Pistoleer Archive
Thread: Rifleman faster then pistoleer???
fyi, and for all of you who say riflemen shouldnt be firing so fast, just take a look at our titles
Sniper-should fire extremely slow, but should be able do a 1 shot kill(DB and all if you want to compare to real life, thus using the ideas that the sniper should fire slow)
Hunter- ok now seriously, we're still not sure why we have the same name as someone in scout ![]()
Gunner- a gunner, a machine gunner, thus firing fast delivering damaging shots.
Soldier- any type of soldier that is armed and trained to kill, when i think of solider i generally think of infantry, and infantry uses Machine guns and Assault rifles more than sniper rifles.
2 of our "titles" if you will have us as being a support profession, providing heavy covering fire. if you all think rifleman is so easy, go it, i dare you. start at novice, and travel up the tree's without using any other combat skills.
Nope. A Master Rifleman, without Master Marksman or any skill tapes, fires a T21 about once per second. Do the math yourself.
zRhyno wrote:
pistoleers are quite easier to level up on in the beginning, by far. but when you compare both at master, riflemen still fire at 2.0, and pistoleers can easily fire at 1.0. we dont have hte option of getting rifles sliced to 1.0. you do. i still have 3 pistols from my days of using a pistol that are all 1.0 and 1.1 speed. with all the rifleman mods you only fire every 2 seconds, so how do riflemen fire faster?
on auto fire, yes. i keep thinkings its 2 seconds because i think in terms of pre-nerfs(being i use them) and 10 seconds. when it comes to actually firing a special, the speed decreases dramatically, and takes 2 seconds for any special.
pistols can easily with a slice fire at 1.0s either way
"I shoot for like 1.5K-4.3K with a 2.0 gun.
They shoot a huge rifle with strafe shot doing almost a minimum of 2.5K damage up to over 5K."
So what your saying is if you dabble in BH pistol line you will be shooting Max 4.3K a second, only700 less than a rifleman's Max?
Whats your complaint, we have higher ham costs and can't dabble in another rifle profession period.
BTW-High ham costs mean we can't use armor effectively, and we can't spam Specials as long as you can.
Let me give you a hunting run down on Dathomir for me.
-Get missions for Mutant Baz nitchs
-Get to the lair
-Sic GSP on Nitch's infront of lair
-Spam flushing shot 2 at the nitchs
-Nitch's die wait10 minutes for HAM bar to refill.
-Sic pet on lair
-first nitch shows up spam flushing 2
-Second nitch shows up aggros me, run from lair
-a) Nitch goes back to lair, b) Kills me and back to the cloning terminal
-If 'a' go back to lair Spam Flushing 2 until nitch's die.
-wait 10 minutes for mind pool to regenerate
-Tap lair with spray stick to get another nitch out
-Nitch 3 and 4 appear spam flushing 2 until nitchs are dead.
-Nitch's die switch to spray stick and kill the lair.
As you can see we waste alot of time regenerating our mind pools.
OrizCore wrote:
I formally apologize to everyone that i may have insulted or anything, i was definitly wrong, speed cap is 1 second. But i have been hitting 6k Pve lately and that isnt a Lie.
Someone said before that stopping shot has a x5 modifier tho, i swear that cant be correct, my lesser scatter that i used for ever was 244 max damage, and that times 5 would be liek 1300 or so, and i know that ive hit into the 2k range on a regular standing opponent.
Last Ditch On a regular standing opponent with the same gun, hits for 2.5k, once, it hit for 2.7k. These all on unarmored no resitances targets like butterflies and otherthings found outside of town
But again i apologize for ranting on about the speed cap was .5. I am ignorant for saying this and Am sorry.
I would dare to say the dmg your doing on an unarmored opponet is due to the extra dmg for ap vs unarmored
you are not adding in the ap like they did onthe pistol t21 is heavy armor so against say a person with 80% composite the pistoleer is going to be doing about 120 pvp damage witha a krayt dx2 compared to 1800 damage a t21 does.i am talking about actual damage done to the target(number that apears above the targets head)not what is in combat window. there is a t21 on my server that hits for 18k pve damage a commado with a 35% damage slice beam cannon caant even come close to that and they have no defenses and are supposed to be the offensive damage dealers in game. so you take a 18k damage t21 -75% = 4500 pure damage(armor is only armor so it will go right throw it like your standing there in your boxers)in pvp every second that to me seems a little overpowered
I'm think the 18kmight be oneone of thoses wierd shots, that I've seen every once and a while. I've seen spraysticks hitfor 10k before, from a low level rifleman.12-13k is near the limits to what is possible with a rifleman, using an ideal per-nerf T-21, with a 35% damage slice and a 33% powerup hitting with strafeshot2.
Also, dont expect AP to be adding damage too much longer, the WS corespondant has confirm that the devs have plans to remove the extra damage and changing it so extra AP only lowers a resist of an armor.They should have already, but the code they added is bugged. (This explainsthe so-called bug where attacking a vuln armor would not give extra damage. With the new method, it is the same as attacking with no armor, no extra damage.) Attacking a higher level armor with a lower level ap is still the same, I think.
Here is the new formula for attack a lower AR armor with a higher AP weapon:
Actual Resist = (Armor Resist Listing) / (AP - AR)* 2.
So, if attacking an 80% composite helm with a t-21, there would be not extra damage and the resists would be:
80 / (3-1) *2 = 80/2/2 = 20%
The updated code might be on the TC already.
--Rorrrimot
Sigh...
Ok guys, if you want an honest, unbiased view on the situation that it appears no one in here has, look in the rifleman forum archives. There's a complete look at the positives and negatives to each ranged combat class.
For starters, pistoleers aren't supposed to be the damage dealers. Its designed into the game that they won't do the amount of damage that a rifleman can. Instead, you guys are blessed with the wonderful trickshot line that gives you wonderful status defenses that NO OTHER RANGED CLASS has. Second, your specials draw from the wonderful, stim-affected, action pool. That gives you the wonderful option of staying out in the field as long as your ability to receive stims is there. Rifleman don't get that option. When they run out of Mind, thats all they wrote. That healing ability also allows pistoleers to wear full, heavy armor without fear of running their HAM bar into the ground with no means of recovery.
The unwritten one, of course is that Pistoleers have ALOT easier time levelling than the rifles, trust me, I'm both a rifleman and a pistoleer. Rifle XP is much harder to get, so I feel that they should get a little more reward at master.
Of course, that doesn't mean that pistoleers don't have advantages. A Rifleman doesn't have blind or knockdown defense, making them very vulnerable to Melee and Bounty Hunters. Thats something that pistoleers don't have to worry about nearly as much with a +40 or +50 Blind and KD defense.
And as a final note, Star Wars EU refers to the T21 as the most feared weapon in the galaxy, it is afterall, a Light REPEATING blaster.
Addition:
Rifle is harder to level because:
1: At novice, any rifle is slower than the devil.
-----1A: This makes it hard to "manage" a critter.. meaning firing, and hitting, a warning shot.
-----1B: This also yields a lower DPS than what is managable by an FWG at novice. (Including the T21 AP)
-----1C: The HAM challenge of a rifleman is hard to overcome, as opposed to pistoleers who can make up this with Stimpacks.
2: The x2.5 Damage Multiplier as opposed to the x1.5.
-----2A: Linking directly to 1A, if that critter gets in close, a rifleman is dead, pure and simple, especially with their horrible point blank accuracy mods.
-----2B: This also makes us MUCH more weak againstMelee opponents in PvP, this weakness is there even through master and is something that isn't shared with pistoleers.
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Personally, I think that this is a good system that we have now, there are balances and checks on each of the classes.Melees destroy Rifleman who will defeat Pistoleers who in turn, can fight the melees effectively. Commandos are deadly, if they can hit an enemy. Bounty Hunters have no defenses whatsoever, giving them a weakness.
Also, please don't take this thread as an attack on anyone. I have told the same thing to low-level riflemen who complain about the overly powerful Master Gunfighters. I just think that people should experience the other side of the fence before complaining; you'll probably find that its actually quite balanced.
Understand this, if you don't look at the whole situation, you aren't going to have a complete understanding of said situation, thats why I put that post together.
And as for the previous, I have to disagree completely. A T21, as I said before is a light REPEATING blaster. Its the SW equivilant of the US Military's M60 machine gun. Its an infantry support weapon. Its supposed to have an insane firing rate when wielded properly (A Master rifleman is necessary for this since its nearly impossible for someone untrained to fire an M60 in real life without a bipod or other reinforcement,drawing a nice parallel with SW)
I would also like to point out that no one is contesting my benefits of being a pistoleer. Granted, alot of riflemen do complain about not having status defenses, but for Pete's sake, why not be thankful for your classes positives than dwell on the negatives.
For those that want a change, consider this:
When the going was rough in Star Wars, no one pulled out their trusty blaster pistol unless they had no choice, instead they dove straight towards that first downed Stormtrooper and grabbed his E11.
(Disclaimer: the M60 may not be in service anymore, I'm not sure. Regardless there is a machine gun in use as an Infantry Support Weapon)