Pistoleer Archive

Thread: Riflemen vs Pistoleers

Dyriel
Tue Sep 30, 2003 11:08 am
#14

hit "submit" instead of "preview", sorry.

This hurts them more than rifleman because they take 2.5 more dmg from the same hit, Pubams often hit for 500, so they can be hit for 1250...I also stated than one of them used some move and hit me for 1800 in mind pool. This NEVER happened to me with a pistol, it happened 5 or 6 times in some hours with a Rifle (talking about being one shot by mobs, they did warp on me much more often).
Noules000
Tue Sep 30, 2003 11:19 am
#15

The reason the information is important is that it seems inconsistent with what I believe is the accuracy equation. You should be able to determine your to-hit (or not-miss) rate simply by summing all of the accuracy mods (range mod, accuracy mod, subtract ranged defense mod) and plugging it into the formula. Your results imply that the rifle has greater accuracy mod at those particular locations than the pistols. Since your weapon accuracy mods are known, this pretty much means the other factors must be causing the discrepancy, i.e. the weapon range mods and the ranged defense mods, OR the accuracy equation is incorrect. If the equation is inaccurate I definitely want to know about it.

Your results are roughly what the equation predicts. Each level of rifleman should be increasing your accuracy (holding all other factor constant) by about 5%.

The reason why this is a big deal is because if your inaccuracy with pistol is merely due to weapon mods, there's no real new info there. That's already known. But pistol specials have approximately +50 accuracy bonus, compared to +5 rifle accuracy bonus. It is this factor which is an issue when comparing rifle to pistol. It means that when using specials, pistol is accurate even at worst range, while rifle is accurate at optimal but inaccurate at close range when using specials.
Dyriel
Tue Sep 30, 2003 11:27 am
#16

Yes, this is an issue, for sure. But this is not the same problem : you are dealing with Special Moves's Accuracy Modifiers, I only dealt with Raw Accuracy.

Our specials are all bugged, so are yours if I trust Riflemen (I do). Ours aren't making the tiniest upgrade to DPS, yours are missing more than often. Yes this is sad and yes this shouldn't be like that. But we need something to begin with and Raw Accuracy was my idea.


I will try to make some extensive tests with special moves, but being BH 0 0 2 0 and master pistoleer grants me modifiers I shouldn't have, so I already know I will be more accurate than my Mster Rifleman friend with those mods.


My point was a Master Marksman with a Rifle is more accurate than a Master Pistoleer when only considering the "perfect attack state", which rarely happens in PVE without a pet (or with some stupid guys warm shotting the mob) and NEVER happens in PvP (or this guy is afk).


I agree those results aren't what you can see in the game for these reasons. But it is still something important : Raw Accuracy works as intended.
Noules000
Tue Sep 30, 2003 11:35 am
#17

Er, a master marksman with no rifleman skills should not be more accurate than a pistoleer barring very odd range mods. My contention is that the 'accuracy' you are seeing is not coming from the skills, but the weapons that you are using. DX2 for example has very poor range modifiers. Many of the better rifles also have much worse range modifiers than a CDEF for example.
DiLune
Tue Sep 30, 2003 1:29 pm
#18

Well, a lot of riflemen, not necessarily you, have lamented how the rifle doesn't hit at all. Or rarely hits. Or hits 50% of the time at optimum range. We know its hyperbole, but Dyriel has some good numbers to back that.


No one is disputing that the mods add accuracy. I have no idea why they add accuracy like +50. What's the point of the marksmanship line when you can just take thetechniques line and use those? But it comes down to the DPS issue I'm sure. Since pistols hit for so much less damage they need to hit more (counterintiuitive to shooting with a scope I know, but this is a game that needs balance.) The balance falls apart as the rifle leaves its optimum range and enters the pistols, where the pistol becomes even more accurate and the rifle less so.


The last patch they had gave moving targets an even higher defense modifier than they had before...which is a rifle nerf in a way since riflemen can't really move to up their defenses.


The whole combat system is borked! That's my bottom line.

Gazkan
Tue Sep 30, 2003 1:50 pm
#19

As a master rifleman I can tell you I believe this posters accuracy numbers to be accurate.. a good rifleman will be more accurate.. as they know to go prone and not move while shooting a big assed rifle A master pistoleer ismore accurate when moving or standing giving them a better ability to kite mobs, but if you can stay about 60m away prone and are not moving.. the rifle is more accurate. Stand up,start moving around the master pistoleer will be more accurate. The rifle has pretty much no kiting ability whatsoever.. of course a smart rifleman will realize this early on and get some CH which helps in PvE, butit is a huge drawback in pvp.. of course it's possible to go master rifleman and grab some pistol skills too.
KoveX
Tue Sep 30, 2003 4:36 pm
#20

Holy Crap you wrote alot...lol


Yea im also having a conflict with Pistoleer or Rifleman with my combat medic. So far im leaning towards Pistoleer.




Darkanyin Bloodfin: Dark Legion
Dyriel
Wed Oct 01, 2003 12:07 am
#21

Yes, I know. But I think it is normal feature, we have to pay for the dmg output enhancement.

Like many ppl, I thought that a certification you gain later must be more powerful. This is not the case, in any weapon. They only complement the others with new dmg type, AP lvl and range. So why not accuracy ?

Noules, this is what Pistoleers are trying to say since the beginning (at least, since the Jaegen's post) : modifiers are unbalancing the game.

Riflemen are unbalanced because they fire much too quick BUT they gain almost no accuracy bonus, Pistol users (not only Pistoleers, they problem is the BH mods stacking thing) gain excellent accuracy but hardly gain advantage of their speed (actually, where speed should be our playground, it is everybody else's one, exactly the opposite of what was intended).


We must report this again and again to dev team for them to fix it. Someone stated that SOE fails atm, so the leadership needs to be changed for an efficient one. I don't like this idea BUT I have to admit I fail to see any other way to fix those bugs that are existing since beta day 1 and reported at least 10 000 times.


What can I say Noules ? These are my numbers with my own character I ruined to test it (surrending Master CH and giving for free my High Lvl pets wasn't a fun thing to do), and my results are clear : the game is simply not working as intended.
Noules000
Wed Oct 01, 2003 12:21 am
#22

I'm confused as to what you're trying to say. From your original post, your contention seems to be that riflemen accuracies aren't an issue. I'm not sure what this has to do with any of the other stuff in your reply.

My argument is that the accuracy you see is mostly due to your weapon choices. Furthermore, no one (at least I was not) saying that autofire accuracy was an issue. The issue is that pistol is much more accurate than rifle when both are using specials. Autofire being roughly comparable is expected, since rifle accuracy caps at 102 without master marksman and pistol accuracy caps at 95 without master marksman or BH. Seeing as how your rifle accuracies are roughly the same at master marksman, it seems likely the weapon you used had approximately +30 more to-hit at optimal ranges compared to the pistol. Again, this is due to weapon choice, not anything inherent about the rifle. Rifle specials ARE inherent with the rifle, since we can't use pistol specials with rifles.

I agree some mods are broken, but the inherent accuracy received (102 for rifle, 95 for pistol, plus the moving/standing mods) aren't the issue. That is however what your original experiment is purporting to test.
Falator
Fri Oct 03, 2003 1:41 pm
#23

If a rifleman anda pistoleerfight and they are both at 100% ham, the rifleman will win nearly every time. There is just no contest. The only counter to a rifleman at full health is a bounty hunter (even then it is 50/50), unless you get REALLY lucky. Luckily for us non riflemen, rifles use their ham quickly too, so after they wipe out a small group, they have to let their mind regenerate... unless they use lots of buffs and then i would either zerg the rifleman with tons of pets, or run far away




Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
HaydenCross
Fri Oct 03, 2003 1:45 pm
#24

Are these Novices from both classes fighting? Most of the Novice fights I see end up in Pistoleer wins, though you are correct that a Master Rifleman will almost always own a Master Pistoleer as long as he doesn't screw up. But if you are speaking about Novices, you must be seeing different fights than I am... :0





-- Hayden 'Doc' Cross --
Imperial Corporal / Imperial Medic
"Turning my blue bar white since Beta 2."

Citizen of TIRIUS - City of Roleplayers

Falator
Fri Oct 03, 2003 2:09 pm
#25

Why would anyone talk about novices when they are talking about the powers of two different professions?



Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
DethZiro
Fri Oct 03, 2003 2:44 pm
#26

Dyriel, your not even close to being right about anything. You're as annoying as Melt when it comes to posts. Just because you have a voice dosen't mean people want to hear it. People like you ruin the game. I just pray that the DEV's reading your post'sare havinga good hardy laugh in their offices and if they do take you seriously, god help us all.


DethZiro

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