Rifleman Archive
Thread: Rifleman Issues Designer responses
I think it's useful to stop and summarise some of the main points on this page so the DEVS understand what we need:
1. Cover/sneak (radar invisibility in PvP)
2. The ability to take out an enemy player's mind bar in one shot (HeadShot 3 at master rifleman with a T21), without massive HAM costs.
3. Effective range to at least 100 metres
Devs, Im sure these changes are not too difficult to implement.
If something isn't done soon Im going to join a useful profession like BH, smuggler, or pistoleer. It's a shame though, as an elite sniping/rifle profession would be worth the effort required to master. At the moment it's not worth it.
kTamorel
Flurry
I haven't been in the rifleman catagory for very long and I've read...well about half of theother7 pages in this post...just a few things I'd like to say ![]()
Range: 64m...I think this is a good max range...perhaps push it to 70m but no further....I think the pistols/carbines should have a short max range. It'll piss off the pistolleers for sure but it's not right that they should have the same max range regardless of the accuracy.
Accuracy: Why can't we get solid hits at 64m if the ranges aren't changed...it makes no sense...the realism point I can understand...but if the other weapons have the same max range then realism's out the window anyway. I think with a T21 we should be getting solid hits from ranges 64m-60m if the ranges don't change.
Mind pool cost: I'm human witha t21, 900 mind, 600focus and 600 willpower my mind pool is ZEROED within 15-20 special shots...and not all of those will hit...if ya stop to think about that for a sec...ya in a mutliple target battle in a group with a slow fireing weapon and after 15-20 shots you can only do a special shot every 3-4 shots or so ulness ya drain ya pool completely and then of course you're gonna die if one of the opponents range hits ya...really think on that...pistols and carbines do not have anything like that kind of penalty cause they can heal.
Sniper - one shot kill: Okay...so maybe I'm not talking about taking out a kyrat dragon in one shot...that would be silly...but I would expect rifleman to have a kill all shot...I would welcome a shot that could kill say a sharnaff (not a sharnaff bull - one of the regular ones) in one shot but drained my mind pool by 200...that would give me 4 such shots before I needed to rest...make it 300 and that would only give me 3 such shots....is that enough of a penalty? I think so....and that would be aMASTER rifleman ONLYskill
said my peace...I'm not all that unhappy with the rifleman class but I haven't advanced that far into it yet so I don't know the full extent of it's problems...I'm sure I'll find more ![]()
first off i'd like to thank ypiana for taking the time to post some hard facts
second the max range of the rifle needs to be extended to a minimum of 100meters period end of story nuff said.
Was talking to a friend that is a Pistoleer of some skill, and he mentioned that he can do 2000 points of damage with a good special shot. I don't remember which it was... TwinkShot2 I think.
No pistol, with any special skill should be doing that much damage. Pistols are all about speed, not power. What I see in the game is that someone is SOE really likes pistols. There are 3 elite/hybrid classes that have pistols in them, and they all give amazing special attacks that can trip, and stun, and blow holes in planets. Might be something better for the pistoleer forum (but I don't want to incur the wrath of thousands for suggesting a balancing issue), but maybe each of the different trees should have their own flavor of pistol XP. BountyPistol XP and PistoleerXP... everyone out there picks up all three of them (BH, pistoleer, smuggler) and they turn into a damage elemental.
What do we have? We have tripple damage from the most popular attack form, and attacks that minorly inconvienience. I've seen regular LegShot2 (or ActionShot1, can't remember) that has stunned the target. If any attack should stun or dizzy a target, it would be a rifle attack... it's heading the target's head. I've never seen HeadShot or MindShot inflict any type of state on a target.
Lets hope riflemen can actually be snipers some day. I wont go into cover in pvp too long...
These are all known issues Whata, Theirs two schools of thought the
A.) Your not a master rifleman so shut up because your going to lose at PVP until you get to master so Deal with it.
and
B.) We think you should have an even progression of power up until master instead of the huge jump at master.
As of now, you just have to hold out for master and hope the devs take a look at the matter. (But rifleman are very capable foes once we reach master, though not without our bugs and weaknesses.)
This thread is now 2 weeks old ande there was now reply yet from a Dev. I mean it's obvious that there are a lot of porblems with our class and it's great that someone at last seems to have looked into it. Even if the answer was "brief, because the have so much professions to look into". Well I always looking into things was Q'S job that he gets paid for? What happend in the meanwhile? How about and Update? How about a clarification to #4 of Q's post?
I have a problem:
When I use the take cover skill I get attacked by someone else (that we know) BUT when I stand up I cant run he walks like a f***ing senior citizen, AND if I get Incap. by him I cant move at all when I wake upp!!!!!!
It took me 20min before I could move and it didnt help by logging out!!!!!!!!!!
Something needs to be done or simply remove the silly skill untill it works!!!!!
//Aethlon Surbaa /bria
Trophy,
I have had the same problem with take cover recently. When I get up from "take cover" I move extremely slow. If I relog, I cannot move at all. What seems to clear this problem up for me is to stand then kneel over and over until I regain my speed. I bugged it ingame, but who knows about that. Hope this helps.
Dragomere