Smuggler Archive

Thread: an easy way to fix the dirty fighting tree

tednugent
Sat Oct 09, 2004 8:23 pm
#1

just a thought and i dont know if its been brought up. if the attacks are going to remain pistol based the smuggler should be given some specialized pistol at novice; much like the bounty hunters scatter pistol. one other thing is that the tree should incorporate pistol mods such as accuracy and speed also like bounty hunter does. if a smugglers livelyhood is based on his ability to escape from sticky situations he should be as profficient with a pistol as a bounty hunter.
ikolian
Sun Oct 10, 2004 3:22 pm
#2

I agree that it would be nice to get some better pistol extras from smuggler. Until I bought my speed attachments I used pistoleer specials instead of smuggler ones most of the time simply because the dps was still higher with healthshot2.



Colonel Eanow Wo'Tah- Valcyn Server
Alliance Ace pilot/Swordsman/Master of almost mastering professions then dropping them
Almost mastered Pikeman/Ranger/Commando/Fencer
fishbrains
Sun Oct 10, 2004 5:01 pm
#3

while this might be nice I'd like to see us get away from our pistol depencancy. IMO the DF tree should not be weapon specific



Joras 'Godfather' Kal'lan/Aethen Dor

Master Smuggler/Master Officer
Sunrunner's Elder Smuggler


Ithillion
Sun Oct 10, 2004 5:17 pm
#4

Yeah. The smuggler combat dynamic is clearly based on Han Solo. I think that's fair. When I decided today that I was getting back into the game, and ditching weaponsmith for smuggler, I didnt think twice about what weapon I'd carry - There's nothing like a good blaster at your side kid.


I dunno, a pistol just seems like a smugglers weapon. It's small, easy to conceal... I guess all of this is RPG value only... but that's what this is about.
MylesTeg
Sun Oct 10, 2004 11:05 pm
#5

I also think that for me, as a Smuggler, there can be nothing but the pistol. I tried Smuggler/Commando for a while, but it just didn't feel like a Smuggler, toting a flamethrower around. Some accuracy and speed mods in the DF tree would be nice. Without any kind of mod, the specials just don't cut the mustard. It doesn't necessarily have to be on the level of say... bounty pistols, but hey... any kind of mod would be nice at this point.



-------------------------------

Galloping around the cosmos is a game for the young, Doctor.
Saibak
Mon Oct 11, 2004 3:24 am
#6






tednugent wrote:

just a thought and i dont know if its been brought up. if the attacks are going to remain pistol based the smuggler should be given some specialized pistol at novice; much like the bounty hunters scatter pistol. one other thing is that the tree should incorporate pistol mods such as accuracy and speed also like bounty hunter does. if a smugglers livelyhood is based on his ability to escape from sticky situations he should be as profficient with a pistol as a bounty hunter.






A Smuggler-Only pistol would be nice, but I'd prefer to see a few defense mods in the normal tree (vs. KD, vs. Dizzy, that sort of thing), and maybe some hybridized specials at Master. Specials and/or abilities that would only be usable by dual masters. I've seen rumors concerning Master Commandos and this type of thing posted on that forum, wherin a player who has Mastered Commando and an Elite Combat Prof gets some sort of bonus. Would like to see something similar for Smugglers and BHs as well. This way dabblers in Dirty Fighting (especially the current Pistoleer FOTM: Master Pistols, BH Pistols 4, DF 4) would have some nice defense additions, but Smuggler purists would get an additional prize.


Moving FD to Master would perhaps clear up the BH/Jedi debacle. A Master Smuggler with Investigation 3 would only have 34 SP left to dump into other skills, wherein the current system a BH can have the full FD mods and have 77 SP. More than enough to get TKM. As for Jedi, Mastering Smuggler would provide serious drawbacks to whatever template they wish to pursue. Under the current system a Player with Master Smuggler and 6 FS Branches filled out would only have 105 SP left to spend. Add in Master Saber and it drops to 16.



Karnn Saibat
Master Smuggler of Bria (Retired)
"The BoB demonstrated that the community can become incredibly organized and dedicated to the notion of an actual war between the factions. Unfortunately the BoB also demonstrated that such activities can and will cause the servers to spontaneously combust." - Me


FlyinDuke
Mon Oct 11, 2004 4:36 am
#7

FD to master would make sense, and it would stop them from complaining


I see the comment on Smuggler/Commando, I would say it doesn't make me feel les like a smuggler, it jsut makes me mroe talented heh. Plus, low blow and Last ditch are gerat with a launcher pistol



Isafo Yfabosa - Master Smuggler - Spice Hound - Weapon "Mechanic" - Gun For Hire
Server: Valcyn
Location: Corellia, Undisclosed area
"Don't just challenge me, you don't knwo who I am or who I know"
NightGun
Mon Oct 11, 2004 8:48 am
#8

I would like to state that rather than fix Dirty fighting I owuld rather see it disappear. A class specific weapon maybe added at novice smuggler. Smuggler should not be a combat class. If you want combat speacial moves take Pistoleer or Tera-Kasi. The smuggler should be based on running and hiding. Feign Death is good I think we should get also more skills based around our ability to aviod conflict. (Way to talk NPC's out of a fight we can't win). A smuggler should be similar to a badger we don't want to fight we want to run but if cornered we do have claws. I really hate hearing people complain about the combat skills of this non-combat class. Han Solo was not a typical smuggler. A typical smuggler never would have come back for luke or even agreed to go rescue Leia. A typical smuggler would have wanted some more assurance he would get paid for that one and would not have liked the odds of the fight.



"I ain't in this for your revolution I'm in it for the MONEY"
Road-Kill21
Mon Oct 11, 2004 7:48 pm
#9

/agree


Han Solo was a Legendary Smuggler, but not an average smuggler (like us)


Smuggler specific weapons have been discussed for some time on these forums (as long as I have been a smuggler at least).

We need to get away from the sterotype, if you will, of Han and focus on real smugglers. Why not pull some example from Dash Rendar? He was a great smuggler too.

Some input from those who have read the books would be great if anyone knows of a smuggler whos more like a smuggler and less like Han.

Smugglers should have skill with a pistol, but not be restricted to it.


But make FD a master skill.



-------------------------------------------------------
Avowyn Star
-Imperial Colonel
-Out of Retirement as of 1 April 2006
-------------------------------------------------------
TheWok
Mon Oct 11, 2004 10:20 pm
#10

I agree with the smuggler weapon, but I would prefer to see all modifiers to speed and accuracy in the PIstoleer tree itself. Pistoleer is the only profession that pretty much has to be supplemented by another in order to be halfway viable. All the skill mods should be in the pistoleer tree, while the smugglers and BHs should have the cool moves. That way, the MASTER pistoleer is still the best and fastest shot with a pistol in the game, but those who take the time to learn more unconventional methods may expand their repertoire.


I would also like to see smugglers and BHs unable to take each others skill boxes (i.e. someone who has novice smuggler CANNOT take novice BH, and vice versa), but that's probably asking for too much.



---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
NightGun
Tue Oct 12, 2004 7:50 am
#11

I agree that if dirty fighting has to be fixed then the post above should be something like it. However in all of those their is a lot of exploitation potential and I thik they would possibly make the smuggler overpowered. I would prefer to see Dirty Fighting gone and replaced with a tree dedicated to Fleeing and avoiding conflict. I would see the tree something like this.


Skill 1.Negotiate command (attempt to talk MOB out of fighting forced peace) Should be AOE all creaures assoiate with who is attacking should stop and should have reasonable reuse timer to avoid ecploit. If wanted in PVP should force no combat for a limited time that only applys to smuggler and is broken by any attack from smuggler.

Increase terrain negotioan (Similar to scout level)

Increase stealth (Mobs do not detect you from as far away)

Increase burst run effeciency (Simialr to scout)


Skill 2. Distraction command (attempt to distract Stun without harming) oppent for breif tiem while you run(Attacks will remove stun and reuse should be high to avoid exploitsALSO should be AOE).

Small increases to above skills


Skill 3. Underworld hiding increase (Increase ability to avoid being tracked by Bounty Hunters that may be looking for you)

Small run speed increases


Skill 4. quick hits command (use what ever weapon available to attempt a quick hit low damage with a long duration stun) on oppent so you can flee. (Further attacks on target should remove stun and reuse timer should be fairly high to avoid exploits ALSO should be AOE).



"I ain't in this for your revolution I'm in it for the MONEY"
NightGun
Tue Oct 12, 2004 7:57 am
#12

Oops I forgot to add Feign Death should be made either a Master or Novice smuggler ability. (I am thinkg novice with skill increases through the above tree).



"I ain't in this for your revolution I'm in it for the MONEY"
VarianAcies
Tue Oct 12, 2004 12:53 pm
#13

Going back to Solo for a second...


you do realize that he WAS a soldier in the imperial army? I mean, chances are his "ass-kicking prowess" came from having pistoleer or commando, not from smuggler. His "Oh look, two Star Destroyers... bye!" came from his Smuggler lifestyle.


Now, with that said, I would not per se mind if Dirty Fighting was removed, but only under the stipulation that you replace it with something that might fit better to the smuggler class. What that is though, I do not know (but will ponder it some). I think the more realistic option would be to either a) make dirty-fighting moves usable not just with a pistol but also with hand to hand, or b) change the premise of some of the moves more to effectualize their roguish penchant for escape. It goes something like this:


Dirty Fighting 1: Feign Death

There may not be much honor in it, but sometimes the best way to stay alive is to play dead. More than one smuggler has made a successful run because they acted like their ship was scrap or a grazing shot was fatal. The oldest trick in the book.

Proposal: Dont change anything. Please.


Dirty Fighting 2: Panic Shot

It isn't fun to get shot at and smugglers know this more than anyone (as a side note, I am chuckling when I put this up: "???"). You don't have to hit your target to make them duck long enough for you to get away. The /panicshot command let's you delay your enemies next action while you plan yours.

Proposal: Increase the reuse time by a factor of two or three. The description implies a stun (as per the stunned that goes with Last ditch, perhaps?)and a posture change. I would say that this not only slows them down phsycially (for only a short time from the posture change) but also slows their attack speed, because they are going to be more cautious. This allows you to attempt to bolt for it. Also remember, that a rifleman will still have range on you, and when you run out of range for this attack you are just exiting ideal range for them. I do not think this is terribly unbalanced, let me know your thoughts smugglers.


Dirty Fighting 3: Low Blow

When you're in a life and death situation, honor has to take a back seat to survival. Shooting for the knees or the groin might not be honorable, but it'll give you the chance to get out of harm's way. Using the /lowblow command, you can knock your opponent down for a little while.

Proposal: Now, define "for a little while", because as it is now hitting the /stand key or F1 key and waiting 0.5 seconds is all it takes, and would effective reduce the proposed above's purpose. When I think of getting hit in the knees or the groin, I keep going back to the pain and the sensation of falling down and being unable to get up for a few. I can propose a few things for this, but two spring to mind (In all cases again, lower the damage would be recommended). 1) A dizzy/knockdown simo attack with a short suration, maybe of a max of 10 seconds. This would insure that if you got up it would be through luck, since trying to stand away while dizzy is, as we all know, a pain... or b) a forced Feign Death attack on the target of this. They fall to the ground and cannot get up for a set incap time (perhaps based on a skill mod). Contrawise, they cannot be attacked. Again, let me know your thoughts Smugglers.


Dirty Fighting 4: Last Ditch

Nothing is more dangerous than a cornered smuggler with a trusted blaster. A smuggler is a gambler at heart and would rather take a chance with a wild attack than lie down and die. The /lastditch command will let you take several well aimed and powerful shots, but will leave you open for a counter-attack. Make sure those shots count.

Proposal: You know, there really is no gamble with /lastditch. It is 1500-2000 points of damage with a delay of about second or lesswith me. I know it because I spam it on mobs. It is most certainly not the weapon of last resort, but rather the first, last and frankly most happily taken course (over stopping shot from Pistoleer or health shot 2, which frankly wastes my power-ups I think). What I think would make sense is this: Make last ditch akin to berserk from brawler where: "While berserk, you cause more melee damage to your targets but get him more often in return." I think the differance is your defense would go not down the toliet (as in berserk1) but more likely into the sewer and through the treatment plant. The upside is that you would have a double to tripleamount of damage for a short time and be able to utilize specials simutaniously. However, to promote balance, the defense debuff (using other mmo terminology) should stay for twice to three times as long as your damage was doubled or tripled for, respectively. This I think, makes it a gamble. What d'ya think?


Would this be an appreciable fix? It would take smugglers away from a pure combat role and make our dirty fighting tree less damage oriented and more escape/evasionoriented (aside from Last Ditch, but let's face it, it is the SWG's backstab and was I think intended to be as such).



~Varian, Master Smuggler/MasterPistoleer~


~Bria~


Page 1 of 2
Previous Next