Rifleman Archive

Thread: Is rifleman overpowerd in CU?

Actairr
Sun Apr 06, 2003 4:43 pm
#1



Shadusdarkmour wrote:
i dont think its a problem of rifelemen being too poweriful i think its more the problem of certain moves being cross weapon. If a couple moves from each profession were limited to that profession weapon of choice i think it add more flavor and better balance the system.





Like suppression fire. I believe you need a full auto weapon to do this. If this is not the name there is one in the carbine tree that can only be done with a full auto weapon.
-WoLf
Fri Apr 22, 2005 10:31 pm
#2


Consideing theres still time left to tweak stuff im not going to make assumtions yet but... rifleman have the highest dmg output and the longest range. and with some dabbleing that can get kd/root/snare...since pistols and carbs have shorter ranges thean theam thya have to run up to shot. now this would be fine if thay could do a "hit and run" but becuse of root and snare.. a rifleman can root theam and precede to shot theam while thay stand there. Im talking about big 20v20 pvp battles. What im saying here is no other prof with maybe the exception of cabrs can get close enough before getting blown away. Oh and ive been a rifleman all my SWG life...so im not someone crying for a nerf.

Message Edited by -WoLf on 04-23-2005 12:32 AM

DaveG
Sat Apr 23, 2005 1:45 am
#3

Well, according to the "combat schematic" that's just what riflemen are meant to be, "long range nukers".


As for 20v20 PvP battles, when is that going to happen anymore? Group sizes were nerfed down to 8!



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Actairr
Sat Apr 23, 2005 7:42 am
#4



DaveG wrote:
Well, according to the "combat schematic" that's just what riflemen are meant to be, "long range nukers".
As for 20v20 PvP battles, when is that going to happen anymore? Group sizes were nerfed down to 8!





Have you played on TC yet? You are right, they will be 20+ vs 20+ not just 20 vs 20. Riflemen have an advantage in the fact that their range is long, but don't forget there is no range DB so if you want the kill you will have to get close, plus in Urban terrain it is really hard to get a clear shot at the far range. From what I can tell everyone is pretty balanced. And I have had carbineers outdamage my rifleman on TC in pvp.
DaveG
Sat Apr 23, 2005 7:48 am
#5






Actairr wrote:





DaveG wrote:

Well, according to the "combat schematic" that's just what riflemen are meant to be, "long range nukers".


As for 20v20 PvP battles, when is that going to happen anymore? Group sizes were nerfed down to 8!







Have you played on TC yet? You are right, they will be 20+ vs 20+ not just 20 vs 20. Riflemen have an advantage in the fact that their range is long, but don't forget there is no range DB so if you want the kill you will have to get close, plus in Urban terrain it is really hard to get a clear shot at the far range. From what I can tell everyone is pretty balanced. And I have had carbineers outdamage my rifleman on TC in pvp.






I haven't been on TC for just over a week. Real life has been more important, plus what I saw on TC made me generally loose interest in the game somewhat. The last time I did test groups were limited to 8 members.




Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Actairr
Sat Apr 23, 2005 7:53 am
#6



DaveG wrote:


Actairr wrote:


DaveG wrote:
Well, according to the "combat schematic" that's just what riflemen are meant to be, "long range nukers".
As for 20v20 PvP battles, when is that going to happen anymore? Group sizes were nerfed down to 8!





Have you played on TC yet? You are right, they will be 20+ vs 20+ not just 20 vs 20. Riflemen have an advantage in the fact that their range is long, but don't forget there is no range DB so if you want the kill you will have to get close, plus in Urban terrain it is really hard to get a clear shot at the far range. From what I can tell everyone is pretty balanced. And I have had carbineers outdamage my rifleman on TC in pvp.


I haven't been on TC for just over a week. Real life has been more important, plus what I saw on TC made me generally loose interest in the game somewhat. The last time I did test groups were limited to 8 members.






I understand how RL can get in the way of your play time lol . But I can assure you, large group pvp is gonna be back and better than ever with the CU. Group size is down to 8 but that does not mean you cant have 3 or 4 or 5 groups together. To me the smaller groups kinda act as platoons in RL combat would.
MrBulwark
Sat Apr 23, 2005 8:03 am
#7

Terrain blocking line of sight has a HUGE effect on riflemen. Unless you are fighting on the open planes of Lok, the extra range that you are concerned about will be a non-issue.





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DaveG
Sat Apr 23, 2005 8:13 am
#8






Actairr wrote:

I understand how RL can get in the way of your play time lol . But I can assure you, large group pvp is gonna be back and better than ever with the CU. Group size is down to 8 but that does not mean you cant have 3 or 4 or 5 groups together. To me the smaller groups kinda act as platoons in RL combat would.



Ah, so group sizes are still nerfed then. I like what you were saying about platoons/lances, etc. However, until we can have a group of groups, it still seems that group sizes are nerfed. Espcially for PvP since there aren't password protected chat channels. So unless you're in a guild, coordinating a group of more than eight isn't secure from eves dropping.



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Actairr
Sat Apr 23, 2005 10:46 am
#9



DaveG wrote:


Actairr wrote:

I understand how RL can get in the way of your play time lol . But I can assure you, large group pvp is gonna be back and better than ever with the CU. Group size is down to 8 but that does not mean you cant have 3 or 4 or 5 groups together. To me the smaller groups kinda act as platoons in RL combat would.

Ah, so group sizes are still nerfed then. I like what you were saying about platoons/lances, etc. However, until we can have a group of groups, it still seems that group sizes are nerfed. Espcially for PvP since there aren't password protected chat channels. So unless you're in a guild, coordinating a group of more than eight isn't secure from eves dropping.




I just want to state that I dont support the group size getting lowered, but it is not that bad. As far as the chat channel here is what you could do. Create it right at the start of the battle and have it named like armormakers or something like that, then the eves droppers would be limited. As for the guy above you, I kinda agree with the terrain thing but there are some nice places on Tat. To me it felt like WW1 and all that trench war fare. At one point the enemy flanked us by using a trench to run in and get on our side, it was pretty cool.
Xoreshear
Sun Apr 24, 2005 9:09 am
#10



IMO when you balance things too much, ala EQ 2, you come away with vanilla everything. I'd rather classes/profs with real strengths and weaknesses than a bunch that are hard to tell from one another save for cosmetics.

Message Edited by Xoreshear on 04-24-2005 12:10 PM



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Shadusdarkmour
Sun Apr 24, 2005 1:38 pm
#11

i dont think its a problem of rifelemen being too poweriful i think its more the problem of certain moves being cross weapon. If a couple moves from each profession were limited to that profession weapon of choice i think it add more flavor and better balance the system.



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Actairr
Sun Apr 24, 2005 4:43 pm
#12



Shadusdarkmour wrote:
i dont think its a problem of rifelemen being too poweriful i think its more the problem of certain moves being cross weapon. If a couple moves from each profession were limited to that profession weapon of choice i think it add more flavor and better balance the system.





Like suppression fire. I believe you need a full auto weapon to do this. If this is not the name there is one in the carbine tree that can only be done with a full auto weapon.
LecheHombre
Sun Apr 24, 2005 5:51 pm
#13

I'm not a big fan of the group size being limited to eight. On the other hand, I just got kicked out of TC-Ep3 for a reboot, and there was a raging PvP battle going on in there just outside of Anchorhead. I'd guess 50+ people on each side. I played for a while as a scout trooper with master rifleman / master pistoleer / Squad Leader 3000, and for a while as a rebel CM/pistoleer (fun to participate on both sides, lol).

It was extremely fun, and I think that it seems like PvP will be more entertaining and balanced than now. I did notice 3 problems currently:

1. With that many people fighting, a lot of people need heals. So, CMs use bacta spray. 8-15 people getting lit up with the bacta spray animation = instant super-lag. I really hope they simplify or eliminate that effect.

2. I saw very few melee fighters in the mix. While its nice to have a more star-warsy blaster filled battlefield, I think that meleers are kind of in unbalanced trouble due to +root+ attacks. Root attacks should possibly only work with the weapon type they are designed for (I feel a little cheap using stopping shot with a rifle), and there should probably be *some* way to counter them (Form Up from SL or just a +Root+ recovery skill), or they should reduce the effective time of being rooted. I'd also be in favor of the rooting shots having a reasonable warmup, like sniper/conceal.

3. Not really a bug or balance issue, but... Blue frogs = free faction = lots of players with ATSTs. I realize that most of the time the high fp cost ATSTs will stay in the datapad on live, but I thought I'd mention it since it can be a frustration if you are planning on trying out the battle.



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
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