Rifleman Archive

Thread: -=State of the Rifleman Profession=- July 27 2005

Ackehece
Wed Jul 27, 2005 10:48 pm
#1

Well this again has a been an ambivilant period again for us. Good and Bad.


The good - we now can get crafted trandoshan rifles - very cool. And many new loot rifles of pretty much all levels have been showing up. Cover is mostly fixed (don't allow vehicles if you use it) The Meh... - Startle shot exploit fixed. The Bad - the timer on the fix is a little long.


We still have the issue of a non-master weapon being as good or better then master cert'd weapons. Wookiees still have troubles locating bowcasters as the number of wookiee weaponsmiths can be counted on one hand it seems. Cross profession special usage still is bring some nerf calls (though those have toned down lately).


Aggro control is still an issue. If we moderate our damage output we surrender the role we have and if we do not we gain to much aggro. A hard issue that must be treated with some thought and some patience. I am not sure lower aggro vs us is the solution but maybe adding better aggro controls to the tank professions would be the better solution.


We need to present a united front for the creation or at least presentation of Profession specific missions. Something that is fun (repeatedly) and shows off the profession. Bhunters collect Bounties, Smugglers should smuggle... (some daymay God have mercy on their grimy little criminal souls), Rangers should track and scout, Squad Leaders should lead (what I don't know T_T). Anyway we should have a idea what we think is/are good missions that should be rifleman only (so pl;ease read the Concept thread).


An idea - what if we made the T-21 have a 15% critical chance pre critical slice (so you can crank it to 30%). It would make it a weapon that is worthy of being master cert'd without breaking the damage caps. I



"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




ChrisCobra
Wed Jul 27, 2005 11:54 pm
#2

/nods







ChrisCobra - Jedi Knight
jason67
Thu Jul 28, 2005 4:35 am
#3

The BAD - It irritates me to no end that I spent the time and resources to craft a trandoshan rifle with perfect damage/SAC stats on it 1184max damage, and 82 SAC, and they nerfed it so that my rifle is now 1183max damage, and 83 SAC.


I know this may seem silly as it ultimately makes very little difference but I went out of my way to hit those caps exactly to get a near perfect rifle and now because the devs changed something on the backend I no longer have a perfect rifle. Very frustrating to me.





HostageH
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Arisa
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Imed
Thu Jul 28, 2005 9:42 am
#4

I noticed the startle shot/disarming shot deal wasn't working as effectively as a week or 2 ago, figures.
Karbal
Thu Jul 28, 2005 10:25 am
#5


Cover is still being broken by certain npc's through walls. Example:


Hunting a jedi last night. He's in a starport. I sneak around the other side with no npc's or players around. I go under cover and start to crawl around to the back entrance to the landing port. Cover is then broken. I do a look around the area .. nothing is there .. nothing at all. I use control M and notice that on the other side of the wall is a white dot (spynet guy). I test it out 2 more times. Cover worked perfectly untill I got close to the white dot (that is on the OTHER side of the wall).



Karbal
Former Jedi Hunter
Va-Mei
Thu Jul 28, 2005 10:54 am
#6






Ackehece wrote:

An idea - what if we made the T-21 have a 15% critical chance pre critical slice (so you can crank it to 30%). It would make it a weapon that is worthy of being master cert'd without breaking the damage caps. I




If that doesn't fly, how about the mode selector that was discussed in the pre-CU documents? Make the T-21 selectable between energy & kinetic without changing the other stats.

Ackehece
Thu Jul 28, 2005 10:59 am
#7






Va-Mei wrote:





Ackehece wrote:

An idea - what if we made the T-21 have a 15% critical chance pre critical slice (so you can crank it to 30%). It would make it a weapon that is worthy of being master cert'd without breaking the damage caps. I




If that doesn't fly, how about the mode selector that was discussed in the pre-CU documents? Make the T-21 selectable between energy & kinetic without changing the other stats.






or more likely a switch to change between


Energy/Elemental


make the damage 100% elemental (elemental type selectable at crafting so all are not the same)





"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




Va-Mei
Thu Jul 28, 2005 11:20 am
#8


That'd be a nice little bone for the WSs too.
Slysix
Thu Jul 28, 2005 12:10 pm
#9

Still should be easy to tie in a aggro modifier according to distance. This will not help solo guys(as it should be) but in a group this should help the tankers draw aggro as they are usually closer.
I notice my old tank bot has an aggro bonus thing on it... but it's set to 0...

Kinshi
Thu Jul 28, 2005 2:21 pm
#10






Ackehece wrote:

Well this again has a been an ambivilant period again for us. Good and Bad.


The good - we now can get crafted trandoshan rifles - very cool. And many new loot rifles of pretty much all levels have been showing up. Cover is mostly fixed (don't allow vehicles if you use it) The Meh... - Startle shot exploit fixed. The Bad - the timer on the fix is a little long.


We still have the issue of a non-master weapon being as good or better then master cert'd weapons. Wookiees still have troubles locating bowcasters as the number of wookiee weaponsmiths can be counted on one hand it seems. Cross profession special usage still is bring some nerf calls (though those have toned down lately).


Aggro control is still an issue. If we moderate our damage output we surrender the role we have and if we do not we gain to much aggro. A hard issue that must be treated with some thought and some patience. I am not sure lower aggro vs us is the solution but maybe adding better aggro controls to the tank professions would be the better solution.


Adding better taunts to the tanks is the proper solution and it is a proven solution. Given the damage a Rifleman can deal, the increased aggro is warranted, thus a tank needs better abilities to retake that aggro. I dont belive that managing our aggro ourselves diminishes our role as a nuker, it just makes us have to choose when we nuke with more care.


We need to present a united front for the creation or at least presentation of Profession specific missions. Something that is fun (repeatedly) and shows off the profession. Bhunters collect Bounties, Smugglers should smuggle... (some daymay God have mercy on their grimy little criminal souls), Rangers should track and scout, Squad Leaders should lead (what I don't know T_T). Anyway we should have a idea what we think is/are good missions that should be rifleman only (so pl;ease read the Concept thread).


An idea - what if we made the T-21 have a 15% critical chance pre critical slice (so you can crank it to 30%). It would make it a weapon that is worthy of being master cert'd without breaking the damage caps. I


Yes, the rifles themselves need an overhaul and made more desirable (crafted weapons should exceed any looted item anyway)






KzinKiller
Thu Jul 28, 2005 5:40 pm
#11

Rifleman-specific missions ..... hmm, you'd like to think there are all sorts of sniper possibilities there. You have to take out the mark without being spotted or damaged by his allies to succeed at the mission. It would take a careful combination of Cover, Conceal, and Snipershot, and all it would take is a little design work and fixing it so Cover doesn't break when a gnort on the other side of the planet farts.

I won't see it, my MCH/MR Trando packs up his 25 million credits and assorted stockpiles of fine resources and departs the galaxy, probably for good, on 8/4. My few months back in the game to see how it has progressed since my last Cancel was .... interesting .... but ultimately I just can't keep signing over the checks to an organization that gives me so little respect in return.

Good luck to you all, you belly-crawlin' masters of disaster, I truly hope you get a game worthy of your dedication someday.




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
BobaFettish
Thu Jul 28, 2005 11:27 pm
#12

The only thing i want to see for rifleman is Damage Befitting the Time & Effort of setting up an attackor the Action it costs us.


Conceal & Sniper are our MAjor Damage Shots, and the time it takes to set up & the ammount of action it costs us, we should get more damage out of them & be able to use more of them befoe discovery, to make our Damage on par with the ammount other professions in asimilar timeframe.


Also the Minimum range thing should go, or atleast give some real effect or damage with our other specials, to counter a melee attack "as specially from a high CL NPC/Critter. As it stands now, once a big critter spots you, you have absolutley nothing to protect yourself with, other than to run & get out of combat.


Sorta defeats the purpose of doing High Lvl Combat really. You get 3 shots, you get discovered & charged in melee, you try a kneecap & although it sticks, there's no change in the Critters speed. You know that a CL95 critter is gunna shrug off any other special you have & all other shots you do have are Non-Damage types. You get hit & realise that that it took nearly 60% of your health & the next hit will Incap or kill you. So you Burst run & get out of range, lose the agro & return to a fully heald critter, & have to start over & hope that a miricle will happen & the next 3 Conceals will do more than 2% damage to the critters health. And even having Pistols 0/0/0/3 Don't help cause even if you do Root, the 2 - 3 shots you get off, with the un-sanctioned specials youdo have that you can use from standing,are not powerful enough to tickle the guy.


Whatseven more embarassing,some Weedy little TKA comes in & runs upto the CL95 critter & womps his arse with massive, "SUSTAINED" damage from "MULTIPLE" Major Damage Specials, in about 1/4 of the time it took"YOU", to do less than 3% damage to the guy!


The professions are all sposed to be ballanced with the CU, but in reality, some professions are really under powered & have too much drain on the usage of their skills.




------------------------------------------
CU -> "CRAP UNLEASHED" <- CU
NGE-> "No Good Excuse" <-NGE
------------------------------------------

>>Accaounts Cancelled 12.00 am 24 / 11 / 2005<<
Ackehece
Thu Jul 28, 2005 11:32 pm
#13

All I can say is that wimpy TK you see beating on the target is probably a triple melee master with the melee equivalent of a Rifleman in the mix (swordsmen is the melee damage dealer). He/She should be able to do as much damage as we do but also be able to take more damage and live longer due to her/his template. Otoh - vs ranged combatents that same target would be seriously inconvienced (and probably killed) by a good range template.



"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




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