Rifleman Archive

Thread: -=State of the Rifleman Address=- AUG 8 2005

Ackehece
Mon Aug 08, 2005 9:17 pm
#1

The remove of stacking from snares is a rather rude surprise to those of us who used to to make our subpar snare effective. Now there is nothing that is worthwhile with our snare. Sure it slows the target down but since it is less then the encumbrance snare we get for packing a rifle it is not worth much by itself. (gonna bring this up again to the devs)


Next the anger/rage thing is definitely stopping some of the explotation of delays but I feel the timer on anger and rage is to long. ... 50% of that might be better (this is of course personal opinion)


There seems to be a decrease in accuracy as you close distance with a rifle - devs have always stated it was there but it seems to have increased since the last patch. This needs some testing and once TC-Prime is up I will test it there... Anyone think that shooting 100 shots at each of the following range bands 5m 15m 30m 45m and 64m will be a statiscally viable test?


Indoors our effectiveness has been reduced if this is the case and hopefully the shorter range rifles will not have a accuracy debuff for range (guess I need to try multiple weapons as well)


anyway I am sure there is more stuff... but it's late and I am kinda pissed off right now for a multitude of reasons (sorry all if I seem brusk)




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




AxilX
Mon Aug 08, 2005 9:28 pm
#2


I'm not sure that removing stacking of snares was a bad idea, but all snares should've recieved a substantial increase in effectiveness to compensate... I'm not sure how it's useful for us to kite if we can't kill our target anyway.. but i suppose that's another issue.


as far as the anger issue goes.. is there any way to make it only apply if you try and delay a target who's already suffering a delay effect? i think this would be a much better solution, stopping delay spamming, without making delays worthless.


Range penalies are just a bad idea in general. If we're going to be penalized for being close, take away our weapon snare, and give us a chance to stay at range, being penalized at range, and up close is rediculous.


don't mind not being effective inside.. that's melee territory.


as for the other issues i have with our profession, heh, i'm sure you're well aware at this point.


*edit* oh and also, if we must have range penalties, we should be allowed to see them, keeping information about a charecters skills from a player isn't right, and only adds to confusion.

Message Edited by AxilX on 08-08-2005 09:49 PM

PyscoJuggalo
Mon Aug 08, 2005 11:50 pm
#3


I say currently Rifleman is a 1 trick pony (Sniper shot).




Things that I think that could improve us would be:


1) Making aim a counter to TKA COB, so we get a +500 accuracy buff for the same amount of time as improved COB.


2) Buffing our snare, but really this is a crowd control ability and I can live with it being weak if we are give other things.


3) Increasing the damage multiplyer on all our specials, not insanely but by .2-.4 more.


4) Decreasing the hate timer would be nice as well.





(Though I will state we really don't need these changes ASAP as there are profession alot worse off then us and they really need love before we get a lot of attention.)





I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
AxilX
Tue Aug 09, 2005 4:41 am
#4






Kobrakai_Force wrote:





PyscoJuggalo wrote:


I say currently Rifleman is a 1 trick pony (Sniper shot).




Things that I think that could improve us would be:


1) Making aim a counter to TKA COB, so we get a +500 accuracy buff for the same amount of time as improved COB.

I agree, if TKA is the ultimate tank we are the ultimate nuker, and we should be roughly equal in aability (though polar opposites)






This is all good but accuracy over someones defence gives added damage, can u imagine aim with sniper shot on someone not running improved CoB/ CoB/ That Jedi ranged defence one (Aura is it?)


When i was master rifleman (now 4xxx) I used to take 2/3 of a mid template jedi's health with 1 sniper shot, can u imagine the nerf calls if that happened if we got a +500 accuracy buff move?






naw, this isn't as big a problem as you think.. i can already buff myself for +450 accuracy by stacking food and /aim. Problem is damage works on a slider from min to max, the 'bonus' damage you get for having accuracy over the targets defense will stop as soon as you hit the your max. Anyway, point is you're already at or near the cap against low defense toons, when using /aim, so this change will have little or no effect on them, whilist having a dramatic effect against TK and jedi defenders.
Cpl_Fisher
Tue Aug 09, 2005 12:00 pm
#5






PyscoJuggalo wrote:


I say currently Rifleman is a 1 trick pony (Sniper shot).




Things that I think that could improve us would be:


1) Making aim a counter to TKA COB, so we get a +500 accuracy buff for the same amount of time as improved COB.

I agree, if TKA is the ultimate tank we are the ultimate nuker, and we should be roughly equal in aability (though polar opposites)


2) Buffing our snare, but really this is a crowd control ability and I can live with it being weak if we are give other things.

rifleman has a 3 in croud control, pistoleer is only a 4 and has much better abilities.


3) Increasing the damage multiplyer on all our specials, not insanely but by .2-.4 more.


I would say just headshot, one of the nice things about the cu is that damage specials are just that, damage specials, not state specials. pre cu deverish 2 anyone?


4) Decreasing the hate timer would be nice as well.


Being able to kill the mofo beofre the snare wore off would be nicer, but that's a pipedream





(Though I will state we really don't need these changes ASAP as there are profession alot worse off then us and they really need love before we get a lot of attention.)











Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Kobrakai_Force
Tue Aug 09, 2005 12:30 pm
#6





PyscoJuggalo wrote:


I say currently Rifleman is a 1 trick pony (Sniper shot).




Things that I think that could improve us would be:


1) Making aim a counter to TKA COB, so we get a +500 accuracy buff for the same amount of time as improved COB.

I agree, if TKA is the ultimate tank we are the ultimate nuker, and we should be roughly equal in aability (though polar opposites)






This is all good but accuracy over someones defence gives added damage, can u imagine aim with sniper shot on someone not running improved CoB/ CoB/ That Jedi ranged defence one (Aura is it?)


When i was master rifleman (now 4xxx) I used to take 2/3 of a mid template jedi's health with 1 sniper shot, can u imagine the nerf calls if that happened if we got a +500 accuracy buff move?

PyscoJuggalo
Tue Aug 09, 2005 1:52 pm
#7






AxilX wrote:






Kobrakai_Force wrote:





PyscoJuggalo wrote:


I say currently Rifleman is a 1 trick pony (Sniper shot).




Things that I think that could improve us would be:


1) Making aim a counter to TKA COB, so we get a +500 accuracy buff for the same amount of time as improved COB.

I agree, if TKA is the ultimate tank we are the ultimate nuker, and we should be roughly equal in aability (though polar opposites)






This is all good but accuracy over someones defence gives added damage, can u imagine aim with sniper shot on someone not running improved CoB/ CoB/ That Jedi ranged defence one (Aura is it?)


When i was master rifleman (now 4xxx) I used to take 2/3 of a mid template jedi's health with 1 sniper shot, can u imagine the nerf calls if that happened if we got a +500 accuracy buff move?






naw, this isn't as big a problem as you think.. i can already buff myself for +450 accuracy by stacking food and /aim. Problem is damage works on a slider from min to max, the 'bonus' damage you get for having accuracy over the targets defense will stop as soon as you hit the your max. Anyway, point is you're already at or near the cap against low defense toons, when using /aim, so this change will have little or no effect on them, whilist having a dramatic effect against TK and jedi defenders.





Zactly (Exactly in Chicagoian speak)



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
JaxMeridian
Tue Aug 09, 2005 7:48 pm
#8

I'm Master Rifles, BH 3444, Medic 111x, Carbines X1X1. Yeah, it's confusing, but I had a reason for it till recently. I'll be dropping bthe Carbs shortly.


Anyway, my major concern is accuracy and consistent damage. I use either a T-21 ( non-sliced, non-modified), a Light Lighting Cannon ( lower CL I know, but it's dammage is fairly consistent), and a ( get this) Tuskan Raider Rifle ( Sliced for Damage.)


This is the results: For heavy damage in a group, when faced with controlable, multiple targets, I use the T-21 most of the time. It out damages the other two ( theoretically, read on, you'll see my gripe) and delivers anywhere from the 300's to 900's in damage when it hits. WHEN it hits. It misses more often than EITHER of the other two weapons, thats why I use it when I do.


When laking out lower CL Mobs ( My CL BTW is 74), those in the "Don't give me XP catagory", I use the Lightning Cannon. It's a lower CL weapon, but is faster than the others, therefore getting rid of the gnats rather quickly.


When I go up against a NPC BH Mark, a 1 on 1 confrontation, I use the Tuskan. Why? It is faster than the T-21, hit more often than the T-21, and on occasion, even does better damage ( though not frequent enough to use in a multiple target situation. Why do I favor the Tuskan? Why is it my signature weapon? Because damage is wonderfull, but it's only good if you actually HIT the target. The Tuskan is more consistent than the T-21 for me. It's not that much of a slice, only a basic damage slice, but it did the trick,. It's already faster than the T-21, and I have on very rare occasions seen that little Tuskan do 1300+ damage ( I know, horse-shoe) but when it did I almost yelled for joy. Who'd a thunk a little CL 40 weapon would turn out to be so good. Now if I could get the T-21 to be as fast as the Tuskan, and hit as frequently. Looks like its a trip back to my friendly neighborhood Smuggler for me.


But the issue is this, when I use speacials with any of the weapons above, the ones that "take" most often, and are best for me are ( in order of effectiveness) Knockdown, Bleed, Root, and Eyeshot. I use them the most. No matter what I use, headshot is now only filler.Sometimes I get to use Sniper Shot, but it takes too long to repeat, and the need to change positions eats up too much time. I think the best thing that could happen for me is that Sniper Shot could be done standing or kneeling as well as prone, and speed up the timer. As long as you have to keep getting up and down to use it, and be effective with other shots, not to mention the need to heal, Snipershot just isn't worth it to me. I enjoy it, but there are problems.





Tzhar Khune
Elder Bounty Hunter,New Order Jedi
Member of CorBa
Server- Bria
"Yeah, I'm a Corellian, wanna make something of it?"
Ackehece
Fri Aug 12, 2005 1:19 pm
#10






Darth_Spike wrote:
Have the Devs said anything about the T-21 situation?






Sad Panda wrote:


No





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Cpl_Fisher
Fri Aug 12, 2005 3:21 pm
#11

/prepares lynching mob



j/k





or so you think.......


/rubs his gready Bh paws together





Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Slysix
Fri Aug 12, 2005 11:27 pm
#12

Mayhap we can ask for longer times with aim, dive shot, roll shot and kip up...they do add bonuses but the time they last are so short that it's almost not worth while using the specials.

AxilX
Sat Aug 13, 2005 1:11 pm
#13






Ackehece wrote:





Darth_Spike wrote:
Have the Devs said anything about the T-21 situation?






Sad Panda wrote:


No







why not give the T-21 an innate armor penetration?.. say 30%ish... might give us a chance to actually deal damage.
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