Rifleman Archive

Thread: The poop on the Combat rebalance, someone FINNALLY got answers from Fan Fest.

UWSkeletor
Thu Jun 10, 2004 4:06 pm
#144

well, I didn't read through the entire 7 pages, but is anyone else a little worried that when the combat balance hits we won't have a correspondent to help us? It seems they are pretty slow at replacing correspondents.



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Skel Etor
Valcyn
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XaverriJade7
Thu Jun 10, 2004 4:19 pm
#145






UWSkeletor wrote:

well, I didn't read through the entire 7 pages, but is anyone else a little worried that when the combat balance hits we won't have a correspondent to help us? It seems they are pretty slow at replacing correspondents.






It does seem slow


However, klaw has told me that he and TH are working together to get a new correspondent ASAP (no, I'm not applying, was trying to get some info ). Also, he has said that 'it will be balanced' in regards to the CB. He did not say 'I think' or 'it should be'. It seems he's quite confident about the Devs fairness in all this, so I'm content to wait





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torsoccer04
Thu Jun 10, 2004 6:37 pm
#146

heh...i think the rebalance will bury the hatchet...this game is doomed....hopefully you guys like flight simulators b/c that's what JTL will be



Kael Vuldon
Former MBH
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Waste93
Thu Jun 10, 2004 7:16 pm
#147






torsoccer04 wrote:

heh...i think the rebalance will bury the hatchet...this game is doomed....hopefully you guys like flight simulators b/c that's what JTL will be




I don't think that the hatchet will ever be buried. There will always be issues that people will complain about or they will want abilities other have for themselves. But I'm hoping it will stop most of the ill will.




Colonel Waste - The Wookiee Crusader
PsychoticChipmunk
Thu Jun 10, 2004 7:39 pm
#148

Well we won't know the effect of the balance till it is brought out. And quite frankly I think we'll have a great correspondent when that happens. (remember it's roughly 2 patches away meaning 3 months) Hell there are too many guys that would be great for the job if that's possible. After this whole debacle I'd throw my vote in with Waste since he says what I want to only with much better articulation and elegance. And he owns a good calculator


The funniest thing about the quid pro quo (besides you guys cutting down on the length of the hourglasses which seems to be too rare in debates) is how great points involving past info were given out (most of which I remember reading) but noone could link to it anymore so they were all of them disregarded. Ah well everything is probably being ripped apart so calling us balanced because of this and that factor is pointless since they're no longer in the game come August-ish.


And I happen to enjoy flight sims so the JtL is going to keep me around for a good long time.



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Boniss
Thu Jun 10, 2004 9:58 pm
#149

I just hope this doesnt turn into a big pile of bantha poodo!!



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PyscoJuggalo
Thu Jun 10, 2004 11:28 pm
#150


Message Edited by PyscoJuggalo on 06-11-2004 02:29 AM



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
BaronJedi
Fri Jun 11, 2004 12:14 am
#151


I think that the 75% reduction was a good thing. Normal player damage is just too insane for PvP. Buffs/food don't necessarily need a nerf but secondary stats could maybe be capped or simply make it so they don't have such a dramatic impact on HAM effects. Stims definately need to be tone down or at least given a more advanced medic requirement.


If everyone had the same DPS this game would be extremely boring. There would be no point. "OMG okmgg! that wizardd outdmged eme! nErffFF!ff!!!"


Seriously, "fair" isn't some stupid concept of 50/50. It is being able to play the role you signed up for. Pistoleers NEED to be anti-melee because their weapons are most effective in that 20m melee range. And that means they need to be defensive, as far as melee defense and state attacks. If Rifleman isn't going to be an effective close range "kiter" then it needs to be highly damaging, or offensive.

Message Edited by BaronJedi on 06-10-2004 12:16 PM




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Waste93
Fri Jun 11, 2004 6:06 am
#152






It could. However if you go to the site I listed earlier you will see that the specials do have a base chance for the status effect to stick. LowBlow was at 50 and a TKA's KD2 is at 75.


I searched the pistoleer boards and saw no such sticky.






Found one of the posts if you want to look at it. I had the wrong author. It was written by Noules000 . He dida fair amount of early testing as did VolstedGridban and Philosopher1976. Here is a link to one of his.


Pistol Specials Testing






Colonel Waste - The Wookiee Crusader
bountyhunter229
Fri Jun 11, 2004 11:06 am
#153

This is how the ranged professions seem to work to me:

Pistols: low DPS, high defense, good variety of damage types and specials for dabblers in BH, Smug & Pistoleer

Carbines: low DPS, poor defense, good status attacks, can dabble with BH

Rifles: High DPS, high defense, must master rifleman to be good

Currently rifleman is the ranged king if you are willing to master the profession (and marksman like I have). Pistols are good for dabbling in and having a variety of cheap weapon with different damage types to use.

After combat rebalance designed to even-out the DPS, pistols will be the undisputed king of ranged professions. When you add in the movement changes that will benefit pistols, that just sweetenes the deal.

The range penalties will not be enough to counter these changes. Stealth attacks, one shot kills and much longer range would be needed to make rifleman a true sniper and move away from the heavy machine gunner tyoe role that we currently hold.

I hope the information in this thread is wrong, or at least very incomplete.

Message Edited by bountyhunter229 on 06-11-2004 02:09 PM




snyker
Fri Jun 11, 2004 4:45 pm
#154


Waste93 wrote:

Now we also have to factor in the specials. Rifle is +15 so we have a total of +185 moving +175 not moving. Pistol have +50 so we have +175 moving and +145 not moving.





Are you describing some sort of accuracy bonus for specials? I wasn't aware of this. Can you clarify for me?
DeathKnell
Fri Jun 11, 2004 4:57 pm
#155

Wow, thanks for the information disheartening as it is.
Waste93
Fri Jun 11, 2004 7:21 pm
#156






snyker wrote:




Waste93 wrote:

Now we also have to factor in the specials. Rifle is +15 so we have a total of +185 moving +175 not moving. Pistol have+50 so we have +175 moving and +145 not moving.





Are you describing some sort of accuracy bonus for specials? I wasn't aware of this. Can you clarify for me?




Yes. All specials have an accuracy bonus built into them. Pistols have a bonus in their higher end specials in the +40 - +50 range. Rifle have a +5 - +15 bonus. So even though Riflemen have a much larger accuracy bonus in their profession skill mods. Once you factor in the bonus for specials the two professions actually have rather similar accuracy mods.


Which is why a Master Riflemen and a Master Pistoleer will usually hit at their least favorable range. For their mods, with specials, is generally high enough to hit the to hit cap which is about 95%. At least against MOBs.


In PvP you have different issue. That is you have defenses of +125 dropping the accuracy to +60 ( Riflemens +185 accuracy minus the 125 defense).And that is before adding in movement and range penalties. If the movement penalties are just -30 each that drops the accuracy down to +0. Which is worse than a Novice Marksmans bonus. How did i get a number of -30 for movement? Logic, since the Pistoleers have at best +30 movement accuracy bonus. It's unlikely their bonus would be greater than the penalty. So it's logical to say that the movement penalty is at least -30.


Which is why you get so many complaints about people being unable to hit the defense stackers in PvP. You also have to factor in the weapons range bonus/penalty and you can easily drop negative in your to hit accuracy.


This shows the huge disparity between PvP and PvE which is why trying to fix one will adversely effect the other. They are not using the same system really. So changes to one will have an amplified effect on the other.



Colonel Waste - The Wookiee Crusader
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