Rifleman Archive
Thread: BRAND NEW SOE POST TODAY ON RIFLEMAN AND PROPOSED CHANGES -- THEY ARE LISTENING TO SOME DEGREE
Speed Caps:
So .5 second for pistoleers was an example. It’s not guranteed to be that.. It might still be 1.0 seconds due to server performance.
Any weapon that has it’s attacks slowed down due to the speed cap will have a commensurate damage increase to go along with it.
Rifleman melee damage penalty:
I know everyone hates this (except the meleers). I will investigate toning this down, but it will be keyed off of how much I increase the damage due to the new speed modifiers. Theoretically I could modify the damage penalty per rifle.. So a large rifle could have a higher penalty to compensate for its damage. I’m not saying this is a sure thing, but I’ll investigate it.
Overall I’m inclined to agree that the 2.5X penalty is too high. If I shift the class to be focused towards using cover, I think lowering this to be closer to carbine is more reasonable. And carbineers, if I lower the rifleman penalty, I’ll probably lower your penalties too. J
Rifleman and mobs closing:
Currently there is an AI bug that causes all mobs around your target to close to your position at their full movement rate. This is being fixed so cover/concealshot/whatnot will allow you more time to shoot at your target.
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=570433#M570433
2.0 I could live with maybe as a rifleman. but 3.0, still no way. Spraysticks are broken anyway so whats it matter
"Might" to "will" is good.
Now "how much" is gonna be a big factor.
Hawkenz wrote:"Might" to "will" is good.
Now "how much" is gonna be a big factor.
Note the:
will have a commensurate damage increase to go along with it.
This means, 'Of the same size, extent, or duration as another.'
Hawkenz wrote:
Then why did they nerf the t-21 before cause if it is commensurate, then the max on a t-21 will now be 2000.
Because they made a mistake and I think they're finally starting to realize that(even if they don't admit it).
StealthNuck wrote:
Hawkenz wrote:
Then why did they nerf the t-21 before cause if it is commensurate, then the max on a t-21 will now be 2000.
Because they made a mistake and I think they're finally starting to realize that(even if they don't admit it).
**edit** politics why cant they just say whoops we screwed you guys so...umm ya here you go.
Some good news for sure. They've also posted that they are looking into the warping issue.
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=570065
The combo issue I still have a bit of a problem with though. How are rifleman suppose to land eight consecutive hits on a target if it will take 24 seconds? The target will be closing after the second or third hit so with our short range mods and run n gun mods we are very unlikely to land that many hits.
The issue with conceal I'm not sure about either. So instead of the MOB's friends running over and hitting the rifleman it now walks? So we get in twice as many hits that way. Maybe three times? Helps somewhat but why are they detecting us at all? Make it like a maskscent check each time you shoot. If it detects it runs to you, if not then it is blissfully unaware of where you are.
You are drinkin' jack'n'coke, shooting black tar, and smoking some wackoweed if you think any proposed change for rifle will help us out.
if you see this, this a is boon to riflemen, if you don't see this, they are giving us the shaft:
1- no more warping mobs, once the AI has realized a mob warps past an object it de-warps to where it came from, minus the obstacle.
2- only rifle can hit mind pool period
3-riflemen have an innate to be invisible on radar and HUD, and can't be tabbed, only good ole mouse clicking will let you hit them
4- rifle shots only hit the mind bar, unless you specifically use a /healthbarattack
5- the penalty to holding a rifle vs. melee has been adjusted to as standard 75 points of damage
6- sniper shot never misses, is automatcally placed in the queue when you incap, uses no mind pool, and you will never see "You use snipershot on Xandaria for 57 points of damage, but him counterattacks."
7- at master sharpshooter, 1 in 150 shots incap's and auto db's your target, no matter its ham bar
8- if it appears red on your radar, flurryshot2 has a great chance to hit it, regardless of other -to hit penalties. If it is within weapon-range it takes damage and could posture change your opponent; if they are out of range, it has no chance to do damge, but will have the chance to debilitate your targets
9- you no longer have to stop to shoot
10- any successful posture change attack vs you opponent causes them to de-equip their weapon (which should be true for all combat classes, btw)