Rifleman Archive
Thread: -=State of the Rifleman Profession=- July 27 2005
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 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
Va-Mei wrote:
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 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
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)
I notice my old tank bot has an aggro bonus thing on it... but it's set to 0...
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)
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 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.