Rifleman Archive
Thread: TOP ISSUES -=Thursday April 28 2005=-
- breaks to easy
- currently almost impossible to enter the state
- /turrets can still target at range
- /target <riflemanName> still works vs it
- groups mates still break cover
2)Elemental Damage/Kinetic damage
- many of our weapons lost elemental damage
- Trade the Adv. laser Rifle for the LD1 in the master box to give us a master kinetic weapon
- move the tuskan to cl 30 to fill in the no non loot weapon gap - it also moves a kinetic weapon away from the other kinetic weapon at level 40 (berserker)
3)Hate
- has been improved but still horrid for the rifleman
- tanks can hold longer but still not long enough
4)DPS
- Still to low in comparison to non-nuker classes
- CC class that have AOE have a great DPS over all target then we do
5)SniperShot
- should be useable under cover
6)Crowd Control
- Kneecap shot is ineffective (no real speed decrease)
- StartleShot is ineffective (delay to short)
- Root attacks from other professions make us seem stronger here then we really are
7) Action Costs
- many of our actions now use up to 28% of our total action bar
- this reduces our basic effectiveness to 3-4 shots
8) lack of profession definition
- to many weapons are cross cert'd
- to many specials are useable across all professions
most other issues we have are bugs and so should be in the bug thread
If you think I missed something please add it to the list
Issues: things that are not bugs but are effecting our profession in some manner
Bugs: things that do not work as advertised (weapon certs, specials that do not work etc)
Can you add as an issue the (out of range) message is not really informative I when targeting something, I rather have a number to tell me how much farther I have to crawl to get into range.
Message Edited by Slysix on 05-05-2005 03:42 AM
More master cert'ed weapons please, seriously, it's retarded. Now that you can use cross-profession specials, the only practical way is to use your highest DPS weapon (whatever that is). At the moment, DPS is basically the only attribute which counts. I admit I haven't seen a post-CU crafted weapon, maybe some get accuracy bonuses or whatnot, but in the end it's all about damage really, considering you can stack offensivemodsto the moon and back.
The lack of a clearly defined role is not only a rifleman problem, it's the same with all proffesions. You can be a rifleman/pistoleer, except you're not really a pistoleer because you'll always carry a T21 (as I said, from a practical point of view, doesn't apply if you're in love with your weapon or something).
Ackehece wrote:
2)Elemental Damage/Kinetic damage
- Trade the Adv. laser Rifle for the LD1 in the master box to give us a master kinetic weapon
eheh sniper rifle supporter even here, master with an added heat damage (explosives slugs)... 2 fixes (kin and elemental damage) in 1 weapon
5)SniperShot
- should be useable under cover
agree, and naturally should still be usable even not under cover, i'll add even aim to the list, no sense that it break cover and this kind of skill seem very suited to work in cover state.
I also had some problems today with this skill, was not able to use it i tried a dozen of times but nothing happened: no hit, no miss... nothing
6)Crowd Control
- Kneecap shot is ineffective (no real speed decrease)
i'll test again, (today have not used it) but my past experience was positive with it, it worked quite well, on par with same skill from carbineer.
EDIT: Checked it when I logged in tonight. I can corraborate that Aim is indeed brwaking cover on the live build.
Message Edited by CraftAddict on 04-30-2005 03:23 AM
On issue 8 Idisagree, I think this is the strength of the CU. If stopping shot is a big issue or some other special is an issue and is imbalancing, they should adjust that special.
My issue with the CU is that alot of weapons are now worthless and it seems that if you are a master elite only a few weapons are worth using.
PyscoJuggalo wrote:
On issue 8 Idisagree, I think this is the strength of the CU. If stopping shot is a big issue or some other special is an issue and is imbalancing, they should adjust that special.
My issue with the CU is that alot of weapons are now worthless and it seems that if you are a master elite only a few weapons are worth using.
Not a few, ONE.The only distinction between weapons is DPS, that's it. So obviously, highest DPS weapon is the only one worth using right ?
1. Why the delay stat on weapons? Does it affect recharge rates? If not, why not just use a Base Damage field, instead of 3 numbers only. After all, there is no auto-attack per se.
2. Why the resistance points on armor. Why not just use the old % system, the current numbers still cap at a certain value and that value corresponds to a certain %. So, really, whats the point?
3. How making the posture attack change your posture even if theres no target. Kinda annoying using keybinding and/or hotbar slots for basicly the same functions.
4. Animals in general do too much damage, for the inability to keep them at range. I get one, maybe 2 shots off before being charged.
5. All attacks break cover now 100% of the time, except where noted. This should not be so.
6. NPC regen too fast to snipe and change positions, and they still detect your presence even after re-applying cover. (If you can even get it to take.)
7. Snare definitely needs a boost, NPC of all speeds seem to be barely affected. @45m, the recast delay for the snare negates any benefit that slowing an incomming opponent would have, because they will still be on you before you can shot another special. Even snared, most opponents can still outrun you.
8. Aims duration and effect is too low to be included in the active combat que. It is good for the first shot, but thats about it. Spamming other special in the time it takes windup and refresh the hotbar more than amkes up for any benefit it may provide.
9. Rifle encumberance affects vehicle speed. I'd count that as a bug.
10. The weapon conversions are very weak.
11. Profession stacking is extremely difficult due to the CL system. Trying working brawler as a rifleman.
12. Posture, distance, and movement afford no accuracy mods.
13. A lot of the riflemen NPCs seem to be doing much more damage than is fitting for their level.
Message Edited by CraftAddict on 04-30-2005 07:15 AM
jalexu wrote:
Ack, how about getting /sneak back ? You're not exactly a sniper if you can't re-locate without being spotted :/
no need for the skill - anyone can crawl under cover now (you are not immoblized by the state anymore)
jalexu wrote:
PyscoJuggalo wrote:
On issue 8 Idisagree, I think this is the strength of the CU. If stopping shot is a big issue or some other special is an issue and is imbalancing, they should adjust that special.
My issue with the CU is that alot of weapons are now worthless and it seems that if you are a master elite only a few weapons are worth using.
Not a few, ONE.The only distinction between weapons is DPS, that's it. So obviously, highest DPS weapon is the only one worth using right ?
Yeah you got it basically, one per profession that you have mastered
Message Edited by PyscoJuggalo on 04-30-2005 11:46 PM