Rifleman Archive
Thread: Wheres my NUKES???
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SickSix
Sun May 01, 2005 9:03 pm
#1
lied to once again. So when will i be issued my nukes?
my buddy at MBH can outdamage me all day long with his scatter pistol. My specials are crap. his work. Where is the "Nuking"??
Jasco702
Sun May 01, 2005 9:13 pm
#2
Oh heavens no...a Master Bounty Hunter doing more damage than a Riflemen? couldn't be...
blackgunz
Sun May 01, 2005 9:19 pm
#3
SickSix wrote:
lied to once again. So when will i be issued my nukes?
my buddy at MBH can outdamage me all day long with his scatter pistol. My specials are crap. his work. Where is the "Nuking"??
Depending if you sig is current, you are m rifles/m ranger, therefore, if you were like m rifles/m (insert ranged combat profession here), you would most likely do more damage 
Kyodor
Mon May 02, 2005 1:42 am
#4
Master Rifle + Master Ranger: 5/1/3 + 0/0/0 = 5/1/3
Master BH + Master Pistols (example): 4/4/1 + 2/4/3 = 6/5/4
Pick up a extra ranged profession and stack for extra damage.
Master BH + Master Pistols (example): 4/4/1 + 2/4/3 = 6/5/4
Pick up a extra ranged profession and stack for extra damage.
Jagstar_Waggler
Mon May 02, 2005 7:30 am
#5
maybe Im just not understanding where do you get the x/x/x/x from? what line of reasoning are you using?
CraftAddict
Mon May 02, 2005 9:22 am
#7
pardon are lack of insight...do explain, it really looks like you just made up a system to represent the roles, but forgot to tell anyone else about it.
edit: nm, i see what you are talking about.
I really don't think they mean that to quantify role effectiveness, and if it isn't, think adding those numbers really doesn't mean anything at all.
In anycase, they don't add, but the can combine highest values. Generally, professions in the same roles dont stack, they just add flexibility. No, addition is a no-no there
If, you were trying to use those numbers, you would have to use them like this.
yours:
Master Rifle + Master Ranger: 5/1/3 + 0/0/0 = 5/1/3
Master BH + Master Pistols (example): 4/4/1 + 2/4/3 = 6/5/4
how it really works:
Master Rifle + Master Ranger: 5/1/3 + 0/0/0 = 5/1/3
Master BH + Master Pistols (example): 4/4/1 + 2/4/3 = 4/4/3
Only highest values in each role would really apply. But really, the numbers are just an abstraction, not a measure of efectiveness.
edit: nm, i see what you are talking about.
I really don't think they mean that to quantify role effectiveness, and if it isn't, think adding those numbers really doesn't mean anything at all.
In anycase, they don't add, but the can combine highest values. Generally, professions in the same roles dont stack, they just add flexibility. No, addition is a no-no there
If, you were trying to use those numbers, you would have to use them like this.
yours:
Master Rifle + Master Ranger: 5/1/3 + 0/0/0 = 5/1/3
Master BH + Master Pistols (example): 4/4/1 + 2/4/3 = 6/5/4
how it really works:
Master Rifle + Master Ranger: 5/1/3 + 0/0/0 = 5/1/3
Master BH + Master Pistols (example): 4/4/1 + 2/4/3 = 4/4/3
Only highest values in each role would really apply. But really, the numbers are just an abstraction, not a measure of efectiveness.
Message Edited by CraftAddict on 05-02-2005 11:34 AM
CraftAddict
Mon May 02, 2005 9:39 am
#8
IF you wanted to try an quanity the decision, you would need to add up the CL points for each box in the each profession. THAT would give you a much more accurate picture.
Atobusarragra
Mon May 02, 2005 10:15 am
#9
Actually Craft the roles are meant to be added or 'stacked'. This was mentioned by a red name and wish I could remember where the hell it was to provide you with a link. However, in the end, those numbers dont really mean much I think. As I'm sure you're aware from playing the game in its current incarnation.
CraftAddict
Mon May 02, 2005 11:08 am
#10
Stacking is a vague term, but look at it this way. Stacking is still present, but not in the same way it once was. While its true that rifleman get some great dps mods, they (the dps mods) are mostly useless unless you use a rifle, so instead of general mods being the rule, weapon specific mods are the rule. If I switch weapons, I must use the mods I have for that specific weapon plus a small component of general mods.
Defense is the same way, many require a certain type of weapon to be equipped to be effective. while its true that you can defense stack, its only by combing different roles. Most of their defense will be weapon specific. The general melee/ranged defense proved are quite small by comparision. Take some of the guys that have it in their head that a melee stacker is going to own tanking, they fail to realize that half of the melee professions perform different roles. They will have to mode-switch which will limit that builds usefulness. I'll get to mode-switching in a sec.
When they say they balanced stacking, they realy mean that for specials, and general mods only. The TKA fleshes out his role as a tank with his defense mods and innate armor, they persist even when other weapons are equipped besides unarmed. If you pick up another tank professions, like say, BH they work on a differense system thats not based on avoidance (defense mods), but on mitigation, the other tank weaken his opponents to achieve similar results. They all complement each other, but they do not "stack", they are operating on different principals.
Now take an addtion of rifleman to tka like it is now. The rifleman's defense does stack with tka, but the rifleman fills a different role, so its ok. Rifleman defense is centered around his rifle, remove the equipped rifle, and it removes the added defense from the rifleman trees.
So, you mode switch between different roles, but compliment within a role. If that makes any sense.
I hope that came out readable.
Defense is the same way, many require a certain type of weapon to be equipped to be effective. while its true that you can defense stack, its only by combing different roles. Most of their defense will be weapon specific. The general melee/ranged defense proved are quite small by comparision. Take some of the guys that have it in their head that a melee stacker is going to own tanking, they fail to realize that half of the melee professions perform different roles. They will have to mode-switch which will limit that builds usefulness. I'll get to mode-switching in a sec.
When they say they balanced stacking, they realy mean that for specials, and general mods only. The TKA fleshes out his role as a tank with his defense mods and innate armor, they persist even when other weapons are equipped besides unarmed. If you pick up another tank professions, like say, BH they work on a differense system thats not based on avoidance (defense mods), but on mitigation, the other tank weaken his opponents to achieve similar results. They all complement each other, but they do not "stack", they are operating on different principals.
Now take an addtion of rifleman to tka like it is now. The rifleman's defense does stack with tka, but the rifleman fills a different role, so its ok. Rifleman defense is centered around his rifle, remove the equipped rifle, and it removes the added defense from the rifleman trees.
So, you mode switch between different roles, but compliment within a role. If that makes any sense.
I hope that came out readable.
Message Edited by CraftAddict on 05-02-2005 01:19 PM
Kyodor
Mon May 02, 2005 11:08 am
#11
Hence I used them as a very basic example; I just don't consider Ranger to add as much damage support to Rifles as other profs would (BH/Pistols/Commando/SL/etc.)
CraftAddict
Mon May 02, 2005 11:23 am
#12
Back on topic, if he wants nukes, I'd say go for commando.
Cpl_Fisher
Mon May 02, 2005 9:14 pm
#13
commando's nukes aren't working very well atm. It seems though that they are going to switch things rifleman will now be front loaded damage, and commando will be the old rifleman ( loota damage, quickly)
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