Rifleman Archive
Thread: Correspondant Forums.
Im continuing the fight on the correspondant forums, as you cannot read them however. I make them there becuase it has a much higher chance to get read, also the actualy designers of the game are allowed to post there while there not allowed to post in any other forums. (Like the actual rifleman designer)
Im currently trying to get them to alter range mods along with this patch, becuase if they do not, its abad nerf to the rifleman even if they do increase our damage. In the amount of time it takes us to shoot a 2nd shot it would take a pistoleer that time to incap us becuase of the amount of shots they can get.
Im still in favor of making it so they make it so styles can only be used from certain distances, as chances are they will not decrease , or increase max ranges. But its always good totry and keep this option alive. So making it so pistol styles only works at 32 meter or less, and caribineers 54 meters or less, would give us a well advantage over pistoleers. Giving us a chance to get the 2nd shot off if we stand still, or to run and keep them in that 32-64 meters range forcing them to use base attacks.
I think the designers already know about that but they don't agree so instead of adressing this and giving us a reason they said "We dont' hate you" yah whatever. Rifleman designer, that job must really suck.
AldeonAvardulin wrote:
Im still in favor of making it so they make it so styles can only be used from certain distances, as chances are they will not decrease , or increase max ranges. But its always good totry and keep this option alive. So making it so pistol styles only works at 32 meter or less, and caribineers 54 meters or less, would give us a well advantage over pistoleers. Giving us a chance to get the 2nd shot off if we stand still, or to run and keep them in that 32-64 meters range forcing them to use base attacks.
Aldeon could you take a look at:
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=16134
I think it explains why cover is fairly useless to riflemen, it would be nice to see the Dev respond on how it will be any good after these changes, people will still close on a covered rifleman too fast to make cover worth using.
What I'd really like to see is a Dev answer to why we should not have better DPS than a pistol when taking into accout the amount of disadvantages we have.
Keep up the good work. ![]()
Styles limited by distance is an awesome idea. You should really highlight that.
Let rifle styles work from 64m.
Let carbine styles work from 40m.
Let pistol styles work from 25m.
That alone would help make rifles the champion of long range combat, as they were meant to be.
Oh, be sure to bring up something about warning shot.
If we can only do a warning shot every 3 seconds, that's going to really suck. At least make warning shot more powerful based on the weapon. A warning shot from a T-21 should be a good deal more likely to cause panic than a warning shot from a Scout Blaster.
AldeonAvardulin wrote:
Ive read that post Sef, and I fully agree, the only way they will ever get me to go cover in PvP, is if they give me God mode, or if they give us twice the max range, or make us invisible to radar.
Invis to radar ability is the ONLY answer to the range cap problem. This needs to be a skill mod based ability (likely inserted into the sneak ability), similar to the Mask Scent of Scouts, regarding time length and strength of ability. The range cap is the biggest problem IMO, only b/c anything can span that 64m distance in 3sec. In order to make the 3 sec cap effective, they have to give rifles 1200 max dmg...and you can bet the Pistoleers and BH's are gonna whine about that.
i was just thinking as i was reading this.. the problem is the target running up to us and using some kind of knockdown or just play killing before we even get a second shot..
So how about some kind of a built in "stun" on pvp rifle atks.. on say headshot 3 or some thing like that.. blow to the head the stand there "stuned" for a second any more then 1 - 1.5 seconds would be to powerfull but this would give us some stoping power.. just an idea... thoughts anyone?
Amwix wrote:
i was just thinking as i was reading this.. the problem is the target running up to us and using some kind of knockdown or just play killing before we even get a second shot..
So how about some kind of a built in "stun" on pvp rifle atks.. on say headshot 3 or some thing like that.. blow to the head the stand there "stuned" for a second any more then 1 - 1.5 seconds would be to powerfull but this would give us some stoping power.. just an idea... thoughts anyone?
Melee will HATE that idea. The only way I can see this working is if all elite melee professions got 100% resist to the "stun" in their novice box.
I do like the idea of having a way to stop pistoleers / carbineers closing on us so fast.
I think the best we can hope for right now are weapon patches, fixes that would take a developer 15min to do. i would push for lower ham costs on the T21. Making the resources required to make them more common, like the LLC and Flamethrower, they're as easy to make as a DLT20a. The fact that some servers still have no T21 since day 1 is ridiculous. I also think all rifles should have at least AR1 but preferably AR2 just because it's a rifle. The SG82's on my server have a max damage of about 194, that's like a pistol only 3x as slow. But i like wielding them, they look funky.
Cepha wrote:
I highly doubt they will grant us new abilities, they haven't even fixed the old ones. As for stopping power, master Rifleman with +90 rifle speed could use that stopping power every 2 seconds, they wouldn't allow it.
I think the best we can hope for right now are weapon patches, fixes that would take a developer 15min to do. i would push for lower ham costs on the T21. Making the resources required to make them more common, like the LLC and Flamethrower, they're as easy to make as a DLT20a. The fact that some servers still have no T21 since day 1 is ridiculous. I also think all rifles should have at least AR1 but preferably AR2 just because it's a rifle. The SG82's on my server have a max damage of about 194, that's like a pistol only 3x as slow. But i like wielding them, they look funky.
The crafting rifles issue gets bigger with me every time I see another krayt upgraded pistol. Until they fix AP there is no reason for rifles to be harder to craft than pistols.
Agreed on the HAM cost on the T21, it's far too high at the moment.