Rifleman Archive
Thread: The 2.5 damage multiplier and why we want it.
This much-harped on part of our class is actually not all that bad read then fell free to flame away.
First off we can't hit the ground let alone a real target at melee range with a rifle so unless you have another means of defense (in which case you have dropped your rifle and are no longer taking the 2.5 multiplier anyway) you are going to loss, the multiplier just makes the inevitable happen faster.
Second we can use the fact that we have this disadvantage to counter the pistoliers claim that they should do as much DOT as them. We do more DOT you have no damage multiplier for melee this is called balance.
By playing up our class disadvantages we might be able to get riflemen back to the power level that they where at that justified puting the disadvantages into the class in the first place.
And yes I know the Developers hate us and this will most likely not work out this way but if we have the multiplier dropped or reduced then that is going to strengthen the pistoliers claim that we should do the same DOT as them.
If we are going to play with this 2.5 damage multiplier, then we should take 2.5 times less damage from ranged, what we loose in melee we should make up in ranged.
Q
TKA: +30 ranged defense
Squad leader: +30 group ranged defense
Fencer: +19 ranged defense
Rifleman: +18 ranged defense (+2 more from marksman/rifle4)
We get a lot more ranged defense than any other ranged class.
So the top three classes you listed beat us in those defenses why? TKA gets more defense to ranged then we do, and don't take 2.5 times the melee damage. Once I will state it, we should be on the top of that list. Master of ranged, or Master at taking melee damage, you make the choice.
Q
Aden_Nak wrote:
Squad Leader skill mods are bugged. As in not working as far as we can tell.
That being said. . . the Melee Multiplier has to go. I don't know if you've noticed lately. . . but touting our disavantages hasn't gotten us very far. So far the most work done on Rifleman so far has been to nerf our Elite Rifle.
If the rest of the game worked as it should in theory, we could keep this penalty. But the warping MOBs aren't going anywhere. And our range isn't getting any better. And the odds of us getting Knockback (or even AoE Knockdown) are pretty much nill.
MOBs warp on me and land their first hit before I can even stand up and disarm my Rifle (in favor of the D18 Pistol. . . fear its Novice-osity). Riflemen should not be the only profession that NEEDS to buy other Combat professions to survive.
SL skills mods work. Check the SL forums.
I see no reason why Riflemen shouldn't need to buy other skills to be well-rounded. No one else can match our AE damage. By your reasoning, every other class is gimped because they 'have to' buy riflemen to do comparable AE damage. Um, no. Each class should be good at a particular thing, and if you want to counter the shortcomings of the class, you SHOULD have to buy a complementary profession. Take TKA precision and fencer stances/grips, and master marksman, and you have an extremely powerful character for less than 225 points.
what? are you crazy? there is no reason in a balanced game for rifleman to have this period. nothing more then brothers me in this game more then this. it cost me a great deal of money for increased damage to my armor, time that i could be runnning missions and not running back to the mission. balance should work out the game like this.
range classes
pistol fast speed, short range, low damage
carbine med range, med speed, med damage
rifle long range, slow speed, high damage.
melee class: get a bonus to defense if they are moving
unarmed fast speed, low damage
one handed med speed, med damage
two handed high damage, slow speed
what part of this makes it fair for rifles to take 2.5 the melee damage. when their is very little chance to even hit them. why should we have to brake up our combat xp into pistol and rifle while pistol people only put there xp into pistol.
Last night a quenker out of nowhere teleported into the middle of my hunting party, one hit killed me (not incapped), and teleported right back out to wherever he was, I think 70m away.
When a dumb mistake like letting heavy weapons classified as melee happens, I take 8000 damage after reduction.
The combat dev wants to make us more "take cover" related, meaning we will be unable to run away and will take extra damage on top of our penalty.
The reason people hate the 2.5x multiplier is that it aggravates every single situation here. Getting rid of it is a nice bandaid for these and other code-related problems, such as the ones that keep us from firing more than 64m away. We haven't had to buy insurance since a little after launch to bandaid a corpse bug, so it doesn't seem so out of line to ask to lift the melee penalty to counter the warping mobs and other bugs.
I know its stupid but it was put in there to balance a powerful class. WhatI would like to see is Riflemen become powerful once again to justifyour disadvantages. If we argue for it being eliminated altogether then we wont have a leg to stand onwhen the other range classes complain about out damage andwe get hitacross the face with the nerf bat again.
So far all the mainarguments are based off ofa bug in the game that everyone has to deal with (teleporting MOBs); they just happen to effect us more.Petition to get the bug fixed: but not to take away one of the ways we can use to make our class more competitive in its chosen specialty.
How exactly is getting this removed or toned down going to help us as a class? Do you really think that you could have killed the (whatever killed you last night) kiting it at melee range? I don't think so.
I am sorry I have to say this but a rifle at least in RL can be used as a melee weapon. In fact you would probably have better luck hurting someone melee with a rifle than a pistol or carbine would. As far as RL is concerned that is. You could simply grab it by the barel and start swinging. Or if you had a bayonet you could fix that and start stabing them. So yeah I think the 2.5 multiplier should go.
PS: Anyone who says riflemen are a support class obviously dosnt realize that every infantry soldier is equiped with a rifle to use at short, medium, and long ranges. A pistol is a last resort. But hey thats only in RL.
For everyone that complains about this, you need to seriously reconsider your choice of class. When I signed up for rifleman, I joined knowing that I would be able to deal damage but not be able to take it worth a sh!t. If you are really that unhappy with our ability to take damage, then I urge you to quit now. That isnt the vision for the class, and I would rather not see damage reduced because a bunch of people whined about it being too high. I already went through a class which thought it was a damage dealing class get nerfed to a defense class, and let me tell you, it sucked. It all happened cause too many people whined about it. WE ARE AN OFFENSIVE CLASS.......GET OVER IT PEOPLE CAUSE THIS IS HOW BALANCE WORKS.
That said. Something needs to be done on a temporary basis to counter the effects of warping mobs. If I go down due to not being able to kill a mob in time, or not getting out of range in time, thats my fault. But this mob warping on top of you, and laying a hit or 2 down to kill you, well thats plain not fair. We need some sort of temporary solution until they can solve that problem
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