Rifleman Archive
Thread: Debate
I just found out, that I can now make it float to the top for everyone. I wasnt keeping up with the correspondant forums. Since people werent posting there, but now people seem to be. Anyways, Id like to inform you that Im holding off on further reports, as most other correspondants are. I will however be sending minor reports pounding our major issue. Wich right now, seems to be lower the pistol accuracy.
Im opening this up, to debate your ideas of what should be added, current bugs you still find ect. 2 posts, you may want to check out for other problems would be here-
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=3801&page=1
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=1263&page=1(in this one read towards the end of the thread)
I ask you to put bugs you have found to the top of your list, so I or someone from the test team can get on top of it.
This is a debate to the issues you feel should be added, and a report of all bugs you have found, if you dont agree with someones idea, dont flame the poster, tell him why he is wrong. In the end, most likely 2 weeks, when I will send in my next major report, since we are holding off to give them time to get the current issues worked out. (all correspondants) I will compile a top 6 list of what the Rifleman class seems to want most. Bugs will be higher up on that list however, so if 6 bugs are reported, I will report 6 bugs.
Back your thoughts up with evidence, or personal experience. Dont say someone is wrong, becuase I will completely ignore you just saying he is wrong.
You can either put down your top 6, or your top 20. However, only 6 will make it to the report in the end.
Bugs I have found (not reported yet)-
AoE bug, were sometimes it doesnt do the damage it reports.
AoE, also does damage to corpses and Houses.
Slow movement after cover/prone.
AldeonAvardulin wrote:
Id like to inform you that Im holding off on further reports, as most other correspondants are.
Why?
Is there some madjor issue with telling us whats going on, or they just so undesided there no new news to give us?
Anyway My issues:
1) Stoping when hit while carrying a rifle. You don't when carrying a pistol, whats up with that?
2) I hate to call for a nerf to another class, but the pistol acuracy at max range is out of hand. Pistols should be bvetter sub 25m, after that it should be the rifle or carbine. As it stands now the pistool is the best ranged wepon and thats just not right, from a Roleplay point and a reallity point.
3) Rifle penalty ar 0 range, this is silly! Getting trashed and missing any shot atempt at 0 range is wrong. The shot penalty is ok, but the damage modifer is out of line.
4) T21's, Many servers SILL don't have them. This is severly hurting any issues of balance due to the wepon for Rifleman is unavalable. Some servers don't even have Spray sticks?!
5) Bowcasters, the Durability issue? Whats going on with that, is it a bug? in that it's suposed to be 1000. Is it miss taged? Meaning the 100 is 1000 it's just not showing that.
Ok last one 6) One shot!!!!! Prone looks silly with the burst fire... =)
1. Change the way accuracy is handled with rifles so that at ranges of 40-63 meters a rifleman is almost guaranteed to hit his target unless he is moving. This would change the current system, where a laser rifle only reaches positive accuracy between 58-62 meters, even with master sniping accuracy. This may also include making the pistol and carbine accuracy ranges more defined as well (read as: no 2-3 pistol shots a second hitting at 63meters with pin point accuracy).
2. Make it so that the "knockdown" abilities are given situational modifiers. Attempting a knockdown attack against a running target would have a high chance of succeding. A standing target would have a better chance of resisting the knockdown. A kneeling target would be VERY hard to knockdown. A prone target would be IMPOSSIBLE to knock down.
3. Make it so that the "knockdown" abilties cannot be spammed. This can be done via imposing a timer on the knockdown attack (restricting how often it can be used) or by granting a player knockdown invulnverability for a few moments after recovering from a previous knockdown.
4. Make the "rifle aiming" (not rifle accuracy) skill increases bigger. Since accuracy is directly proportional to damage, this would allow rifleman the ability to pull off higher damaging shots at the cost of time.
5. The "concealment +20" modifiers we gain each tier in the concealment tactics branch should have a clearer and more defined role. As concealment skill increses, rifleman should not only succeed more at concealing but opponents (both NPC and PC) should get stiff aiming penalties while firing at a concealed target.
6. Conceal shot should be changed to a pre-attack similar to the aim command. Queing conceal shot followed by another attack (like headshot) will result in that attack being "concealed" and making the NPC unable to detect the rifleman. The conceal shot ability is currently an attack that is used from under cover. It has a chance of damaging ANY of the HAM pools without the monster knowing where the shot came from.
7. The +20 melee defence we gain while working towards master rifleman should be changed to something else, like ranged defence. Since we suffer x3 damage in melee combat, the +20 melee defence hardly matters and since, as rifleman, we are most commonly at a distance under threat of ranged attacks: the ranged defence would be much more useful and appropriate.
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Again, these 7 issues got at LEAST 80% support. Thats pretty **edit** overwhelming. There were 3 other ideas that got between 70-79% support. You might check the "Rifleman petirins" thread for more info.
ok here is my list.
1.) stop extra damage for just having a rifle in you hand when in melee with a mob. as if it wasnt bad enough to have -90 to hit.
2.) fix the t21
3.) range, range, range, range. a rifleman shouldnt be sitting on up of a mob to have to shot it. if i cant see something the size of a vw bus from a 600 meters, lay down and shot it. then i should have a rifle.
start off with theses everything else come after this.
I would like to see the melee damage modifier dropped all together at close range for rifle. A rifle can be a very effective melee weapon. It is trained to every recruit in the real world. At close range a rifle makes a good blunt weapon or club.
Pistoleers get pistol whip, I don't know if carbineers get one. But the butt of a rifle will crack a skull open alot better than a pistol anyday.
Test 1 (moving to me)
[Combat] 12:51:10 You shoot at a giant baz nitch and hit for 272 points of damage.
[Combat] 12:51:12 You shoot at a giant baz nitch and hit for 210 points of damage.
[Combat] 12:51:15 You shoot at a giant baz nitch and hit for 309 points of damage.
[Combat] 12:51:17 You shoot at a giant baz nitch and hit for 274 points of damage.
[Combat] 12:51:20 You shoot at a giant baz nitch and hit for 221 points of damage.
[Combat] 12:51:22 You shoot at a giant baz nitch and hit for 270 points of damage.
[Combat] 12:51:24 You shoot at a giant baz nitch and hit for 282 points of damage.
[Combat] 12:51:27 You shoot at a giant baz nitch and hit for 272 points of damage.
[Combat] 12:51:29 You shoot at a giant baz nitch and hit for 344 points of damage.
[Combat] 12:51:31 You shoot at a giant baz nitch and hit for 261 points of damage.
[Combat] 12:51:34 You shoot at a giant baz nitch and hit for 227 points of damage.
[Combat] 12:51:36 You shoot at a giant baz nitch and hit for 254 points of damage.
[Combat] 12:51:39 You shoot at a giant baz nitch and hit for 247 points of damage.
At this point he broke 40 meters, and the miss below is at 39 meters.
[Combat] 12:51:41 You shoot at a giant baz nitch but miss.
[Combat] 12:51:44 You shoot at a giant baz nitch and hit for 279 points of damage.
[Combat] 12:51:46 You shoot at a giant baz nitch and hit for 188 points of damage.
[Combat] 12:51:48 You shoot at a giant baz nitch and hit for 281 points of damage.
[Combat] 12:51:51 You shoot at a giant baz nitch and hit for 240 points of damage.
[Combat] 12:51:53 You shoot at a giant baz nitch and hit for 193 points of damage.
Mob begins to turn around.
[Combat] 12:51:56 You shoot at a giant baz nitch and hit for 267 points of damage.
[Combat] 12:51:58 You shoot at a giant baz nitch and hit for 295 points of damage.
[Combat] 12:52:01 You shoot at a giant baz nitch and hit for 199 points of damage.
[Combat] 12:52:03 You shoot at a giant baz nitch and hit for 290 points of damage.
Test 2 ( moving at 48 meters away)
At first I let it come to me, and at 48 meters I stood up.
[Combat] 12:54:40 You shoot at a giant baz nitch and hit for 335 points of damage.
[Combat] 12:54:43 You shoot at a giant baz nitch and hit for 314 points of damage.
[Combat] 12:54:45 You shoot at a giant baz nitch and hit for 267 points of damage.
[Combat] 12:54:48 You shoot at a giant baz nitch and hit for 292 points of damage.
[Combat] 12:54:50 You shoot at a giant baz nitch and hit for 240 points of damage.
[Combat] 12:54:53 You shoot at a giant baz nitch and hit for 305 points of damage.
[Combat] 12:54:55 You shoot at a giant baz nitch and hit for 203 points of damage.
[Combat] 12:54:57 You shoot at a giant baz nitch and hit for 250 points of damage.
[Combat] 12:55:00 You shoot at a giant baz nitch and hit for 207 points of damage.
[Combat] 12:55:02 You shoot at a giant baz nitch and hit for 213 points of damage.
[Combat] 12:55:05 You shoot at a giant baz nitch and hit for 283 points of damage.
[Combat] 12:55:07 You shoot at a giant baz nitch and hit for 296 points of damage.
[Combat] 12:55:10 You shoot at a giant baz nitch and hit for 312 points of damage.
[Combat] 12:55:12 You shoot at a giant baz nitch and hit for 336 points of damage.
[Combat] 12:55:14 You shoot at a giant baz nitch and hit for 268 points of damage.
[Combat] 12:55:17 You use Master Head Shot on a giant baz nitch for 666 points of damage!
[Combat] 12:55:22 You shoot at a giant baz nitch and hit for 311 points of damage.
[Spatial] 12:55:22 You stand up.
[Combat] 12:55:22 You stand up.
[Combat] 12:55:24 You shoot at a giant baz nitch and hit for 209 points of damage.
[Combat] 12:55:27 You shoot at a giant baz nitch and hit for 221 points of damage.
[Combat] 12:55:29 You shoot at a giant baz nitch and hit for 321 points of damage.
[Combat] 12:55:32 You shoot at a giant baz nitch and hit for 303 points of damage.
[Combat] 12:55:34 You shoot at a giant baz nitch and hit for 235 points of damage.
[Combat] 12:55:36 You shoot at a giant baz nitch and hit for 181 points of damage.
[Combat] 12:55:39 You shoot at a giant baz nitch and hit for 286 points of damage.
[Combat] 12:55:41 You shoot at a giant baz nitch and hit for 235 points of damage.
[Combat] 12:55:44 You shoot at a giant baz nitch and hit for 260 points of damage.
[Combat] 12:55:46 You shoot at a giant baz nitch and hit for 300 points of damage.
[Combat] 12:55:48 You shoot at a giant baz nitch and hit for 210 points of damage.
[Combat] 12:55:51 You shoot at a giant baz nitch and hit for 273 points of damage.
[Combat] 12:55:54 You shoot at a giant baz nitch and hit for 300 points of damage.
[Combat] 12:55:56 You shoot at a giant baz nitch and hit for 217 points of damage.
[Combat] 12:55:59 You shoot at a giant baz nitch and hit for 260 points of damage.
As you can see no misses what so ever in the 40-64 meter range. If you feel these tests are not significant enough, I will do more tests if you wish.
Aldeon, you have never really commented on my AR broken in PvP post after I posted supporting screenshots, and you didn't include it anywhere in the rifleman issues thread. So I'll go along with CloseHauled76 and report that as a MAJOR bug.
Also on my list of things that really hurt rifleman at the moment:
T21 AR bugged at 0 (at least get an answer/ETA for the fix, I've been waiting for almost 2 weeks for ANY kind of answer from SOE)
My #1 bug is running with a Rifle. That is still busted. If I have to run for a long distance I switch to pistol in case I'm jumped and attacked in transit. The Rifle stutter step has gotten me killed on more than one occasion. Very, very, frustrating.
My #1 concern is targeting. There needs to be a way to switch targets efficiently. At the very least the '/clear' command listed in the manual should exist! If I had a way to clear the combat queue I could write a decent re-target macro.Another idea is to have the combat queue automatically clear when a new combat target is selected or when you switch weapons.
I don't think the issue is so much rifles missing at long range, it's pistols hitting at long range at the same rate we do.
Unfortunately I doubt you could find a master pistoleer willing to help nerf his class to run this test for us.