Rifleman Archive

Thread: Rifleman's Weakness. Anyone else see the as a big problem?

Sargothas
Mon Jan 26, 2004 10:50 am
#1

As I read so much regarding the upcoming changes regarding our class, I am curious if others feel the same regarding weaknesses in our class that I think make a huge impact, yet have not seen anyone bring to light.


The weakness is defense vs. special states. Currently, I am a Master Marksman/Rifleman/Commando. Not counting the commando skills (which do not signifigantly help this situation, only adds to short-ranged damage capability) buttherifleman class has practically no defense to knockdown, posture change, dizzy, stun, blind, etc. Now a lot of folks talk about our speed (which is only good at master) or our ability to target the coveted mind pool. But what I fear is that many folks do not consider that a rifleman is possibly the easiest combat class in the game to affect with special states.


I know PLENTY of you fellow rifleman have experienced this. It seems ANY time I am in pvp, if a bh, melee'r, smuggler, or carbineer attacks me, Im on the ground, or dizzy, or blind. Its almost guaranteed.


Now, I dont expect a nerf for state changes, etc etc... What I amhoping, itthiswill taken into consideration when the combat rewrite is laid out. Yes, rifleman have some great advantages, and I would not trade in my skills for anything. However, its quite easy to negate a rifleman in many ways also, and I would hate to see us gimped due to our advantages, without looking at the drawbacks with the same fairness.


Anyone else feel this way?



-----------------------------------------
Sargothaas Maalnix
Master Rifleman / TKA / FS
Rebel Ace

Former Masteries: Architect, AS, Artisan, Commando, ID, Entertainer, Scout, Smuggler, Pistols, Ranger, SL, Medic, Doctor, CM, WS, Tailor, DE, Swords, Pikes, Brawler, Marksman, Chef, Fencer, Merchant

Lexu-Jani, Rori, Chilastra Server
http://lexu-jani.com
LLJK_Griz
Mon Jan 26, 2004 10:58 am
#2

Huge damage output is balanced by poor defense.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Uhews
Mon Jan 26, 2004 11:02 am
#3

Only professions with signifigant defense vs posture chabge and kd are pistoleer and fencer. Everyone else has trivial defenses or none at all. Riflemen get very nice ranged and melee def. Carbineer get I think a total of 25 ranged def and no melee def at all, and they have very little def vs posture or kd. Its not in the rifleman profession to not be kd'd.


Look at tka, carbineer and swordsmaneven they have some pitiful defenses vs states. Swordsman gets def vs stun in a huge amount... oh good so they cant be stunned while they are kd'd, intimidated, dizzied, and generally shot to hell .





Uhews Aregood


Tempests Most H4KD Loved Imperial



Sargothas
Mon Jan 26, 2004 11:07 am
#4






LLJK_Griz wrote:
Huge damage output is balanced by poor defense.







Wherethis huge damage while we are blind and on our backs? Or huge damage when we get speed capped reducing out DPS by 1/3? That "benefit" only serves us if we get the first shot, and with no range bonuses, a carbineer or smugler can get a knockdown on us just as fast as we can headshot.


Lets also not forget, with a 75% reduction to PvP damage, that means that we also take the biggest reduction in our "huge damage" benefit. However, state-changes get no form of reduction.


Again, all Im hoping is that we arent nerfed for our strengths without looking at a glaring weakness. And not to flame, but are you a rifleman with pvp experience? You sig only says weaponsmith, so I wanted to ask if you've had first hand experience.




-----------------------------------------
Sargothaas Maalnix
Master Rifleman / TKA / FS
Rebel Ace

Former Masteries: Architect, AS, Artisan, Commando, ID, Entertainer, Scout, Smuggler, Pistols, Ranger, SL, Medic, Doctor, CM, WS, Tailor, DE, Swords, Pikes, Brawler, Marksman, Chef, Fencer, Merchant

Lexu-Jani, Rori, Chilastra Server
http://lexu-jani.com
Sargothas
Mon Jan 26, 2004 11:14 am
#5






Uhews wrote:

Only professions with signifigant defense vs posture chabge and kd are pistoleer and fencer. Everyone else has trivial defenses or none at all. Riflemen get very nice ranged and melee def. Carbineer get I think a total of 25 ranged def and no melee def at all, and they have very little def vs posture or kd. Its not in the rifleman profession to not be kd'd.


Look at tka, carbineer and swordsmaneven they have some pitiful defenses vs states. Swordsman gets def vs stun in a huge amount... oh good so they cant be stunned while they are kd'd, intimidated, dizzied, and generally shot to hell .








This helps me see things better. Perhaps holding the T-21 attracts more attention to me than others, and I just tend to bethe more lucrativetarget. I seem to notice that I spend alot more time with bad "states" as most of the folks I fight alongside. This could easily be a misconception that Im more vulnerable. Thus the reason I asked the other rifleman out there.



-----------------------------------------
Sargothaas Maalnix
Master Rifleman / TKA / FS
Rebel Ace

Former Masteries: Architect, AS, Artisan, Commando, ID, Entertainer, Scout, Smuggler, Pistols, Ranger, SL, Medic, Doctor, CM, WS, Tailor, DE, Swords, Pikes, Brawler, Marksman, Chef, Fencer, Merchant

Lexu-Jani, Rori, Chilastra Server
http://lexu-jani.com
Barsabbas
Mon Jan 26, 2004 11:31 am
#6

Hrm, seems to be a lot of idiots posting and completely missing the whole point of your post. But i'm there with ya on what you're trying to say. You can pretty much count on the devs to not take into consideration anything about range or defenses when they revamp. Right now they're saying, "Gee, rifles shouldn't be as fast as pistols." If you think they're thinking anywhere past that, you're giving them too much credit. Sorry, that's just the way they are, you either deal or become one of the people with a reactivated account when the space expansion comes out.
XaverriJade7
Mon Jan 26, 2004 11:43 am
#7

Not something I noticed too much Sargothas, thanks for bringing it up. However, I find that things work out pretty well as they are (at least for me). Before status changes have a chance to become a problem, my enemytends to have gottenincapped and is now harmless. The vast majority of the time that is


However, with any changes to our RoF, I would advocate strongly for more in the way of def. vs. XYZ etc...


Until then (and I do not seriously think there will be a 'then') I'll take my ranged/melee defense over def. vs. status.






Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
ShadoMoopa
Mon Jan 26, 2004 11:54 am
#8

i see what your saying. I am almost master rifleman(4-3-4-3) defense is a problem in pvp becuase We loss the advantage of cover. Also i agree with poeple that say defense isn't in the profession. if there was i way to give a bonus for cover in PvP i think it would best balance that out and stick to the profession.



Sargothas
Mon Jan 26, 2004 12:23 pm
#9

Thanks to everyone for the responses thus far. What I think I may have not addressed clearly, is that my concern is not for the "current state" but the potential situation that can occur if the rewrite drops our speed significantly.


Of course, since only limited info has been given on the potential rewrite, I will use some "rumor mill" information to explain better the situation.


Suppose we do , in fact, get hit with a 3s speed cap. Now, from what I have gathered is that carbines will go to 1.5s and pistols to .5 (even 1s would be enough to demonstrate.) Now, most of the time, one shot kills do not occur. So say I hit a smuggler with a headshot and do 300points of damage. Now, my timer starts counting to 3 seconds. The smuggler on the otherhand now get to spam 3 (if they get capped to 1second)shots at me while he closes the distance. All he has to do is hit me once with a low blow or panic shot, and the chances of me taking a state-change is very high. Yes Ive got good ranged defense, but the chances of him landing at least one hit out of 3 is pretty high. Basically, a carbineer in this scenario would get 2 chances at a knockdown for every one chance we had to fire back. I also acknowledge that there are timers on state-change effects that prevent players from stacking them constantly, but if you miss the first one due to the riflemans ranged defense, you still get one or more chances to be successful. This is where my concern lies.


The DPS can be balanced easy enough. Bringing pistols or carbines in line with rifle on a DPS basis is great, and you will get no complaints from me in that aspect. But limiting our shot potential to 1/2, 1/3 or as bad as 1/6 of the other ranges classes is horrifying to me.


I hope this makes the point I was trying to make a bit more clear.



-----------------------------------------
Sargothaas Maalnix
Master Rifleman / TKA / FS
Rebel Ace

Former Masteries: Architect, AS, Artisan, Commando, ID, Entertainer, Scout, Smuggler, Pistols, Ranger, SL, Medic, Doctor, CM, WS, Tailor, DE, Swords, Pikes, Brawler, Marksman, Chef, Fencer, Merchant

Lexu-Jani, Rori, Chilastra Server
http://lexu-jani.com
Jeisyn
Mon Jan 26, 2004 12:42 pm
#10

couple things (that have basically been mentioned) - but this is how i think of it.


We do wicked amounts of dmg.


We have the best ranged and melee defense of any ranged profession (and better than most melee professions).


We have the most powerful AE shots in the game (arguably flame dot is more powerful...arguably).


We are the most efficient dealers of mind dmg (aside from combat medics.)


We have the best armor piercing capability (Heavy AP and stun dmg's).


those are our basic strength's.


weaknesses include:


mind HAM cost.


essentially no decent Defense vs Status rendering us completely at the mercy of Melee and ranged status'.


no status shots of our own except Stunned and Dizzy - which are marginally useful. You do get suppression fire from the ranged support tree, but it's unreliable at best. We relyon all out dmg. nothing fancy.


HAM costs make it difficult to wear armor - extreme drugs, buffing, and food use required to wear a suit of composite.


that's basically it - whether you think this is fair or not is the big question - i guess.





Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
fiarhaven
Mon Jan 26, 2004 7:25 pm
#11

bh's are the easyest to hit with state changes, they have no defences




Fairhaven La'wen
Bounty Hunter
You can run, but you'll just die tired.
Eaca
Mon Jan 26, 2004 7:39 pm
#12

If I find myself on the front lines in a PvP conflict,I don't stand my ground, I turn around and run away. We're not front line soldiers. Leave that to the pistoleers and melee professions. Don't stand around spamming your AE shot, you only draw attention to yourself. Sit back and take pot shots at people engaged with someone else. I like being scared of TK's and carbineers. We're not supposed to be the gods of PvP, we're supposed to be part of a team.


Personally I hate that they're taking out stacking defenses. They should have increased carbineer and pistoleer stacking offenses, and forced us to use the /aim command. I did an experiment with one of those "uber" defense stacking templates. I was able to hit them 90% of the time with HS3 from 13m just by throwing /aim in front of it.


ItalianJediLord
Mon Jan 26, 2004 10:39 pm
#13

I think Commando and Bounty Hunter are the worst with state effects. They can both deliver lots of damage, but have no defense against blind dizzy stun or knockdown. I got tired of being knockdowned by tka when commando.
Page 1 of 2
Previous Next