Smuggler Archive

Thread: I'm gonna jump!

KureJiBaka
Tue Jul 19, 2005 9:46 am
#1

I mean Respec!

I can't believe I've been a smuggler for two years. When you consider all the "Fixes" the Devs have given us, you'd think they'd add "Lube" as a Vet Reward. Nevertheless, I've stuck by it. I watched my Purely Combat-Oriented Friends Solo Planets, and I've been content to slice their weapons so they might have a chance against the Sun. In fact, it was good to be a smuggler when the game was just starting. Fast Forward to now: Slicing is Useless, There's no Market for Spice, The only thing our Languages Skill gets us is the ability to chat it up with Jawas, You still have to rank higher in your faction than Luke or the Emperor to get a Decent Delegation Penalty, and if you're not a Jedi, you can go to hell.

Now here I am with my Respec Box. Before the CU I was content, no, I was very happy with my Smuggler/TKM/Pistoleer Combo. After the CU, I'm bolted to the floor until I drop one of those professions. I've mastered a lot, but I kept Smuggler because it was me. I loved Smuggler. So I dropped TKM, instead. It needs Two-handed Skills now? Say What? I figured it would make more sense to return fire on a guy with a gun, rather than run up and kick him in the head. Turns out, it doesn't matter.

If i want to take out a guy who is equal level with me, I better hope to god I have the food of the Gods, Armor made of 10-inch-think reinforced ship bulkheads, and a weapon that could shoot down a moon. If I don't, I'm gonna be destroyed. And forget about an NPC a level above me, oh no: Yellow is the new Purple.

So now, I have a choice: Drop Smuggler because it's useless, the Developers are one step away from removing it from the game anyway, and take up a Pure-Combat Template. This doesn't excite me, I wanna have some kind of purpose. Oh, wait, what am I saying. Weaponsmiths, Armorsmiths, and Smugglers and so on ONLY exist for Bounty Hunters. If you're not a Bounty Hunter, you're a Jedi who has absolutely no use for Crafters.


I know this was kind of a roundabout way of asking it, but are there any plans to make Smugglers more viable in combat? We have some great abilities, but with barely any Damage output. Buy the time We get our target to half health, he heals Himself (Bandaid Boba Fett or Obi-Wan Kenobi, M.D.) and we're already having to use feign death or last ditch. Don't get me wrong, Last Ditch is Fantastic, but Combat Professions do very close to that kind of damage, and they don't have to be at death's door.

I just realised how much I've been rambling here, sorry :/

So what I'm asking is this: Can Smugglers have some better Natural Defenses, so we don't feel TOTALLY useless?



____________________________________________________

Rixen, Master Bothan, Paint Jedi Master, PVP Master, and Greatest Smuggler Starsider has ever known



I support Order 67: "POTATOES POTATOES POTATOES!"



ShrekECPI
Wed Jul 20, 2005 12:09 am
#2






KureJiBaka wrote:
I mean Respec!

I can't believe I've been a smuggler for two years. When you consider all the "Fixes" the Devs have given us, you'd think they'd add "Lube" as a Vet Reward. Nevertheless, I've stuck by it. I watched my Purely Combat-Oriented Friends Solo Planets, and I've been content to slice their weapons so they might have a chance against the Sun. In fact, it was good to be a smuggler when the game was just starting. Fast Forward to now: Slicing is Useless, There's no Market for Spice, The only thing our Languages Skill gets us is the ability to chat it up with Jawas, You still have to rank higher in your faction than Luke or the Emperor to get a Decent Delegation Penalty, and if you're not a Jedi, you can go to hell.

Now here I am with my Respec Box. Before the CU I was content, no, I was very happy with my Smuggler/TKM/Pistoleer Combo. After the CU, I'm bolted to the floor until I drop one of those professions. I've mastered a lot, but I kept Smuggler because it was me. I loved Smuggler. So I dropped TKM, instead. It needs Two-handed Skills now? Say What? I figured it would make more sense to return fire on a guy with a gun, rather than run up and kick him in the head. Turns out, it doesn't matter.

If i want to take out a guy who is equal level with me, I better hope to god I have the food of the Gods, Armor made of 10-inch-think reinforced ship bulkheads, and a weapon that could shoot down a moon. If I don't, I'm gonna be destroyed. And forget about an NPC a level above me, oh no: Yellow is the new Purple.

So now, I have a choice: Drop Smuggler because it's useless, the Developers are one step away from removing it from the game anyway, and take up a Pure-Combat Template. This doesn't excite me, I wanna have some kind of purpose. Oh, wait, what am I saying. Weaponsmiths, Armorsmiths, and Smugglers and so on ONLY exist for Bounty Hunters. If you're not a Bounty Hunter, you're a Jedi who has absolutely no use for Crafters.


I know this was kind of a roundabout way of asking it, but are there any plans to make Smugglers more viable in combat? We have some great abilities, but with barely any Damage output. Buy the time We get our target to half health, he heals Himself (Bandaid Boba Fett or Obi-Wan Kenobi, M.D.) and we're already having to use feign death or last ditch. Don't get me wrong, Last Ditch is Fantastic, but Combat Professions do very close to that kind of damage, and they don't have to be at death's door.

I just realised how much I've been rambling here, sorry :/

So what I'm asking is this: Can Smugglers have some better Natural Defenses, so we don't feel TOTALLY useless?





We already had the lube dude, they prepared us for the sideways nerfbat insertion a long time ago


Zypolene Droid Lubricant



Pistoleer/TKM/MSMG(extinct) - Master Smuggler - Strong in the power of the Farce - Alliance Soldier
Retired Smuggler's Alliance Master Pilot - Retired Crimson Phoenix Master Pilot - Havok Squad Master Pilot

Squirmy - Heavy Z
NX-1 - Longprobe
Switchblade - ARC 170
Nameless - Vaksai(drydock)
Manta-Ray - Grevious B-22
Xcetera - Heavy X- Wing
Border Runner - A-Wing
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