.
Message Edited by DRWolfe on 06-30-2004 01:34 PM
- Pistols - Small, easily concealed, ranged weaponry. Allows for sneak attacks, hold-out blasters and more. Sounds like a smuggler.
- Rifle - This don't fit, but hey, others want it. They are large, bulky and hard to hide in a cantina situation or when visiting your local Crime Lord.
- Carbine - See rifle, though to a lesser degree.
- Ranged - Not a bad option to represent combat experience, but it's a bit late now to change it to that. Too many builds focus on pistols and smugglers. Also realise that you would have NO WEAPON CERTS TO SPEAK OF!
- Engineering - The tinkering ability... well lets go into this a bit. Not all smugglers were a mechanical genius. Solo knew enough to get by, but I have a feeling most smugglers didn't know a hydrospanner from a wookie. You will easily find ace pilots/smugglers who probably know jack about what they drive. All they care about is if it works or not. This prereq is not exactly representative of many smugglers.
- Business - Smugglers, moved goods from one location to another. Normally not on their own free will, but under the direction of some kind of crime boss. They didn't have to do much in the way of business. You can make a deal, without having one ounce of business sense. Not a great prereq, as I see it.
Brawler
- Unarmed - In many shady business situations, you will find yourself without a weapon. You do not go in defenseless unless you are an idiot, so knowing basic unarmed combat is a must. You should be able to rely on yourself to get out of tight situations, with or without a weapon. This screams smuggler.
- One Handed - Requires a weapon... can't just walk up to some crime lords with a rapier.
- Two Handed - Requires a weapon... can't just walk up to some crime lords with a Claymore.
- Pike - Requires a weapon... can't just walk up to some crime lords with a Pike.
At any rate, that's just how I see many of the options out there. In a strictly smuggler sense... I love our prereqs and I find them very fitting for our profession.
Message Edited by Smuggler_Caylin on 06-30-2004 10:49 AM
I agree,
DRWolfe wrote:
Smuggler_Caylin wrote:
If they made it a bus. 4 prereq, I'd probably fight it tooth and nail.
I love our prereqs and I feel that they are the best combat representations of a smuggler in not only Star Wars, but in a more modern sense as well. Yet I know others don't feel as I do.
Tonteth suggested what I would personally have liked to see, a more dynamic prereq system. Though I would still prefer to see Unarmed required... I'm not a TKM so please realise I'm not saying this for the sake of my build.
Yay Caylin! I agree totally that Business 4 is not a good pre-reg for Smuggler. I also agree that the current prereqs make a ton of sense (especially if they augmented the Smuggler's Unarmed capability as well as Pistol ability in Dirty Fighting in the revamp), though a dynamic prereq of any Ranged 4 and Melee 4 would be good, allowing more diversity amongst the fighting Smugglers.
EDIT: Had to bring it up as an example, but thinking of non-Star Wars Smugglers, think about "The Transporter". Triple Master if ever I saw one.
Message Edited by DRWolfe on 06-30-2004 01:34 PM
Changing our prereqs seems to make no sense to me.
If you look at what a "smuggler" would do to survive, it would be basically to stay low keyto the authorites. Smugglers are working outside the law. It needs combat skills to help oyt of tight situation. It makes sense they would learn self defense skills that they could conceal like pistols and unarmed.
Business 4 makes no sense. Smugglers in the true sense would not be opening up businesses and vendors. The only reason they do in this game is because of game mechanics and they have items that are marketable and you need that to get a vendor to make it convenient.
Although some people would want business 3 or 4 to make things convenient it seems to make no sense to the profession at all IMO. But in this game people have options to augment skills however they want using their skill points, but if it does not make sense for "what a smuggler is" then it should not be a base profession pre-req
Smuggler_Caylin wrote:
Iniaes wrote:
Maybe I'm forgetting my history... but isn't this the second time they've done this? I thought Commando was originally master brawler / master marksman, and that they dropped the brawler reqs down to unarmed.
Smuggler_Caylin wrote:
I never thought they would do this. Yet there is quite a difference from removing parts of the prerequisite, and adding different ones as some smugglers are wanting. I wonder how this can evolve.
If they did, it was back in beta. Not on live.
If they made it a bus. 4 prereq, I'd probably fight it tooth and nail.
I love our prereqs and I feel that they are the best combat representations of a smuggler in not only Star Wars, but in a more modern sense as well.Yet I know others don't feel as I do.
Tonteth suggested what I would personally have liked to see, a more dynamic prereq system. Though I would still prefer to see Unarmed required... I'm not a TKM so please realise I'm not saying this for the sake of my build.
/agree
Totally.
If they changed pistol IV to be a choice between any of the marksman's weapons and then made the DF specials useable with any ranged weapon (not meaning heavy weapons or LLCs) that would kick ass (you know, with at least two melee moves in there).
http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=70856#M70856
JTGAlpha wrote:
I'm sorry, but I thought we were supposed to be a hybrid profession. And since half our profession is crafting or related to crafting and the other half is combat or related to combat, I thougt it was a hybrid of crafting and combat, not of melee and ranged combat. Underworld business isn't like running a lemonade stand. Everyone is trying to get over on you and will gladly put you in the dirt to do so. I'd say it would take MORE business accumen to make a simple deal in the Underworld than in the straight world simply because you're dealing with criminals and con artists on a daily basis. Han Solo was a business man. Not a kungfu gunslinger.
Okay. I've said it. I'm not going to argue this with anyone. I've done it too many times before and we never get anywhere.