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Aythr

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  1. As the title says... I am all in favor of more customization as far as appearances go. However, I am also fully in favor of having a "unique" aspect to the class I am playing. The truth, however, is there is a limit to what can be changed due to animations and certain skills requiring a "knife", "sniper rifle", or a "scattergun" in order to work. Troopers throw grenades, and use either a blaster rifle or an assault cannon. Smugglers have tricks, and use 2 pistols or 1 pistol and the scattergun. IA have knife attacks, and sniper or blaster rifles BH's have lots of gadgets in our armor, and use 1 or 2 pistols. The easiest solution is, as someone earlier in the thread pointed out, add some Carbine style pistols for BH's to use. Possibly even make the Carbine Pistol Powertech only. In a wierd way that would synergize well with our Trooper counter part getting assault cannons for one AC but not the other. That way Mercs get to dual wield pistols and we PT's get a slightly more burly single pistol to use. It would give each AC a pretty unique graphical appearance without requiring lots of changes. Only the carbine pistol models would need to be added. I'll be honest in that I equiped a weaker pistol over a better one a few times due to the fact it looked like a 22 deringer (lets not even get into the ones that look like squirtguns) instead of a 50 calibur combat handgun. PT's are tanks. We're expected to be solid, mean, combat machines. Unlike our long range dual wielding brothers and sisters, we are willing to get in close to light someone on fire, stab em with a knife, punch em with the armor plated gauntlets, and so on. It definately draws away from our image of "bad-a $$ ery" to do all these things then pull out this wee little pistol and expect enemies to fear us. Yes it's entirely cosmetic, but the truth is that alot of players think that it sucks. I was going to toss out the idea of a under the forearm mounted minigun for PT's. Something with a handle that comes up from underneath and mounts under our right arm. Making it part pistol part armor accessory in appearance, but I truly think that the heavy duty carbine pistols option would solve most of these issues. Those that want can still equip the standard pistol if they like how it handles/looks and those that want something that looks meaner can equip the carbine. It simply fits what is in the game now better and in all honesty it balances things out. Powertechs and Vanguards are really the only AC's that don't gain a unique weapon based graphic. I think there should also likely be a heavy blaster rifle for the Vanguards with the same reasoning as the Carbine Pistol for us. Got longer winded then I planned here so I'm goin to cut and run. I am not against the rifle idea by any means, but I am one of the players that is willing to compromise on a solution if it means developers and the artists can give us a fix to a problem and still focus on new content. I have played both types of trooper, smuggler, IA, and BH. The PT is by far my favorite with my Commando a class 2nd. Each is pretty unique but PT and Vanguards could use a small touch up to balance their appearance with their calling. Aythr
  2. Thanks for all the replies so far. It seems like PT is the leading spec for a pyro with what I am seeing. I plan on being heavily pvp oriented with this character and in any kind of pvp conflict stationary of any kind is usually a death sentence. Being mobile has always been key for me and my comfort level. With all that said and the responses so far, PT seems a pretty clear winner for my playstyle, though I guess I do have one last question with regards to PT pyro....how is the ranged aspect? If I do have a few moments to stand and shoot from range how do they do? I realize that optimal usage will have me in the 4-10m range and moving which is perfectly fine, but say long range shooting and long range shooting on the move. Are there tools for dishing out some dmg while running into a fight or if my pulls are on cool down or if im on a catwalk or ledge looking down on someone nearly dead that needs to be finished off? I do like what I've read so far and as long as the PT Pyro has some long range tools it sounds like a near perfect choice for me. Thanks again all, Malikai
  3. Z, Yeah I figured a post in each individual forum would allow for me to get more "specialized" responses. I appreciate the input. I haven't seen the post you are talking about regarding PT pyro over merc, but I may see if I can dig back through the forums and find it. Regardless, big round of thanks so far. You gave me just the sort of info I was looking for. Malikai
  4. Hey Z, I posted this in both the Merc and PT sections as I am looking for peoples experience and opinion. So bias is fine with me. In all honesty it's exactly what I am looking for. I know from experience that people value higher and defend harder their own stance. That's perfectly fine in my book. If most of the responses hold bias it gives me an evenly balanced scale to view things from. I expect the commentary from folks who are able to step back and view things more neutrally to be minimal. Having played both as you say what would you miss most playing one type and not the other? Cheers, Malikai
  5. Hey all, I am starting up a bounty hunter and I am very curious about the pyrotech action. I like the mobile playstyle and I am fine with a char that can play in range or in close combat. I've browsed the skill trees and so on but I am uncertain as to what would be the more advantageous path. I've played for about 3 weeks on the Rep side and this will be my first Imp. I've got a good grasp on the basics of how things work as far as most classes go. IE...energy, ammo, force, etc. I understand the regen at various levels and so on. Can anyone give me some insight on the differences and strengths/weaknesses of the 2 different types of pyros? It's my understanding that the Merc Pyro is a bit softer but has a heal to help things along and some additional ranged components that the PT doesn't have. However, it's also my understanding that the PT is a bit more durable and has more tools for up close and personal play as well as having a legit interupt. What I don't know is the relative value of those things compared with each other. I'm basically looking for some give and take commentary from folks playing one or the other or even if someone has played both and wants to chip in. Let me give thanks in advance for any and all who provide useful commentary and opinion. There are no wrong answers here, just people giving voicing their experience...so again, thank you. Malikai
  6. Hey all, I am starting up a bounty hunter and I am very curious about the pyrotech action. I like the mobile playstyle and I am fine with a char that can play in range or in close combat. I've browsed the skill trees and so on but I am uncertain as to what would be the more advantageous path. I've played for about 3 weeks on the Rep side and this will be my first Imp. I've got a good grasp on the basics of how things work as far as most classes go. IE...energy, ammo, force, etc. I understand the regen at various levels and so on. Can anyone give me some insight on the differences and strengths/weaknesses of the 2 different types of pyros? It's my understanding that the Merc Pyro is a bit softer but has a heal to help things along and some additional ranged components that the PT doesn't have. However, it's also my understanding that the PT is a bit more durable and has more tools for up close and personal play as well as having a legit interupt. What I don't know is the relative value of those things compared with each other. I'm basically looking for some give and take commentary from folks playing one or the other or even if someone has played both and wants to chip in. Let me give thanks in advance for any and all who provide useful commentary and opinion. There are no wrong answers here, just people giving voicing their experience...so again, thank you. Malikai
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