Rifleman Archive

Thread: Speed nerf proposals are not fake

Elvandar01
Fri Mar 12, 2004 8:24 am
#1







So, I was browsing these forums and seeing a lot of people asking about possible speed nerfs (i.e. changing rifle speed cap to 3 seconds), and then even more people for flaming the original posters for posting false claims and I even read that klawlegna wasn't aware of any 3 second cap. Well here's where it stems from:


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036






Combat Speed Change Proposal:


So it appears that we have a problem at higher levels. The skill mods, combined with sliceability of all of our weapons results in all weapons (At higher levels), hitting our speed cap. This means that the fastest any weapon will ever be is 1 second, and it dimishes the differences between all of our weapons and skill trees.


My proposal is that we implement a variable speed cap based off of the weapon. So pistoleers and 1hswords would use a .5 second speed cap, while riflemen/pikemen would have a 3 second minimum speed.


The end result is that weapon/class differentiation would increase, which would allow me to enhance the functionality of each class. I could raise the damage on carbines/rifles because I would be guaranteed that they wouldn’t be fired as quickly as pistols. The DPS problems in pistoleer could be minimized by increasing the speed mods, as they would have more total effect on the firing speed.







Riflemen:
Problem #1:

Development Hates Riflemen.


Solution #1:

We don’t hate you.


Problem #2:

Take Cover is not particularly effective given it’s penalties. It immobilizes you (at lower levels) and doesn’t give adequate protection.


Solution #2:

I’m going to try to improve the protection values of take cover. I’d like to see these protection values scale from their current value to a much higher protection level at higher levels. Sure you lock yourself to crawling/prone, but I think it should give a much more significant level of protection.


This will also enhance the "anti-sniper" moves of riflemen. If cover is more useful, more players will use it. If more players use cover, the anti-cover moves become more useful.


Problem #3:

Rifleman accuracy is lacking against moving targets.


Solution #3:

Along with the take cover defensive bonuses, I think it’s appropriate to add a large(ish) attack bonus to go with take cover. This will further enhance the "purpose" of rifleman. I’ll also investigate the toHit bonuses for all rifleman skills.


Problem #4:

Rifleman damage output is too low given the delays involved.


Solution #4:
Once we add the speed cap, I will investigate improving damage output. The combo system I have proposed will nicely fit into the rifleman attack paradigm.





And another Combat Proposal post from Holocron clarifying some more issues found here:


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=570433


It states:


Speed Caps:


So .5 second for pistoleers was an example. It’s not guranteed to be that.. It might still be 1.0 seconds due to server performance.


Any weapon that has it’s attacks slowed down due to the speed cap will have a commensurate damage increase to go along with it.






Yes, the information may be old and could be considered out of date, but there has yet to be a significant combat pass stating different intentions since the date of this post and this very well may be what the devs have in mind, so you people shouldn't be so quick to flame people asking about speed caps, when the devs really did propose this.

Message Edited by Elvandar01 on 03-12-2004 09:28 AM



Avatar- / Elvandar
UmmonPrime
Fri Mar 12, 2004 9:30 am
#2

Ya, make us slower, but pistols can still be fired from 64 m.....



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haun
Fri Mar 12, 2004 9:43 am
#3

quit crying - you've had your time at the top.


time to step down and get balanced like the rest of us





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KardenTyrell
Fri Mar 12, 2004 9:45 am
#4

you havent read it accuractly enough haun....this will means our damage output will be greater, with the cost of lesser speed



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b_ming
Fri Mar 12, 2004 9:58 am
#5






haun wrote:

quit crying - you've had your time at the top.


time to step down and get balanced like the rest of us








i think u mean broken like the rest of you.






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raymandust
Fri Mar 12, 2004 10:00 am
#6

it has been said many timesbefore.......... ill say it agian


if its not bronken dont fix it


instead fix what is broken


i hope they fix all broken profession iwentpistoleer first and loved it but its just not got it


im sure the devs are doing there best but if blame is to be placed blame sony or lucas, the big guys on top that never hired enough progammers or coders or tester in the first place


dont blame the coders mate they only have two hands and are probably over worked try writing a progam and youll see


the game has many flaws but ill keep playing with them all


got to love it


cya in there bring on the new jedi system god that will be fun


Ackeck
Fri Mar 12, 2004 11:18 am
#7

Personanlly, I'd rather see the cap be done by weapons instead of by profession (like a T21 is hardcapped at 4, a spraystick is hardcapped at 2, an FWG5 is hardcapped at 1). But of course, none of this is set in stone yet.



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KnPorter
Fri Mar 12, 2004 11:44 am
#8

Hello Everyone, I dont see what the problem would be if they do give riflemen a new speed cap if they also increase damage accordinly.


In Fact it could actually help. I am a Master Rifleman with a +7 speed tape. I can fire every special at 1 second intervals. The HAM cost is absolutely huge. If they were to slow the rate of fire down and increase damage, it should actually make me less dependent on Drugs.


Of course until we know more about the Combat rebalance coming in publish 8 it is impossible to know for sure what the end result will be.



Thanks!



Gimperial666
Fri Mar 12, 2004 11:58 am
#9

I do like the post about CAPPING SPEED BY WEAPON... That makes more sense in the fact that weapons are well...different... and evreyone can have the same skill sets... So i dont think this would make sense to cap evreything at 3... an uzi fires faster than a m16... Famas & P90 riffles fire faster than an AK47... ect ect ect

I think this is a more realistic change than a RIFFLMAN hard cap... Plus I think its a tad bit more of what they originaly intended.



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WayneInAustin
Fri Mar 12, 2004 12:12 pm
#10






KnPorter wrote:
Hello Everyone, I dont see what the problem would be if they do give riflemen a new speed cap if they also increase damage accordingly.
...



KnPorter...
The key word in your statement is "accordingly". A 3-second cap is a huge nerf. And you can be guaranteed that they will NOT increase damage 3x to make up for it. In fact, I would strongly doubt they wouldeven double damage. 50% or less would by my guess ...AT THE MOST.


But let's just wait and see...





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Jedi_Redemption
Fri Mar 12, 2004 12:39 pm
#11

KnPorter -


From a Master Carbineer who is now moving into the Rifleman Field...


The HAM costs on a Rifle are nothing compared to a Carbine, believe me.




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vonbraat
Fri Mar 12, 2004 2:12 pm
#12

huan is right. this is a much needed fix. even when i was a MRM i still couldnt bring myself to believe the profession is broken. it has a few broken specials like all other combat classes but you guys are kings compared to most profs. take your heads out of the sand people. you do 3x the damage pistoleers do and have the same speed cap. its ludicrous. putting a speed cap and nerfing the jawa ion rifle will bring this prof back down from god-mode.



and there was much rejoicing...
BlakeIeldan
Fri Mar 12, 2004 2:25 pm
#13

Do you understand...Why would you nerf us back down to broken. Wouldnt you rather be fixed on level with us? Hmmm...



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