Rifleman Archive
Thread: Speed Changes on rifles and Pistols
Someone enlighten me, so basically say in a PVP masterrifle against masterpistol,say it lasts 10 seconds. In that time, the rifle will be workin on its fourth shot, while the pistoleer will be working on its 21st?
Escuse me?
What?
The only way that system would be fair is if pistols are reduced to CO2 pistols, and T21s become elephant guns. Which they should be already....have you SEEN one of those things?
Not gonna happen, but I predict Sony will implement the speed cap in one fashion or another and let it go live without really testing it. *THEN* in a month when they see that A) There are so few riflemen that they don't show up on a pie chart and B) The riflemen that DO still exist either avoid PvP or use other weapons for PvP.
At that point they will either increase the damage done by rifles by about 25% (not nearly enough), or they might...MIGHT reduce the total possible damage that can be done with a pistol - but if they do that then they screw their largest customer base. So it won't happen. Or they could reduce the speed on rifles so novices are more competitive....but we would kill our mind pools SO fast.
I don't see a whole lot of good coming, unless they surprise us all by giving us our rightful damage output.
I have a spraystick with a 1.2 speed. The only thing that stinks is when I hit with mindshot it hurts me more than my opponent in PvP.
Rifleman is borked, they need to do some major work fixing this class. I'll probably have a full suit of Mandalorian armor before a T21.
You do realize that with intended change that rifles will do alot more dmg then pistols. Also you all keep forgetting your attacks target mind,
Pistoleer hits you 10 times in healh bringin you to brink of death and then bam your at full health with 1 stim. And before you say that you cant do that because of mind costs the devs have already stated that they'll be adgusting the HAM costs on weapons when they make changes.
So why dont you wait till patch before you start crying. Your not the only proffesion that doesent work properly you know.
To Brian:
What? ok yes a pistoler will hit my health bar and it can be healed with a stim. However as an example here is the action in a 10sec PvP battle.
The Pistoler useing a Fwg5 say max damage 200 on auto attack only (perfect shots\damage on both side for this)will deal 400 dps firing once per second (200x2). Do that every second for 10sec (20 shots)and reduce it for PvP cap you get 1k damage with the new speed cap. More than any total ham, end of line.
The Rifleman useing a T21 say max damage 500 on auto attack same as the pistoler will deal 165 dps firing every 3 seconds (500x.33). Doing that for 10 sec (3 shots) and reduce it to the pvp cap and u get a total of 495 damage. Far less than any total ham, end of line.
My point is who comes out on top here? Toss a stim into the mix and the pistoler will lose 1 shot leaving 19 more to hit with if he heal's himself. Doing the same for a rifleman drops his shot rate by a third!
Brian,
Just to clarify, only 2 Rifleman attacks damage mind. HS3 and Mindshot2. Mindshot is a bleed, HeadShot3 is direct mind damage, but the HAM cost is astronomical.
Oh, and if you didnt know, all Rifleman Specials USE unhealable mind.
I don't think many higher level riflemen are doing headshots at all. I am only 2 0 3 2 and I don't use it unless their mind is already below 1/4. I would rather use the random HAM attacking AOE shots as they are more damaging.
The mind attack thing for riflemen is pretty much over rated.
My Favorite Line of the Month now in my Sig
Brian, sorry dude, but i haven't touch mindshots stack and headshots since the nerfed the timer on suppression fire. You basically can't setup your shots anymore.
I hope you are with the rifleman profession but if you are from another class please don't post on our threads on things you don't understand.
Another note is...I read somewhere that they may consider healing mind pool, so thatUNHEALABLE mind damage is a moot point.
Urikl D'evrak
Master Rifleman
Gorath Server
My 1st post was notclear. The upcoming patch is going to increase the dmg on rifles to make up for the delay which will translate in a big jump in damage with your special moves that target mind, since their dmg is derived from base damage.
The devs have also said they will be adjustin the HAM costs on numerous weapons. So it sounds like every one of your problems is gonna be adressed in patch.
If after 4 shots, a rifleman does 800 damage and if after 21 shots, a pistoleer does 800 damage, then there's no issue.
If after 4 shots, a rifleman does 3000 damage and if after 21 shots, a pistoleer does 800 damage, then nerf the rifle (either damage or speed).
If after 4 shots, a rifleman does 800 damage and if after 21 shots, a pistoller does 3000 damage, then nerf the pistoler (either damage or speed).
0.5 s is way too fast for a pistol. Better cap is 1.0 second. Then it's only 11 shots to 4 shots (3x number of shots)
If the rifle damage is increased to 3x of the pistol, then there's no problem. Just remember to include armor piercing in the damage calculation.
You're excused ![]()