Rifleman Archive

Thread: rifleman vs. carbineer

ethar_on_lowca
Fri Apr 02, 2004 12:26 pm
#1

i dont know what to do...rifleman.. or well...carbineer....what is better overall?



Ok, who's next? Oh yeah, I forgot...ALL OF YOU!!!
ReenaAiuchi
Fri Apr 02, 2004 12:34 pm
#2

Carbineer has no stun damage so punching through composite is your #1 problem...


If you go riflemen you automatically get Stun and can really shread any composite armor...


However, Carbineer has a lot of nasty status attacks like stun/dizzy/kd and hte like... you nail that with an enhanced dot e11 or a nym slug thrower and you might be able to rip through or with a nice 600 dmg krayt laser carbine...


Riflemen's status attacks aren't gret and have to be used in combination... so in a 1 on 1 situation I think a carbine might have the advantage with the kd, the 5 seconds it takes you to get up while being dizzy, and those 5-10 seconds of unreplied shooting....


In a mass battle... rifles probably win because your armor will eaten through relatively fast... and you can't do that dmg in equal amount back at the other line...


Reena




Reena
Master Riflemen/Master CM
Bloodfin Server
Warlock_The_Darkone
Fri Apr 02, 2004 2:02 pm
#3

Wow some of you really need to reread what I posted... BH Carbine 4 plus Carbineer... Ihave seen solo player Jedi, theyhave knock down, stun, dissy, burn and torso shot... and one on one... would be hard to do allot unless the rifleman just stands there... and if he does... he is dead... cause all of the carbineers attacks are AOE... they don't need to hit hard will you are on the ground and can't get up.. then... torso shot spamed.. you are dead...


Plus who ever said that thier speed is less then a riflemans... you are dead wrong bud! a good lazer carbine... dmg slice power ups... buffs... brandy.. and al the nice stuff like a rifleman uses... rember... you go into combat... they are not there for you to have fun with... they are there to kill you as well nad chances are they are experianced also .... and if you can't stand... you can not fight! I am a Master Rifleman... and ask any of the people that are on my server... I can drop a MOFO with a quickness.. but... I fear 2 things in mass combat... a GOOD CM, and BH carbine 4, Master Carbineer.... AOE is a beoch... cause... while you are taging and moving DBing.. ect... they just have to spam there shots.. and some do stun, dissy, blind all on one shot... then they just have to folow it up with there AOE posture change... and unless you have fencer in your mix... you are down... and yes maybe you can get up right away... but in mass combat.. that is all a melee needs to own YOU!


Like I said... some of you know some stuff... but unless you do allot of mass PVP and allot of one on one... don't come to me half steping... That templet will either kill you.. or give you your ass to someone that will!





Tewls or Malock Razorblade(ALT)
Master Merchant, Master Commando, Master Bio-Engineer, Master TKA, Master Artisan, Fencer
Master Treasure and Rare Loot Gathers
Senior Member of Dark City Corperation
Pround Member of PAX Imperius
Scylla
beamstalk
Fri Apr 02, 2004 2:06 pm
#4






sk8boarda22 wrote:





beamstalk wrote:





pentjaksilat wrote:


AE is nice...but i can gaurantee it's nothing near 50/50...even doing cripplingshot at the cap, you can't possibly kill a player w/ doc buffs, brandy, and 85% armor w/ carbines. period.


whereas a rifleman can even kill someone in 40% stun in not too many headshots (tho PSGs of course slow that down...as they do against carbines).


if you put 2 buffed/armored players against each other, the riflema will win 100% of engagements. i guarantee it. he might as well holster his +110'ish speed carb/BHcarbIV gets and just type /burstrun.

~pentjak






Pentjak is this a problem with Riflemen or armour and buffs?






He didn't say it was a problem with Rifleman, it's still a factor though and it still means Carbineer's stink






Actually in posts before this he has called for rifle nerfs, but i think he is starting to see the light. I feel for pure Carbineers, personally i am dabbling in Carbineer for the stat effects, keeping rifle for damage because really that is all rifles have. I just would like people to see the real problems with the system, and it is not riflemen.


How much have riflemen changed since day 1?


1. Removed the 2.5x melee damage and replaced it with 2.5x melee to hit bonus


2. fixed conceal shot


3. removed rifle crawl speed because it didnt work


4. added conceal chance to pull a single mob from a group with any shot, in other words pull a baf mob without it baffing


5. Nerfed the T21 from being truely god-like


6. added accuracy to rifles because at the time they were less accurate at range than pistols


7. added extra ranged and melee defense


That is all that has happened I do believe, someone correct me if I am wrong (I really don't have to ask do i? ). So you see Rifles have always had this ungodly speed that is now breaking PVP and have always had this ungodly weapon (Jawa) that is ruining PVP. What has really changed is Buffs and Armour have become truely godly and this is what is ruining pvp and why Rifles rule PvP right now. We really need to ask for changes in armour and buffs, that is the true problem.




Kel-jun
Master Rifleman
Dark Blade - PA
Flurry
Thrawn caught his eye; and to Pellaeon's astonishment, the Grand Admiral smiled. "But," he whispered, "it was so artistically done."
Shandrowski
Fri Apr 02, 2004 2:08 pm
#5

What's best for PvE, Rifleman or Carbineer? Thought?



Permeseus
sk8boarda22
Fri Apr 02, 2004 2:26 pm
#6

I agree 100%, buffs and armor have thrown combat outa whack, but the question was carbineer or rifleman, and in the current system it's pretty obvious it's rifleman.



Skyran-MS
sk8boarda22
Fri Apr 02, 2004 2:27 pm
#7

and for PvE, definitely rifleman, conceal shot is amazing



Skyran-MS
PyscoJuggalo
Fri Apr 02, 2004 2:44 pm
#8

This is my current assement of the situation, short term be a rilfeman here's why:


1- Armor's only weakness is stun and it's only half as effective as it is verse other damage types, meaning you need AP1 so you don't get the extra 50% off of damage AP0 weapons get(only AP 1 stun weapon is the Jawa ghetto blaster).


2- Buffs + 75% PVP damage reduction make Pistol and Carbine damage a joke we deal 200 damage after all reductions they deal 100.


3- Mind damage is the only damage that matters, health and action both can be healed at no cost mind can't.


If they fix these 3 issues the elite professions will be pretty close to eachother in effectiveness.





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.
sk8boarda22
Fri Apr 02, 2004 2:49 pm
#9






PyscoJuggalo wrote:

This is my current assement of the situation, short term be a rilfeman here's why:


1- Armor's only weakness is stun and it's only half as effective as it is verse other damage types, meaning you need AP1 so you don't get the extra 50% off of damage AP0 weapons get(only AP 1 stun weapon is the Jawa ghetto blaster).


2- Buffs + 75% PVP damage reduction make Pistol and Carbine damage a joke we deal 200 damage after all reductions they deal 100.


3- Mind damage is the only damage that matters, health and action both can be healed at no cost mind can't.


If they fix these 3 issues the elite professions will be pretty close to eachother in effectiveness.








Agreed with all that except the 75% reduction. If they remove that yes pistols and carbines can do damage but it affects us all the same and rifles will go back to being one shot killers, which is a very very bad thing ina turn-based combat systemwith lots of lag.

Message Edited by sk8boarda22 on 04-02-2004 01:50 PM



Skyran-MS
pentjaksilat
Fri Apr 02, 2004 3:01 pm
#10

not a nerf call at all...yes i think riflemen are overpowered compared to the game's content, but i can take a powerhammer to a nightsister elder and bash her around like a muppet...there's alot of overpowered natures in this game, i sure wouldn't wanna try to balance them...


as far as PVP, i know, you know...rifle's the strongest out there, whether you think nerfing rifle or boosting everyone else is the solution is your call, honestly...either way works for me since it's all relative, balancing an imbalance is always going to be seen as a nerf to players it seems. whether or not rifle gets nerfed to a DE will do nothing to make carbineers viable in PVP as far as dps...yes i can stun/blind/dizzy 4people and posture(down) them to where they're flopping around like fish for 10-15sec, but when they get up, i'm dead...period.


Carbineer/BhCarbIV or Carbineer/BHcarbIII/noviceMedic (much smarter hybrid) is a waste of skill points if you can get attachments for speed. you're much MUCH better off to get a melee class or rifleman to stack up defenses...tho if you master rifleman you may as well drop carbineer. been there at the hybrid, total load of trash, BH gives you nothing that attachments won't do other than a little accuracy and a little speed (tho krayt carbs take care of that w/ attachments). they give no defense, no high dps special, no state carbineer can't inflict, their KD is weak compared to chargeshot, they just take alot of skillpoints.


now here's where i have a problem...i've done rifle, and i know how it pans out...so i'm trying to be fair in my assessment and comparisons, to say "i have seen..." 'bout carbineers, well...let's look shall we?

"Wow some of you really need to reread what I posted... BH Carbine 4 plus Carbineer... Ihave seen solo player Jedi, theyhave knock down, stun, dissy, burn and torso shot... and one on one... would be hard to do allot unless the rifleman just stands there... and if he does... he is dead... cause all of the carbineers attacks are AOE... they don't need to hit hard will you are on the ground and can't get up.. then... torso shot spamed.. you are dead... "


first off...i read what you said. guess what? i've been there...not just seen it. they solo'd Player Jedi? funny...all the jedi on flurry run around in doc buffs and 85-90% armor. you can't possibly kill them using carbines. nor can you kill them w/...torsoshot? seriously? firstly you don't have the skillpoints to get Carb/BHcarbIV/pistolsIV that you would need for torsoshot. you'd have to drop carbIV to obtain that AND not have even novice medic which few would ever not have as a bare minimum for medic. secondly...torsoshot has horrible dps and the DOT is pointless now since the DOTs were scaled down (nerfed to oblivion). you'll have no better luck killing w/ torsoshot than you would w/ carbines, and no, you can't use a geonosian pistol b/c you're not a pistoleer...so no stun.


now we get to kd/states...i dueled a jedi the other day to test things...stun/blind/dizzy took 15shots to land all 3...you want to fire 15 shots at a jedi who just forceran up to you and chopped your legs off? knockdown took 9 attempts. even if it works...good, you can decay 50pts off his armor...what then? he's still alive and now he's angry.


all of the carbineer attacks are AOE? faa2/burst2/action2/cs2 are our good AE attacks...our "best" attacks as far as damage are fas2 & cripplingshot (if you have spd attachments), they're single target...to do multiple-target you gotta take a big hit in your dps...which means you're nothing more than support, unless you have someone w/ you to do the damage, you're S.O.L.


"Plus who ever said that thier speed is less then a riflemans... you are dead wrong bud! a good lazer carbine... dmg slice power ups... buffs... brandy.. and al the nice stuff like a rifleman uses... rember... you go into combat... they are not there for you to have fun with... they are there to kill you as well nad chances are they are experianced also .... and if you can't stand... you can not fight!"


almost feel bad commenting on this cause it's so absurd...um...go look back up at what i said 'bout armor/buffs when comparing rifles & carbines. as for "you are dead wrong bud! a good lazer carbine..." well, an elite carbine or a dxr6 will outdamage a laser carbine against mitigation any day. bud. thanks for doing your homework when you talk down to me.


carb dizzy, unlike unarmedkd2/flurryshot cannot have duration stacked, that means after 20seconds, that's it...can't add to the duration while they're down, whereas a TKM can keep you there all day as long as you don't get a lucky stand while dizzy.


now i said carbine's speed is less than rifleman's...i did not say it's less than bh/CarbIV. i acknowledged that...but i also have +85carbine speed w/ attachments and can cap cripplingshot w/ a 2.7sec carbine...all my PVP carbines are 2.7 (or better) krayts...so that hybrid has nothing on me for speed in PVP.



check my math and let me know how you would figure out how to kill an armored/buffed player. please note that's using an Elite Carbine, Quality Krayt Tissue, a good damage slice, powerup, and capping our strongest special (cripplingshot), you do...against a knocked down target a grand total of...62.04dps to health...less of course to action/mind since cripplingshot will roll to health 50% of the time.


now...explain to me how you think carb/BHcarb is going to be more effective in PVP than rifle...or anywhere NEAR as effective. in one instance you can kill a player (rifle) who has armor/buffs...in the other...you can't. now i don't know what your PVP is like on scylla, but on flurry you're not gonna be fighting players running around unbuffed in bone armor...


~pentjak



retired: 09/02/'04.
RIP Dunadan
...being perfected in a short time, he fulfilled long years; for his soul was pleasing to the Lord, therefore he took him quickly from the midst of wickedness...

PyscoJuggalo
Fri Apr 02, 2004 3:04 pm
#11






sk8boarda22 wrote:






PyscoJuggalo wrote:

This is my current assement of the situation, short term be a rilfeman here's why:


1- Armor's only weakness is stun and it's only half as effective as it is verse other damage types, meaning you need AP1 so you don't get the extra 50% off of damage AP0 weapons get(only AP 1 stun weapon is the Jawa ghetto blaster).


2- Buffs + 75% PVP damage reduction make Pistol and Carbine damage a joke we deal 200 damage after all reductions they deal 100.


3- Mind damage is the only damage that matters, health and action both can be healed at no cost mind can't.


If they fix these 3 issues the elite professions will be pretty close to eachother in effectiveness.








Agreed with all that except the 75% reduction. If they remove that yes pistols and carbines can do damage but it affects us all the same and rifles will go back to being one shot killers, which is a very very bad thing ina turn-based combat systemwith lots of lag.

Message Edited by sk8boarda22 on 04-02-2004 01:50 PM




Thats why I said Buffs + 75% reduction, the buffs are what makes it screw pistols and carbines over. Actually I'm wrong It's really Buffs + 75% reduction + Damaging a pool that is healable, so you are only dealing 100 damage per shot to a person then they heal when that pool is low(also healing the other healable pool at the same time might I add) this is what screws weaker damage dealers over.



I'm for getting Rid of 75% reduction and keepingHAM pool buffs the same or Weaking HAM pool buffs and keeping the 75% reduction.





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.
sk8boarda22
Fri Apr 02, 2004 3:10 pm
#12






PyscoJuggalo wrote:





sk8boarda22 wrote:






PyscoJuggalo wrote:

This is my current assement of the situation, short term be a rilfeman here's why:


1- Armor's only weakness is stun and it's only half as effective as it is verse other damage types, meaning you need AP1 so you don't get the extra 50% off of damage AP0 weapons get(only AP 1 stun weapon is the Jawa ghetto blaster).


2- Buffs + 75% PVP damage reduction make Pistol and Carbine damage a joke we deal 200 damage after all reductions they deal 100.


3- Mind damage is the only damage that matters, health and action both can be healed at no cost mind can't.


If they fix these 3 issues the elite professions will be pretty close to eachother in effectiveness.








Agreed with all that except the 75% reduction. If they remove that yes pistols and carbines can do damage but it affects us all the same and rifles will go back to being one shot killers, which is a very very bad thing ina turn-based combat systemwith lots of lag.

Message Edited by sk8boarda22 on 04-02-2004 01:50 PM




Thats why I said Buffs + 75% reduction, the buffs are what makes it screw pistols and carbines over. Actually I'm wrong It's really Buffs + 75% reduction + Damaging a pool that is healable, so you are only dealing 100 damage per shot to a person then they heal when that pool is low(also healing the other healable pool at the same time might I add) this is what screws weaker damage dealers over.



I'm for getting Rid of 75% reduction and keepingHAM pool buffs the same or Weaking HAM pool buffs and keeping the 75% reduction.








Even if youleft in hugeHAM buffs, riflemen are still far greater damage dealers, you'll still see one or twoshot incaps from them if they remove the 75% reduce, and even worse commandos. I think you forgot why they put in the 75% reduction in the first place... it was before buffs were out of control, and people were getting one shotted by T-21's and flamethrowers for two-three times their max HAM, which = about what it is buffed now.


And if they left in the 75% but got rid of insaneHAM buffs, we'd have lengthy, fun battles, but pistoleers and carbineers could do some decent damage... this is what I'm in favor of personally.


Message Edited by sk8boarda22 on 04-02-2004 02:19 PM



Skyran-MS
PyscoJuggalo
Fri Apr 02, 2004 3:20 pm
#13






sk8boarda22 wrote:





PyscoJuggalo wrote:





sk8boarda22 wrote:






PyscoJuggalo wrote:

This is my current assement of the situation, short term be a rilfeman here's why:


1- Armor's only weakness is stun and it's only half as effective as it is verse other damage types, meaning you need AP1 so you don't get the extra 50% off of damage AP0 weapons get(only AP 1 stun weapon is the Jawa ghetto blaster).


2- Buffs + 75% PVP damage reduction make Pistol and Carbine damage a joke we deal 200 damage after all reductions they deal 100.


3- Mind damage is the only damage that matters, health and action both can be healed at no cost mind can't.


If they fix these 3 issues the elite professions will be pretty close to eachother in effectiveness.








Agreed with all that except the 75% reduction. If they remove that yes pistols and carbines can do damage but it affects us all the same and rifles will go back to being one shot killers, which is a very very bad thing ina turn-based combat systemwith lots of lag.

Message Edited by sk8boarda22 on 04-02-2004 01:50 PM




Thats why I said Buffs + 75% reduction, the buffs are what makes it screw pistols and carbines over. Actually I'm wrong It's really Buffs + 75% reduction + Damaging a pool that is healable, so you are only dealing 100 damage per shot to a person then they heal when that pool is low(also healing the other healable pool at the same time might I add) this is what screws weaker damage dealers over.



I'm for getting Rid of 75% reduction and keepingHAM pool buffs the same or Weaking HAM pool buffs and keeping the 75% reduction.








Even if you scale down HAM buffs, riflemen are still far greater damage dealers, you'll still see one shot incaps from them if they remove the 75% reduce, and even worse commandos. I think you forgot why they put in the 75% reduction in the first place... it was before buffs were out of control, and people were getting one shotted by T-21's and flamethrowers.


And if they left in the 75% but got rid of insaneHAM buffs, we'd have lengthy, fun battles, but pistoleers and carbineers could do some decent damage... this is what I'm in favor of personally.







Look What I just Highlited in my part of the quote "or"


I'm for Keeping HAM buffs the same(except for secondary buffs) and getting Rid of the 75% PVP reduction(that would mean vese an armored opponent Pistols/Carbines would do 400 per shot and rilfes would do 800 per shot verse a 3-5K HAM, carbes/pistols more damage if opponent KD'ed)


OR


I'm for keeping 75% reduction and reducing the power of all buffs(meaning Rifles would do 200 damage and pistols/carbines would do 100 verse about a 1600 - 2K HAM)



I prefer the first option but could accept the second option.





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.
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