Rifleman Archive

Thread: Open your eyes...the world around you is now what it seems.

LecheHombre
Mon Sep 01, 2003 6:58 am
#1

Before I say anything else, let me say that I *agree* that most of these weapons are overpowered... They will probably be "adjusted" (read: nerfed), but I hope that the devs keep all the factors in mind and keep the adjustments reasonable.

Some other things to keep in mind about rifleman/T21 versus BH and commando weapons:

- The really vicious commando weapons have limited charges, and are quite expensive. This is a good thing... They need to be so that they are used only in situations that call for some real firepower (taking down ATSTs comes to mind).

- From what I have seen and heard, the LLC and most of the commando weapons have pretty dismal accuracy in comparison to standard weapons. Again, a good thing as long as they are reasonably accurate at their *ideal* ranges.

- Probably the last thing that most people want to hear is another "but at master rifleman you are really fast"... But it is true. The most dramatic change *is* from 4 4 4 3 to master (most people end up having to work on combat xp at the end), but you get pretty nice speed boosts all the way up the rifle support column. I shoot headshot2's with a T21 every second, strafe2's every 2 seconds, without the master marksman speed mod or any tapes. Let me tell you, strafe2 every 2 seconds with a T21 = mass destruction. On the other hand, I haven't seen a BH or commando use their lightning or flame cone attacks yet... That could blow my mind.

Basically, I just think that straight stats on the guns don't tell the *whole* story. There is no question in my mind that the LLC and several of the commando weapons are out of balance... But perhaps not as much as they seem.



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


VVorf
Wed Sep 10, 2003 4:29 am
#2

Hello all, my name in game is Bhodi Lee im a master weaponsmith/almost a master rifleman on Corbantis server. Naboo, karen.


The purpose of thi new thread to really open yours(players0 and DEV's eyes to the true matters at hand. During this post i will provide you all with actuall stats on weapons that i crafted. Have fun, grabb a box of kleenex and get ready to cry.


As a rifleman/sniper we are completly overmatched. Not only do we suck in PvP (dont care for it at all) but also PvE (care a lot). The creatures that i was able to dispatch with some skills 2-3 weeks ago now waste my a** all over the planets...be it Lok, Endor, Dathromir....or Rori or Naboo. I just dont do enough damage.


Well lets skip all that whine unfair staff and examine the weapons.


#1 T21 rifle The super uber hard to get resources .....difficult to build and time consuming....the rifle of the weak and/or meak (not misspelled)


Damage 125-342 Speed 7.5s (lol...it takes me 7.5s to load the bullet into the chamber and slam it shut...and pull the trigger.....Jesus a good sprinter can run 80m in that time......lol)


#2 Light Lightning Canon The crowning achivement of the BH class......


Damage 406-738 Speed 4.4 (lol...4.4s lol....do you know how fast that is when you apply the bonuses from marksman tree.)


#3 Heavy Acid Rifle ...it cant be that heavy i mean...look at the speed.Commando


Damage 323-730 Speed 5.2s ( are you guys insane....do you know that you probably need a biosuit just to shoot this thing...)


#4 Lightning Beam Canon (well that sounds like an instalation to me...but wait) Commando


Damage 1265-2983 Speed 6.0s (lol....3k damage reqular shot...not a special....)


#5 Heavy Particle Beam Canon (that sounds heavyyyyyy....must be slow....but wait....lol) Commando


Damage 1992-3345 Speed 4.5s (what ...yes thats the actual speed......)


#6 Acid Stream Launcher (hmm...launcher signifies the platform...fast but not mobile....right!!!!!) Commando


Damage 1033-3240 Speed 4.6s (again...some quick wheels on that...no encumberence for the biohazard suit----jk)


#7 FlameThrower (my favorite weapon......something that is actually probaly very close to balanced) Commando


Damage 403-738 Speed 4.7s (i think....not joking...this is the only new uber weapon that will actually stay unchanged)


ALL OF THIS WEAPONS WERE ACTUALLY BUILD BY ME IN GAME ON CORBANTIS SERVER...WITH MATERIALS AVAILIBLE AND ARE ALL UNSLICED WITH NO POWER UPS.


So now.....what do you guys have to say........


you draw your own conclusions.......


Do we need to nerf the rifleman further by making mind healeble.......or to we need to double....wait....triple....no still wait...quadruple the current damage..of the T21.to just catch up with other power classes.


And speed....well...as a sniper in real life prepares to take that first shot.....sure...he is slow...but that is because he is carefull.....(make it such that while prone...the first shot has to be always shot after using Cover first)....after that when the sights are centered on targets EYE (yes eye...not the right leg of the snake or the arm of the snake...lol) we can pull the trigger quite fast.




Note to all: Please keep bumping this so maybe Holo will actually read this and tell me why did the T21 or the rifleman class need further nerfing.....lol


Sincerly,


Bhodi Lee


Master Weaponsmith/Almost Master Rifleman.





Bhodi Lee(SK)Master Weaponsmith
Maigrey Morriana(SK) Dark Jedi Knight
SwitchmoD
Wed Sep 10, 2003 4:38 am
#3

Thanks for the good post VVorf. Very well made point.I want my T21 back to high damage or shoot even higher.... Shoot I think we all want it back. I think i have a tear coming.



--------------------------------------------------------------------------------------
"We are what we repeatedly do. Excellence, then, is not an act, but a
habit." ~Aristotle

"Plausible impossibilities should be preferred to unconvincing possibilities." ~Aristotle Poetics

"It is possible to fail in many ways...while to succeed is possible only in one way." ~Aristotle Poetics
Badhorsey
Wed Sep 10, 2003 4:51 am
#4

Very nice post man! I really hope thatthe devs read it, surely this kind of obvious imbalance can't be ignored!?



Tororn, Master Sharpshooter, Novice doctor.


Bloodfin.

LecheHombre
Wed Sep 10, 2003 6:58 am
#5

Before I say anything else, let me say that I *agree* that most of these weapons are overpowered... They will probably be "adjusted" (read: nerfed), but I hope that the devs keep all the factors in mind and keep the adjustments reasonable.

Some other things to keep in mind about rifleman/T21 versus BH and commando weapons:

- The really vicious commando weapons have limited charges, and are quite expensive. This is a good thing... They need to be so that they are used only in situations that call for some real firepower (taking down ATSTs comes to mind).

- From what I have seen and heard, the LLC and most of the commando weapons have pretty dismal accuracy in comparison to standard weapons. Again, a good thing as long as they are reasonably accurate at their *ideal* ranges.

- Probably the last thing that most people want to hear is another "but at master rifleman you are really fast"... But it is true. The most dramatic change *is* from 4 4 4 3 to master (most people end up having to work on combat xp at the end), but you get pretty nice speed boosts all the way up the rifle support column. I shoot headshot2's with a T21 every second, strafe2's every 2 seconds, without the master marksman speed mod or any tapes. Let me tell you, strafe2 every 2 seconds with a T21 = mass destruction. On the other hand, I haven't seen a BH or commando use their lightning or flame cone attacks yet... That could blow my mind.

Basically, I just think that straight stats on the guns don't tell the *whole* story. There is no question in my mind that the LLC and several of the commando weapons are out of balance... But perhaps not as much as they seem.



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


Pecos
Wed Sep 10, 2003 7:10 am
#6

When you have a weapon that lets you easily solo a 13000 credit destroy mission on Dantooine, the cost of the weapon isn't really important. If anything, it lets you make money faster than if you'd used a normal weapon, which would have made the 13000 credit destroy mission unsoloable.


For commandos, yes, more firepower costs more money.


But for everyone, including commandos, more firepower BRINGS more money.


So saying the weapon expense is a limiting factor is a crock. It's not.


VVorf
Thu Sep 11, 2003 2:34 am
#7

thx for great comments guys....keep the post on top



Bhodi Lee(SK)Master Weaponsmith
Maigrey Morriana(SK) Dark Jedi Knight
Uninformed
Thu Sep 11, 2003 6:17 am
#8

Agree with Pecos here on the cost issue. Makes no sense.


You know, its funny. Being both professions I can tell you that Commando is far more sloppy all around. Even as you advance up the trees it is hit or miss on attacks, and REMEMBER that in order to get in your special attacks you have to be in 16m or closer AND when you use them there is a 9-20 sec delay during which YOU CANNOT DO ANYTHING except run away with the useless weapon in your hand. And heaven forbid you MISS with your special (which also happens a lot) and then you sit there and take SERIOUS amounts of punishment. Hehe


Having said this, the T21 MUST BE RESTORED and mindcosts for spcials reduced and range fixed, etc. It is beyond belief that theCombat Devs aren't talking to each other about the obivous disparities here. But I will behonest here. Even unnerfed the T is not going to compareto COmmando except in the hands of a Master.And given the zillion weps that Commandos get, and other ranged professions have, why the-bleep- can't Riflemenget a higher powered sniper rifle?




General Jheball Sag/Dark Lord Malegant
Leader and Founder of the STORM Brigade
eq_mind_wipe
Thu Sep 11, 2003 7:00 am
#9

A very small percentage of the player population wants to PvP.


I really wish SOE would designate some PvP servers so people like you would get lost.


Nerfsinger
Thu Sep 11, 2003 7:05 am
#10

If you really want devs to notice your arguments, you shouldn’t be so obviously biased. For example, there’s no mention of HAM, armor piercing, slow attack animation, range etc for the weapons you mentioned.


“we suck in pvp”


Never felt this through my career. Even before I hit master I was able to equal and better every class except BH. When I hit master only BH has a slight edge. Haven’t faced any new Commando weapons yet.


“the rifle of the weak and/or meak (not misspelled)”


meak is a type of sword or hook, sure it isn’t misspelled?


I would agree with the whole gist of the post, commando weapons need to be rethought. Devs are already aware of this; I’ve heard mention about making them less effective vs. infantry.


I think it would be best to make constructive criticism and present complete facts instead of just skewed facts to best make your case and have the dev take notice. Since you’re a master weaponsmith and a rifleman, you have a lot more info available to you than many others to be able to accomplish this.




Mats Skyrider
Kettemoore
Norstar
Thu Sep 11, 2003 8:08 am
#11

One of the main problems, as I see it, with T21s v/s commando weapons is this:

For the commando weapons, all the unique resource requirements were removed, no so for the T21 or ANY other weapons (discounting the LLC, of course).

This obviously effects the overall effectiveness of the weapon, as smiths can now simply find the best material possible for the job. For the T21, the resources that have spawned so far for the very specific requirements on this weapon have been far from stellar in quality. Perhaps a small solution would be to increase the quality of the rare materials for a couple resource spawns, as I have a hard time seeing any weapons creator intentionally using sub-par materials for a design when MUCH better metals, chemicals, etc, are available.

I am sure the new weapon's power will be cut significantly when/if the devs decide to put in the specific resource requirements again, but I fear the damage has already been done, with countless copies of these high powered weapons already floating around.
VVorf
Thu Sep 11, 2003 9:38 am
#12

I actually dont care for PvP at all I prefer to explore the PvE. Where it was actually possible to hunt big game solo before its no longer possible.


And i know that when you hit master the weapons becomes much better. But there are countless people ot there who are not masters.


Thirdly, the stats were provided as tey were becouse they were the only weapons to undergo a drastic change, not becoause i was picking on commando.


I use to be a commando as well but had to drop it to progress as a weaponsmith. The commando weapons do need to be that powerful. All im saying is that as it stands right now. The T21 rifle as well as DX2 pistol and elite carbine require a major overhaul to be balanced since they are the elite weapons for elite proffessions.




Bhodi Lee(SK)Master Weaponsmith
Maigrey Morriana(SK) Dark Jedi Knight
Mynroe
Thu Sep 11, 2003 10:46 am
#13

i definitely agree. the elite weapon class weapons are just not good. i see more pistoleers using fwg5 than dx2 by an exponential amount. most caribeeners i know use laser, and most rifleman i know use laser as well.


i personally like to mix it up between laser and spraystick, depending on opponent's range (i don't have sneak yet, so i change weapons instead of moving hehe). as a pistoleer, i use fwg5 almost exclusively, with the odd exception of heat resilientcreatures, in which case i put on the dx2 or scout.


in any case, the elite weapons are just not elite. how long must we wait for good resources to spawn, anyway?




-=-=-
Jenyme Fujikuro - Starsider - Ranger 4344, Sharpshooter 1102
-fishing-- the only nerf-free pasttime left-
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