Rifleman Archive
Thread: Rifle Poll: Increase Cap to 1400
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Cpl_Fisher
Sun Aug 28, 2005 8:29 pm
#14
Warmaker01 wrote:
Cpl_Fisher wrote:
Ackehece wrote:
Heorot wrote:
From a discussion I had with a friend.
How many rifleman feel like as all weapons are now hitting Dmg / Spd / SAC caps that the cap on Rifles should be increased to 1400.
Thanks for your time.
Bad idea... in game balance is set to the weapons having the maxs they do. If you change it you change the game balance significantly.
Better to make the crafting harder or give more fields to experiment in so the weapons don't hit cap as often.
Every weapon class having about the same dps isn't my idea of balance.
Random thought. VASTLY increase the Rifle Accuracy in Rifleman (with alot of it in Master, of course) and up the Damage Multiplier in Rifleman Specials. At the same time, for balance and to make Rifleman standout, increase the time intervals with these Specials. It would make Rifleman slower, yes, but it would allow Riflemen to hit very hard and very accurately. It would also seperate the feel between Rifleman and Carbineer.
Not sure how the Rifleman community would feel about that.
Since my character has both Master Rifleman & Master Carbineer, I can honestly say my speed and good damage capability with Carbines is far more formidable than when I'm using Rifles. The only thing that keeps Rifleman from being a Carbineer-esque profession is Sniper Shot.
My opinion is that Rifleman should hit hard and fast. We are single target damage dealers, I want to see us head and shoulders above everyone else in this regard. Let Carbineers be med damge aoe specailist.
GriffinsMyth
Tue Aug 30, 2005 3:22 am
#15
Commando Weps should be the hardest hitting weps out there, but their speed and SAC should be the counters. It lame how them weps are now, even the Proton Rifle pales compared to my Rifles, less dam, less speed, higher SAC, its stupid.
As for Rifles, are you bloody nuts?, with the current cap and a +200 dam pup I can hit things for 4.5k dam using sniper on aim. What Rifleman need is a role, currently I find it best to use Pistol and Carb specials and only use Rifle for its range. Sniper shot takes too ling to set up, cover is pointless as it takes you half an hour to get in place and conceal is very unreliable. The only other special we get is Headshot (which is less damaging then legshot, go figure) and Startle, which is just a disarm at Master Level, and its function has been severly reduced, you only stick one every 4mins or so. I say a carbineer with a rifle is deadlier then a rifleman with a rifle at this stage.
maximum_markus
Tue Aug 30, 2005 9:48 am
#17
You don't want to be too overpowered, then everyone whines about you being a rifleman.
nacon
Tue Aug 30, 2005 12:24 pm
#18
I say leave the rifles alone bringing them to a 1400 cap would only make it so i have to spend more credits on another rifle after I bought a T-21 for 13mill, HLR for 12 mill, a adv lazer for 10mill and a trando for 15mill. (they all near dam cap and sac cap). i say leave it the way it is if you know what your doing then you should be good. Right now with any of these rifles 1146-1183dam rifles with a pup added i can get 1340+dam with a pup. Not even the best healers can keep up with this type of damage being laid on them. As for killing ancient krayts, gorax and the acklay if you know what your template can do well you can solo them all and much more.
Message Edited by nacon on 08-30-2005 12:28 AM
Warmaker01
Tue Aug 30, 2005 8:16 pm
#19
The reason I came up with my previous reply was this:
Giving a marked difference in playstyle to Rifleman.
Pistoleer is short ranged, very fast, respectable damage, good target control.
Carbineer has respectable control, good range, good damage, fast.
Rifleman has good damage, good range, and fast.
But you know what? My Carbineer can do the same job of a fast attacking damage dealer just as well, if not, better.
My idea is different from my previous perception to the CU-era Rifleman. My perception of Rifleman was essentially filled by SWG's Carbineer. I sought to take the route inspired by Sniper Shot, and make us slower attacking, but highly accurate and massive damage dealers. No intimidates, no KD, no Snares, no stuns... just well placed, massive damage.
Giving a marked difference in playstyle to Rifleman.
Pistoleer is short ranged, very fast, respectable damage, good target control.
Carbineer has respectable control, good range, good damage, fast.
Rifleman has good damage, good range, and fast.
But you know what? My Carbineer can do the same job of a fast attacking damage dealer just as well, if not, better.
My idea is different from my previous perception to the CU-era Rifleman. My perception of Rifleman was essentially filled by SWG's Carbineer. I sought to take the route inspired by Sniper Shot, and make us slower attacking, but highly accurate and massive damage dealers. No intimidates, no KD, no Snares, no stuns... just well placed, massive damage.
Kregi
Tue Aug 30, 2005 8:48 pm
#20
My damage pupd bowcasters hit 819-1433 and 825-1443. 3k hits in PVP using sniper shot sometimes.
Message Edited by Kregi on 08-30-2005 08:48 PM
Kregi
Tue Aug 30, 2005 8:49 pm
#21
Increasing actual damage cap to this would be ridiculously stupid of the devs. But I guess they are not beyond idiocy sometimes
.
Message Edited by Kregi on 08-30-2005 08:50 PM
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