Smuggler Archive

Thread: Holy Smokes, the Devs WILL change prereqs for professions...

Tonteth
Wed Jun 30, 2004 7:15 am
#40

I'm hoping the devs do something completely off the wall and make the pre-req's any 1 ranged profession and any 1 melee profession.




Tonteth
Master Smuggler/Master Pistoleer/Master TKA
Tear the face off and wear it as a mask!


HOTDOG
Wed Jun 30, 2004 8:31 am
#41






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??







A lot of people that PvP like the scatter pistol because it causes LAG. So if you have a fast comp/modem and your victim does not you can use the scatter pistol to LAG up their connection while you pummel their HAM.







TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
Scoooter
Wed Jun 30, 2004 8:37 am
#42






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







Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Scoooter
Wed Jun 30, 2004 8:40 am
#43

Well also BH is extremely messed up atm.


The Jedi changes really stealf nerfed them and the skill points required for BH were too high based on what they could do.


LOL it seems the dev's threw them a bone for the nerfs so they could at least augment more




Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Smuggler_Caylin
Wed Jun 30, 2004 10:13 am
#44






Iniaes wrote:





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.



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.




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.





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

DRWolfe
Wed Jun 30, 2004 10:32 am
#45


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



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

Smuggler_Caylin
Wed Jun 30, 2004 10:48 am
#46


I never saw Transporter... I guess I should. I keep hearing it mentioned on these forums.


As Prereqs go...


Marksman


  • 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!


Artisan


  • 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



The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

Scoooter
Wed Jun 30, 2004 10:49 am
#47






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



I agree,


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





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
HOTDOG
Wed Jun 30, 2004 10:57 am
#48






Smuggler_Caylin wrote:





Iniaes wrote:





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.



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.




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).









TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
Scoooter
Wed Jun 30, 2004 11:17 am
#49

All this is sounds a but unnecessary.


For one Ranged support is useless unless you have at least another line of marksman.


Now I think we can all agree that a Sumggler by nature is a profession hiding from the law, doing things against the law. If you were doing things against the law what ranged weapon would you learn. Rifle cannot be concealed easily, Carbines are too large also. Pistol just makes sense. So does unarmed.


We must all remember a PRE-REQ change forces people down a template. So when deciding what pre-reqs are required you need to look at the profession itself and what makes sense.


This game has so many freaking options it can make your head spin. The key thing to defining pre-reqs is to define what makes sense for the profession and not force people into skills they don't need. That was the reason for the change in BH. That and they just had too high of a cost. A BH hunting Jedi does not use trapping and hunting skills. Explorer helps because fo the terrain negotaition when chasing them. Their pre-req's made no sense because it did ont help the profession. One could argue that hunting would help a BH, but not when you look at the skills actually gained as far as the true game mechanics.





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Ryutek
Wed Jun 30, 2004 1:09 pm
#50

Heh, not wanting to rekindle any argument either, but if we are all throwing our 2c in anyway I thought I'd repost this link


http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=70856#M70856



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Scoooter
Wed Jun 30, 2004 1:16 pm
#51






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.





I thougt it was a hybrid of crafting and combat, not of melee and ranged combat


Hmm we are supposed to be a hybrid of crafting and of combat...not ranged or melee ... well what type of combat then lol


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.


Yeah but it is more that the underworld tree needs work. Taking novice artisan and the business line does not really apply here. The skills gained just dont make sense to what a smuggler should be. Smugglers trying to do things under the radar screen of the authorities just dont use those type of skills by default.


Changing a pre-req means it makses sense to the profession as a base for EVERYONE, not necessaroly how a few want to play it







Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
JTGAlpha
Wed Jun 30, 2004 1:38 pm
#52

The point isn't what type of combat but that our current pre-reqs are SOLELY combat when it would be more reflective of our hybrid nature, and more helpful to the smugglers who explore the crafting half and not just the combat half of the profession if an Artisan skill were available. Business makes sense to me because we are business men, and vendors offer us a way to extend the arm of our business.


Like I said, Han Solo wasn't a Kung Fu gunslinger, but that's exactly what are pre-reqs set us up to be making it very easy to master two elite combat professions. As hybrids we CAN'T master one Crafting Elite profession AND something else, whether it be combat or crafting. This puts those of us who aren't of a combat mentality at a huge disadvantage. You guys use smuggling as a way to make money while you kick ass. I see smugglers, or at least my smuggler, as using ass kicking as a way to make money. Neither are wrong, but my play style isn't supported in this. I know no one agrees with me, and I don't care. I just feel the need to at least put the arguement out there.



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