Development Cycle Archive
Thread: IC 1-12: Combat Roles; Rifleman
What defensive abilities?
What defines theRiflemanrole in combat? Long Ranged Combat , With limited sustainability. Cover fire for advancing Groups. Rifleman bring up the rear of an assualt squad.
What basic combat elements should they possess? Long Range, Area Coverage w status Changes (stun/dizzy), Ranged Deathblow
What offensive abilities? Area Damage (stun/dizzy), Mind damage. All of this at the cost of ones own Mind making them targets of other riflemen and other mind damaging profession.
What defensive abilities? Good Ranged Defense,Lower Status Defense. (aka stun/dizzy/knockdown)
What unique abilities? Ranged Deathblow
Should add what advantage or asset in group combat? With the current build of rifleman, rifleman fill the role of back of the pack. WithAOE status (stun/dizzy) they complement other ranged and melee profession quite well. With tendencies to target the mind pool they are good hunter/killers of other rifleman or anyother profession that is often Low on mind. Ranged Death blow allows for clean upof downed Enemy players and allows group members to focus on current threats.
How could/should they interact with other professions? Rifleman are core members of any group, filling in roles on all sides of the coin. With In PVE combat they have the ability to single pull most hostile creatures, provide area coverage for group assistance, yet have the tendency to be rather frail when engaged at close range. In PVP, rifleman provide extra fire power for squad engaments, and complement all aspects of PVP conflict. Currently they are balance between damage and fratility.
What interaction / dependencies should exist with other combatants? Rifleman depend on Squad members to keep the target out of melee range. They provide status changes that promote squad sustainablity . In terms fo Ranged Professions, Rifleman provide good cover fire and complement BH/Carb's quite well with Flurry/Flushing Shot. In terms of Melee combat profession, rifleman can assist quite well to all melee professions and complement swordsmen with tendency to do mind damage.
What should be their unique role in the Galactic Civil War? Rifleman (currently) provide Stealth and flexiability to both Solo and squad based combat. In my eyes a combat group is not complete with out a rifleman in the mix.
My Character has always been defined by my rifle. In the past few months I chose to pick up TKA because for the fragle nature of Rifleman in Melee Range. With that choice I kick my self everyday for not choosing it sooner , as I have enjoyed every single time I log on.
Xytroncore wrote:
If you can think of another way then to intitute a speed cap I'm sure the devs will hear it....but all of you just keep saying fix the other classes blah blah blah without actually saying how, I'm willing to bet you can't think of a way that makes sense(outside of the speed cap) ....rifles already do 3x more damage then pistols (on average), so slowing them down to 1/3 of a pistol's speed evens it out. And as someone else said earlier, the speed cap wouldn't hurt riflemen in PvP since you have conceal, which lets you remain hidden for a long time against most targets. So if you can't conceal yourself and still be able to takeout a target then you're taking on stuff that you shouldn't be able to solo anyways and then this is a good change for PvE too.
Gwee-Godo wrote:
fix carbineers and pistoleers so they are on par with rifles.
Well, the thing is that most of us here play rifleman (
) and as such we know things about our profession and how it can be improved, although as it stands there isn't much needed since we work quite nicely, we aren't carabineers or pistoleers so we don't know what to do with their professions to fix them. Let those profession people deal with it since it is in their area of expertise. Do the things that _____ said in the carabineer thread and )()()()( said in the pistoleer forum that have no regard to rifles and then we'll see how things pan out.
And if you want to hear my idea on how to fix the other professions outside of introducing an inane speedcap then here. Pistols should be devastating in melee range so that the guy with the gun will win vs other ranged professions a lot if you are in a small area or up close. Give carabineers a bit more powerful a weapon and some more state effects so that they can go full auto (just like we can and should be able to) to do some good damage and screw with people's stats/posture/dizziness/you name it. For melee...I have no clue.
But, you have no weaknesses to balance anything....hell, the 2.5x melee mod would do nothing, use conceal shot and you waste PvE missions without creatures even seeing you, lol big deal about the 2.5x melee mod (completely useless change, wouldn't help at all to reinstate it). And if you spend the same amount of skill points as someone else on a proffession then there should **edit** well be an equal chance to take out the other person, if there isn't balance there then why bother becomming proffession A when proffession B costs the same amount of skill points but does more damage in the same amount of time? lol and trying to balance large group battles? haha, okay, so riflemen don't rule there either? I can tell you for a fact that a riflemen will generally come away with 3x the faction points that anyone else comes away with. Tell me, that sound ballanced to you?
Eaca wrote:
Xytroncore wrote:
If you can think of another way then to intitute a speed cap I'm sure the devs will hear it....but all of you just keep saying fix the other classes blah blah blah without actually saying how, I'm willing to bet you can't think of a way that makes sense(outside of the speed cap) ....rifles already do 3x more damage then pistols (on average), so slowing them down to 1/3 of a pistol's speed evens it out. And as someone else said earlier, the speed cap wouldn't hurt riflemen in PvP since you have conceal, which lets you remain hidden for a long time against most targets. So if you can't conceal yourself and still be able to takeout a target then you're taking on stuff that you shouldn't be able to solo anyways and then this is a good change for PvE too.
Gwee-Godo wrote:
fix carbineers and pistoleers so they are on par with rifles.
Why are you so insistant in turning every class into a pistoleer with different damage and speed ranges. Equal and balanced doesn't have to mean the same. Why can't one class out damage another, so long as they have some other weakness to balance them out. The point isn't to make a game where everybody has an equal chance to beat somebody else. This is rock-paper-scissors. Each class has its own set of strengths and weaknesses. We're not trying to balance combat for dueling, we're trying to balance it for large scale group combat, where each class has its own unique role to play.
Xytroncore wrote:
But, you have no weaknesses to balance anything....hell, the 2.5x melee mod would do nothing, use conceal shot and you waste PvE missions without creatures even seeing you, lol big deal about the 2.5x melee mod (completely useless change, wouldn't help at all to reinstate it). And if you spend the same amount of skill points as someone else on a proffession then there should **edit** well be an equal chance to take out the other person, if there isn't balance there then why bother becomming proffession A when proffession B costs the same amount of skill points but does more damage in the same amount of time? lol and trying to balance large group battles? haha, okay, so riflemen don't rule there either? I can tell you for a fact that a riflemen will generally come away with 3x the faction points that anyone else comes away with. Tell me, that sound ballanced to you?
No, it sounds like other profession are lagging behind and need to get caught up to speed with us. You want us to pick how that happens though? Why should it be our job to go through all the other profession threads and explain what should be done to fix them when, now read this, we don't play them! You want us to be nerfed rather then get the other professions balanced up? You want everyone weaker rather then all the others stronger? That sounds a little bit less fun to me personally. And why should we focus on balancing PvE when most complaints are spawned from PvP encounters. Give us the 2.5x modifier and we are dead around the 10 meter mark so there is your balance, get close to us and we haven't got a prayer. If you want master pistoleer and master carabineer to be equal at rifleman (no matter the situation) then you're going to have to piss off the BH's and smugglers by removing their stacking powers. After all why would you choose profession A which will always loos to hybrid B when hybrid B's cost isn't really thatmuch morein comparison to profA?
Oh and as for the concealshot for PvE missions, yes we have the option to completely solo a lair and only get incapped twice (you have to spawn more beasts from their hidey hole) however that takes far longer then using a carbine or pistol and their specials. Hell I kite pickets with flushing shot rather then conceal them it is just too long. I could have finished 2 missions by the time I would have cleared out the nest with it.
Why am I feeding trolls?
Xytroncore wrote:
But, you have no weaknesses to balance anything....hell, the 2.5x melee mod would do nothing, use conceal shot and you waste PvE missions without creatures even seeing you, lol big deal about the 2.5x melee mod (completely useless change, wouldn't help at all to reinstate it). And if you spend the same amount of skill points as someone else on a proffession then there should **edit** well be an equal chance to take out the other person, if there isn't balance there then why bother becomming proffession A when proffession B costs the same amount of skill points but does more damage in the same amount of time? lol and trying to balance large group battles? haha, okay, so riflemen don't rule there either? I can tell you for a fact that a riflemen will generally come away with 3x the faction points that anyone else comes away with. Tell me, that sound ballanced to you?
PsychoticChipmunk wrote:
Xytroncore wrote:
But, you have no weaknesses to balance anything....hell, the 2.5x melee mod would do nothing, use conceal shot and you waste PvE missions without creatures even seeing you, lol big deal about the 2.5x melee mod (completely useless change, wouldn't help at all to reinstate it). And if you spend the same amount of skill points as someone else on a proffession then there should **edit** well be an equal chance to take out the other person, if there isn't balance there then why bother becomming proffession A when proffession B costs the same amount of skill points but does more damage in the same amount of time? lol and trying to balance large group battles? haha, okay, so riflemen don't rule there either? I can tell you for a fact that a riflemen will generally come away with 3x the faction points that anyone else comes away with. Tell me, that sound ballanced to you?
No, it sounds like other profession are lagging behind and need to get caught up to speed with us. You want us to pick how that happens though? Why should it be our job to go through all the other profession threads and explain what should be done to fix them when, now read this, we don't play them! You want us to be nerfed rather then get the other professions balanced up? You want everyone weaker rather then all the others stronger? That sounds a little bit less fun to me personally. And why should we focus on balancing PvE when most complaints are spawned from PvP encounters. Give us the 2.5x modifier and we are dead around the 10 meter mark so there is your balance, get close to us and we haven't got a prayer. If you want master pistoleer and master carabineer to be equal at rifleman (no matter the situation) then you're going to have to piss off the BH's and smugglers by removing their stacking powers. After all why would you choose profession A which will always loos to hybrid B when hybrid B's cost isn't really thatmuch morein comparison to profA?
Oh and as for the concealshot for PvE missions, yes we have the option to completely solo a lair and only get incapped twice (you have to spawn more beasts from their hidey hole) however that takes far longer then using a carbine or pistol and their specials. Hell I kite pickets with flushing shot rather then conceal them it is just too long. I could have finished 2 missions by the time I would have cleared out the nest with it.
Why am I feeding trolls?
manimal isnt a troll, hes the biggest whiner on the tarquinas server. And hes a combat medic, and ive seen them devestate groups of 10 in a few seconds with mind poison, so he has no right to scream nerf when his class is virtually as powerful in pvp as a rifleman.