Rifleman Archive
Thread: TOP 10 CU issues (comments welcome)
Page 1 of 3
Ackehece
Sun Apr 24, 2005 8:03 pm
#1
1.
- Cover
- breaks to easy
- to hard to get into (bikes and non-target creatures (aka whites) should not keep you out of cover)
- pve creatures always break it after the first shot
- npc walk toward you a soon as you fire your first shot 20% charge and break it, the other 80% stand at some predetermined line away from the rifleman and let themselves be executed
- turrets can track you (with or without gunners
- /tar rifleman name allows people to target you even under cover
- group mates breaking cover
- two rifleman under cover break it on each other and can crash zones !!!
2.
- DPS
- lower thenmanynonnukerranged professions
- Nuker role !+ rifleman currently
- greater dps over a group from commandos or carbineers
- greater individual targetdamage from Bounty Hunters or carbineers
- the only people we have greater nuke skills then are pistoleers and smugglers
- if we are to be nukers due to our cover skill (damage without return fire)it needs to be beefed up and not break so easy.
- decrease detection range to 5-10m
- increase the chances of getting into cover
- allow our specials to break it with a percentage chance (small percentage for conceal shot , larger percentage for sniper shot)
- If we are to be nukers due to pure outrageous damage output
- well somehow you would need to find a vanishingly small area between higher damage then other non nuker professions and single shot incaps on CL 80 characters
3.
- Specials Crossover
- making us look more powerful then we actually are (roots that do not break at 64m )
4.
- Conversion Issues
- huge gaps in the rifleman tree where you do not get a better weapon
- many of our weapons are being cert'd commando and other professions (is this intentional?)
5.
- Sniper Shot
- general feeling in the rifleman community that this should be allowed to be fired under cover
- It should have a higher break percentage then conceal shot but still work
- Action cost is immense now... 3 shots = out of action on a Level 80 combatent
6.
- LOS and prone
- still not perfect guys - little rocks stop los but building walls do not....
7.
- lack of definition in our professions
- Cross cert'd weapons and specials have reduced us to the same as everyone else (proton rifle+ legshot = better then anything we can do ^_-)
8.
- Elemental damages/Kinetic Damages
- many of our weapons have lost what they had (thank you for the kinetic)
- We would like to trade the LD1 for the Adv Laser Rifle at master so that we have at least one reserved sniper rifle + a kinetic rifle at master
- We would like the tuskan rifle (if it still is ours) to be moved to CL 30 to fill in a gap we have there (we have the ink rifle there but if it is a loot weapon we have no new weapon from level 22 - 40)
9.
- HATE
- this system does not work in the least
10.
- Rifleman crowd control 3
- where is it?
- do you mean the root that makes us invincible?
- if so please take it back - it is debalancing
- suggestion make roots only work out to 35m
- also fix it so that the root actually breaks on damage
- add a counter to it in the Squad Leader world.
- If you mean our kneecap shot and startle shot
- kneecap shot has a barely noticeable if any speed reduction
- startle shot does not delay the target at all (though it's description says it does)
- was startle shot orginally to be the counter to feign death? if so it does not work as you can not use any specials whatsoever vs a feigner.
Rakos_Rokarr
Sun Apr 24, 2005 8:48 pm
#2
well look at it this way... commandos have that flame dot...riflemen have the root thing...
good points on all tho...
Nnekk
Sun Apr 24, 2005 10:45 pm
#3
Just WAY too many issues this close to May 5th for me to even have a sliver of hope for this game post CU.
valetman
Mon Apr 25, 2005 3:54 am
#4
Rakos_Rokarr wrote:well look at it this way... commandos have that flame dot...riflemen have the root thing...good points on all tho...
Riflemen dont have any root thing, unless they dabble specific professions.
A good write up by the correspondant, although whilst the in cover problems and lack of damage output (relative to our assigned role) are bad, the worst problem in the game is simply the hate system.
As it stands, rifleman/ch has no real use in PvE solo, pets cannot tank for me, I fire one shot and get aggro, and end up tanking for my pets!
same in group play, a master TK cannot hold aggro if I fire my high damage specials, not only am I nuker , I am also by default 'tank'.
At same level it isnt too much of an issue, but (once damage multipliers are sorted) try the same thing with gorax or krayts.
We are not equipped to tank them, and basically this issue rules us ( and most other range, perhaps with the exception of Bh who have nice defence mods) out of high end content.
Rakos_Rokarr
Mon Apr 25, 2005 4:24 am
#5
valetman wrote:
Rakos_Rokarr wrote:
well look at it this way... commandos have that flame dot...riflemen have the root thing...
good points on all tho...
Riflemen dont have any root thing, unless they dabble specific professions.
A good write up by the correspondant, although whilst the in cover problems and lack of damage output (relative to our assigned role) are bad, the worst problem in the game is simply the hate system.
As it stands, rifleman/ch has no real use in PvE solo, pets cannot tank for me, I fire one shot and get aggro, and end up tanking for my pets!
same in group play, a master TK cannot hold aggro if I fire my high damage specials, not only am I nuker , I am also by default 'tank'.
At same level it isnt too much of an issue, but (once damage multipliers are sorted) try the same thing with gorax or krayts.
We are not equipped to tank them, and basically this issue rules us ( and most other range, perhaps with the exception of Bh who have nice defence mods) out of high end content.
true....that i really dont get... the hate system should basically hate the first-hit person..and if thats a rifleman..a tk should taunt and tank from there on in
Nisdain
Mon Apr 25, 2005 12:38 pm
#6
One of my biggest complaints is sometimes sniper shot just stops working. It goes through the wind up phase and then just doesnt fire. Not sure whats going on in these cases as I'm not under fire or anything, etc. Also: if rooting is changed bases need to be seriously changed. Right now on TC theres nothing to stop someone from running into the almost complete cover a base provides you. A PVE HQ right now is impossible to knock out without using bugs to kill off things. To top it off bugged turrets make me even more a sad panda
Atobusarragra
Mon Apr 25, 2005 12:59 pm
#7
/sign
/agree. sometimes sniper shot does just stop working for no apparent reason.
And, what is our 'root' shot...what have I been missing out on...doh?
Zilod
Mon Apr 25, 2005 2:00 pm
#8
seem a good list to me 
for my taste i prefer the snipper rifle as master kin (maybe with some heat elemental damage), but is just because i like that rifle 
another option for this rifle can be to give it a small projectile (as the old tangle pistol for example)
in fact one of the easy way to discover the location of a rifleman undercover is to see where various bolts came from and is quite easilly to track a big red or white bolt across the screen.
someting smaller and discrete can make it a bit more difficult and to force the opponent to take attention on what is hitting him.
probably such "ability" will be a bit too powerfull for a master rifle, but it seem quite appropriate for a tier4 kin "snipper" rifle.
a more serious thing about startle shot... it is supposed to do even a posture change and not just a damage delay, i have also retested disarm strike from pistoleer and found that it is working, finished my BH review i will run some more tests with startle shot, to see if now it is working as intended.
Olsson
Mon Apr 25, 2005 2:55 pm
#9
Knockdown on prone rifleman
While in the prone position, you can be knocked down, basically flipping you on your back. Once on your back, your are effectively dead as the lag created from the insane particle effects will allow you to be triple incapped and killed before your see yourselfrecover from the first knockdown. Today this happened to me 4 separate times. You're lying on the ground trying to use knockdown recovery and get spammed with the "you have been incapacitated by xxxyyy" messagethen the clone gimp pops up before your first knockdown recovery kicks in.
I'm deparately looking for anything to give me a desire to continue playing this game, but it's looking bleaker by the day.
rexan
Mon Apr 25, 2005 5:26 pm
#10
I'd just have to second this one as well. As the premere "nuker" of the game, rifleman seems to be lacking when compaired to other classes.
Ackehece wrote:
2.
- DPS
- lower thenmanynonnukerranged professions
- Nuker role !+ rifleman currently
- greater dps over a group from commandos or carbineers
- greater individual targetdamage from Bounty Hunters or carbineers
- the only people we have greater nuke skills then are pistoleers and smugglers
- if we are to be nukers due to our cover skill (damage without return fire)it needs to be beefed up and not break so easy.
- decrease detection range to 5-10m
- increase the chances of getting into cover
- allow our specials to break it with a percentage chance (small percentage for conceal shot , larger percentage for sniper shot)
- If we are to be nukers due to pure outrageous damage output
- well somehow you would need to find a vanishingly small area between higher damage then other non nuker professions and single shot incaps on CL 80 characters
LecheHombre
Mon Apr 25, 2005 6:04 pm
#11
Good list Acke!
My list of most important tweaks:
+Root+ shots being limited to pistols or 35m range
cover/conceal fixes
DPS balancing to allow "nuker" role
swap LD1 cert location with Advanced Laser to give non-wookiees a master level kinetic rifle
My list of most important additions:
SL counter to root
some method for tank roles to draw hate (taunt being equivalent to large amount of damage done, etc.)
range appearing again on the target window
My list of most important tweaks:
+Root+ shots being limited to pistols or 35m range
cover/conceal fixes
DPS balancing to allow "nuker" role
swap LD1 cert location with Advanced Laser to give non-wookiees a master level kinetic rifle
My list of most important additions:
SL counter to root
some method for tank roles to draw hate (taunt being equivalent to large amount of damage done, etc.)
range appearing again on the target window
RebRifle
Mon Apr 25, 2005 6:28 pm
#12
Its not really our only issue but basacly the dam turrets will eventually hit through terrain. But basacly you have the rest.
KundoJet
Mon Apr 25, 2005 8:27 pm
#13
Good list, Acke! Of course, the fact that level > all in terms of combat results in PVE is something that's broken for everyone, including rifles, but in terms of rifle-specific concerns, fixing these would deal with 90% of our issues.
/salute
Page 1 of 3