Smuggler Archive

Thread: Do something for smuggler now, remove the Brawler pre-

Ace2
Mon Aug 16, 2004 11:07 am
#1



We have to spend 29 skillpoints on brawlers skills in order to be a smuggler andwe dontget any melee specials/mods in the smuggler tree at all.


It would help us allot if they would remove these skills as required for novice smuggler like they did for the BH proffession, they will be most likely removed in the combat revamp anyway.



What do you think?


NM what i said, i tought smugglers would like the idea of not wasting 29 SP on brawler, i know all the AS and WS that are smuggler hate the fact that they have to use a ****load of SP in order to slice their own things.


Have fun waiting on the smuggler revamp you been waiting for howlong?3-4 months? And it's stil no where in sight of happening anytime soon.

Message Edited by Ace2 on 08-16-2004 01:29 PM





Ravenn Warrior
Master Shipwright
Coronet: 710 -5100
+20 Weapons/Engines/Chassis Exp
GForce Industries for all your component needs
Imperiai2
Mon Aug 16, 2004 11:26 am
#2

I agree that brawler is a complete waste. In theory/reality it's good; were Ia smuggler in real lifeit'd be cool toknow some hand-to-hand,but in-game, it's pointless. Because there's notime in my character's life when I'm unable to draw blaster. Plus the hand to hand stuff is so weak it's no good for anything other than Evil Hermits and Kreetles and the like.


My only issue with this... if they remove a prerequisite, and add another, doesn't that make me Un-Master Smuggler until I go back and learn the new skill tree? I personally will hate it having spent all the time grinding away at theUnarmed tree, only to have to haveit replaced with something lame likeBusiness or Engineering... give the choice, I'd rather be out fighting things unarmed than read and studying books.



B'en F'olds of Naritus
Master Smuggler & Master Pistoleer (and just enough Medic to stay alive)
Vet Status: If you remember having to go out and loot your own corpse.
To the so-called 'uber': There's always someone cooler than you.
groovysplat101
Mon Aug 16, 2004 11:29 am
#3

You never know...the 'vamp might finally give us some unarmed...


*falls on the ground, and chokes to death on his own laughter*



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
Geevo
Mon Aug 16, 2004 11:32 am
#4






Ace2 wrote:


We have to spend 29 skillpoints on brawlers skills in order to be a smuggler andwe dontget any melee specials/mods in the smuggler tree at all.


It would help us allot if they would remove these skills as required for novice smuggler like they did for the BH proffession, they will be most likely removed in the combat revamp anyway.



What do you think?








I disagree, just add specials in dirty fighting.


BH had to master both Scout and Marksman ... (8 trees) .... Smuggler, 2. Your proposal would make Smuggler only need 1 tree and would be too easy.


Smuggler should also know about hand-to-hand combat ... incase something unexpected happens.




Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Breatai
Mon Aug 16, 2004 11:37 am
#5

I think it should be pistols 4 and organic chemistry 4...not brawler..



"You nerf much more of this game and you might as well call it Pong..." quote Antihero-"
SOE Applicant: Here is my resume.
SOE Interviewer: It's half finished.
SOE Applicant: So are your products.
SOE Interviewer: You're hired."
quote Azraelwrath 51 SK EQ
Jibbrish
Mon Aug 16, 2004 11:38 am
#6

Yeah, I'd rather see meleespecials added to dirty fighting. Although I'm saying that as a TKM, MPistol, MSmugg. Who knows what pub 10 will bring. Something will have to give if i'm going to get the fs stuff going.



~ERAMBACCA~~~~~~~~~~~~~~~~~~~~~~~ELOISE~
CARBINEER, MEDIC, RESOURCES~~~~~~~MASTER SMUGGLER, GENERAL BADAZZ
CAPTAIN, REBELLION ARMY~~~~~~~~~~~~~COLONEL, REBELLION ARMY
~~~~BANTHA FE, TATOOINE, TEMPEST~~~~

"You cut off every political option for people and they are going to turn to terrorism." -Noam Chomsky


Smuggler_Caylin
Mon Aug 16, 2004 11:40 am
#7






Ace2 wrote:


We have to spend 29 skillpoints on brawlers skills in order to be a smuggler andwe dontget any melee specials/mods in the smuggler tree at all.


It would help us allot if they would remove these skills as required for novice smuggler like they did for the BH proffession, they will be most likely removed in the combat revamp anyway.



What do you think?






I disagree, and I'm not a TKM/Smuggler.


Role-playing, skill points towards novice, etc... all added up I find it to be an extremely good prerequisite over any other choice.




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

UttiniDaKilrJawa
Mon Aug 16, 2004 11:40 am
#8

I for one would prefer we keep the Brawler PreReq and see some abilities / skill mods vs kd / dizzy/ unarmed damage added to the Dirty Fighting Tree so we have at least some sort of chance against other Melee profs.
Imperiai2
Mon Aug 16, 2004 11:46 am
#9

<<Smuggler should also know about hand-to-hand combat ... incase something unexpected happens.>>


That's the problem... nothing EVER unexpected happens where I say 'oh crap I'd better fight this one unarmed!'



B'en F'olds of Naritus
Master Smuggler & Master Pistoleer (and just enough Medic to stay alive)
Vet Status: If you remember having to go out and loot your own corpse.
To the so-called 'uber': There's always someone cooler than you.
LordMaxx
Mon Aug 16, 2004 11:48 am
#10

/disagree

The very definition of a hybrid class is to have to prerequisites from different trees. Commando, Bounty hunter, squad leader, etc...all have to have prereqs from 2 basic profs. So what would you rather have unarmed 4? Domestic arts 4? (chef/smugglers!) or Trapping 4? (sneaky trap setting smugglers woot!)

Im sure there are plenty of smugglers who have TKM and I would rather see the fix in giving a dirty in-fighting line that would enhance TK moves...



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
CorellianCowboy
Mon Aug 16, 2004 11:49 am
#11

I've said since launch that Unarmed should not be a smuggler Pre-Req. I disagree with removing it entirely, but I always have and always will think that it should be changed to Engineering (Slicing and Spices), Business (wheeling and dealing), or Organic Chemistry (spices). Personally I think Business suits the smuggler best, but I feel that any of the three would be a better choice than Unarmed.



Col. Dusty Duneroller
Pilot and Gunrunner for the Alliance
Ace2
Mon Aug 16, 2004 11:52 am
#12


All other combat proffessions that have multiple pre-requested skills needed actually have skillmods for the weapons they use, what mods do smugglers get? None, no speed, accuracy or defensive mods what so ever. (not counting dmg migation)





Ravenn Warrior
Master Shipwright
Coronet: 710 -5100
+20 Weapons/Engines/Chassis Exp
GForce Industries for all your component needs
Ace2
Mon Aug 16, 2004 11:53 am
#13

And i didnt even talk about the uselessskillat 4/0/0/0 smuggler or the fact that spices are all the same whenever you use good or bad resources and that you cant even exp on them.





Ravenn Warrior
Master Shipwright
Coronet: 710 -5100
+20 Weapons/Engines/Chassis Exp
GForce Industries for all your component needs
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