Rifleman Archive

Thread: -=State of the Rifleman Address=- AUG 8 2005

PyscoJuggalo
Sat Aug 13, 2005 5:44 pm
#14






AxilX wrote:





Ackehece wrote:





Darth_Spike wrote:
Have the Devs said anything about the T-21 situation?






Sad Panda wrote:


No







why not give the T-21 an innate armor penetration?.. say 30%ish... might give us a chance to actually deal damage.





Because a cry will be let out, as if millions of nerfherders were stuck in the arse with a red hot poker.



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.
PyscoJuggalo
Sat Aug 13, 2005 8:48 pm
#15






AxilX wrote:





PyscoJuggalo wrote:





AxilX wrote:





Ackehece wrote:





Darth_Spike wrote:
Have the Devs said anything about the T-21 situation?






Sad Panda wrote:


No







why not give the T-21 an innate armor penetration?.. say 30%ish... might give us a chance to actually deal damage.





Because a cry will be let out, as if millions of nerfherders were stuck in the arse with a red hot poker.





at this point i really doubt it... most PvP'ers understand we're not a real threat, the only nerf cries we might have to deal with are Master defender jedi who can't go afk for an hour when they get attacked by a BH/rifle anymore.. The great thing about this method of improving the T-21 is the effect will scale based on your opponents durability... in most PvE situations and against PVP'ers with poor armor (situations we are already well suited for) we won't suddenly become overpowered, but we'll have a chance to actually inflict damage on heavily armored opponents (like all over 'nuker' professions do).






So the T-21 would reduce an armor's effectiveness by 30% when calculating the T-21's damage. So 50% energy resist armor would become 35% effective vrs the T-21. I think alot of people will scream over that.





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.
GraySeven
Mon Aug 15, 2005 12:26 am
#16

We are designed to kill at range, but currently have no viable means within our profession to keep targets at range. Add this in with the fact that our damage draws the MOBs in and its apparent that our snare needs some work, especially with the insane movement mods rifles bring.


Combining MR with Pistol 0/0/0/3 Gives us a decent enough timed root to open up the range, but we shouldn't have to rely on other professions to allow us to practice ours.


Without cover, we can get off two sniper shots before the MOB figures out our location, with cover we can get off 4 conceal shots or 3 conceals and a sniper, but none of these combo's do enough damage to alleviate the penalties we receive with movement, range, and keeping MOBs at range. Added is the fact that we have to be prone and standing takes valuable time that allows even more closure of the target.


IF you are lucky, a MOB may, MAY retreat. I'm not exactly sure what causes this retreat, so I can't count on it in battle. If I knew and could induce the retreat state at will, then I might not be so picky about our snare.


I won't get into the fact that my accurracy penalty with HS seems a bit steep, and that the criticals don't come often enough to justify the Action cost of that particularshot.


The Dev's have given our profession a very narrow definition, one that does not have enoughpositives to outweigh the negatives that come with fighting melee MOBs or PC's.



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

LxKane
Mon Aug 15, 2005 1:33 pm
#17


The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.


Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.


I see it this way either give us back our run speed or take away the close range nerf and give us aboost to accuracy and damage at close range.


When I think about shouldn'tI someone who has master the rifle be just as effective at close range as long, but shouldn't we be more effective at close range because my target is closer making it easier for me to target them and the mere fact that being a centimeter off the center of my target when only 50 centimeters away won't cause as much of a miss (or might not miss) as to being 65 meters away and being a centimeter off center of my target.


I understand the range nerf thing is there to keep us from charging in at our target but we have the one of the slowest run speeds of the weapon classes and have nothing to discourage people from coming close to us and have noting to keep them away. Snare is easily made useless by a simple burst run or foods.



And as the T21 goes. It might as well not be in the game. It is little more than a item for show the equivalent to a piece of furniture.


My MBH Heavy Lightning Rifle is far more effective in everyway with a lower SAC, higher DPS, andhigher Accuracy.


We MRiflemem might get the weapon bonuses but we sure don't get the weaponary.


AxilX
Mon Aug 15, 2005 1:47 pm
#18






PyscoJuggalo wrote:





AxilX wrote:





PyscoJuggalo wrote:





AxilX wrote:





Ackehece wrote:





Darth_Spike wrote:
Have the Devs said anything about the T-21 situation?






Sad Panda wrote:


No







why not give the T-21 an innate armor penetration?.. say 30%ish... might give us a chance to actually deal damage.





Because a cry will be let out, as if millions of nerfherders were stuck in the arse with a red hot poker.





at this point i really doubt it... most PvP'ers understand we're not a real threat, the only nerf cries we might have to deal with are Master defender jedi who can't go afk for an hour when they get attacked by a BH/rifle anymore.. The great thing about this method of improving the T-21 is the effect will scale based on your opponents durability... in most PvE situations and against PVP'ers with poor armor (situations we are already well suited for) we won't suddenly become overpowered, but we'll have a chance to actually inflict damage on heavily armored opponents (like all over 'nuker' professions do).






So the T-21 would reduce an armor's effectiveness by 30% when calculating the T-21's damage. So 50% energy resist armor would become 35% effective vrs the T-21. I think alot of people will scream over that.







i don't think giving what amounts to a small to moderate bonus to an obviously underpowered class is going to receive as much negative attention as you think. There will be some people who will 'scream' about it, but that's true of any change in any profession, and shouldn't stop development. We'll still do less damage over time than our melee counterparts, but perhaps we'll become useful in groups if the effect stacks with melee armor break, given our range advantage. It's not a lot, but it's a start.
hobieone
Wed Aug 17, 2005 6:19 am
#19

one workaround i found for our dibilitated snare is to trian a couple trees of carbineer with naster rifles and go with improved leg shot and yes it works using a rifle and alot better than our special does plus can use a carbines efiently enough when you indoors at close range when needed



just forget about the time line it nolonger exits her hasn't for some time. we're in a virtual star wars universe and it our time line not the movies. so its what we make of this universe ourselves. once this is realized then you'll start having fun
Ramona_Garcia
Wed Aug 17, 2005 12:56 pm
#20

And remember: The T-21 still has to deal with the 2000 armor against ranged energy attacks that a decent personal shield generator gives, and which stacks with every form of armor, even Innate Armor.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
dalessit
Thu Aug 18, 2005 5:45 am
#21

As far as the T-21 goes there should be a reason to use it. Right now there is none, you can get a better ALR made and anyone can use it.


Agree on Snare, the Carbine snare works much better.


Agree on Anger, I can pull aggro from anyone, TKA taunt, Jedi with Dominate Mind, etc..







Omaplata
Guild Leader: New Dawn Adventurers
Mirage City, Dantooine
What is best in Life?
To crush your enemies, to see them driven before you, and to hear the lamentation of the women, ha, ha ha!


QuantumArtist
Sun Aug 21, 2005 4:18 am
#22






PyscoJuggalo wrote:


I say currently Rifleman is a 1 trick pony (Sniper shot).




Things that I think that could improve us would be:


1) Making aim a counter to TKA COB, so we get a +500 accuracy buff for the same amount of time as improved COB.


2) Buffing our snare, but really this is a crowd control ability and I can live with it being weak if we are give other things.


3) Increasing the damage multiplyer on all our specials, not insanely but by .2-.4 more.


4) Decreasing the hate timer would be nice as well.





(Though I will state we really don't need these changes ASAP as there are profession alot worse off then us and they really need love before we get a lot of attention.)








Well shoot! While you're at it, just grant us a 45 second immunity to all damage too...


We should consider our range. The other professions cannot shoot from 65-80 meters. If you're basing your effectiveness off duels which begin at 15 m then its no wonder you're feeling ineffective.


Also, our lack of speed is to compensate for our range. There has to be a con with every pro. We have a great pro in our range, other people need to have a chance against this, hence our slower running speed. This allows for people to catch up to us and stand a chance.


We cant be kiting people into oblivion. You have to think of balance before you critique the profession. These changes would turn ours into the uber profession and would be a disasterous idea.


The "correction" forthe uberness created from these suggestionswould be equally disasterous to us... take it from someone that felt the full brunt of the first great CH nerf WAY back.




QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
PyscoJuggalo
Sun Aug 21, 2005 6:41 am
#23








QuantumArtist wrote:





PyscoJuggalo wrote:


I say currently Rifleman is a 1 trick pony (Sniper shot).




Things that I think that could improve us would be:


1) Making aim a counter to TKA COB, so we get a +500 accuracy buff for the same amount of time as improved COB.


2) Buffing our snare, but really this is a crowd control ability and I can live with it being weak if we are give other things.


3) Increasing the damage multiplyer on all our specials, not insanely but by .2-.4 more.


4) Decreasing the hate timer would be nice as well.





(Though I will state we really don't need these changes ASAP as there are profession alot worse off then us and they really need love before we get a lot of attention.)








Well shoot! While you're at it, just grant us a 45 second immunity to all damage too...


We should consider our range. The other professions cannot shoot from 65-80 meters. If you're basing your effectiveness off duels which begin at 15 m then its no wonder you're feeling ineffective.


Also, our lack of speed is to compensate for our range. There has to be a con with every pro. We have a great pro in our range, other people need to have a chance against this, hence our slower running speed. This allows for people to catch up to us and stand a chance.


We cant be kiting people into oblivion. You have to think of balance before you critique the profession. These changes would turn ours into the uber profession and would be a disasterous idea.


The "correction" forthe uberness created from these suggestionswould be equally disasterous to us... take it from someone that felt the full brunt of the first great CH nerf WAY back.







I just want 1, not all 4



+ .4 to the damage multplyers on our specials is over powering?


Making Aim exacly the same as COB but with accuracy is overpowering?


Making our useless snare useful is overpowering?


Decreasing MOB hate towards us and making Taunt a little more effective is overpowering?





BTW + 15m over a Carbine is not that great of an advantage, I hate to tell you. Especially since they have a snare that can reverse kite you




--Please I want to know how taking my suggestions will make us over powered?

--Also I'm sick of this range argument Bull Crap, If that was true that range is the end all be all, then TKM would not be the 3'rd most mastered proff in this game. The only reason Rifleman is the second most is because all those LS masters want to have a ranged alt for Variety

Message Edited by PyscoJuggalo on 08-21-2005 10:00 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.
QuantumArtist
Sun Aug 21, 2005 6:46 am
#24

Then go be a carbineer!You will discover that theyhave their own shortfalls...

Message Edited by QuantumArtist on 08-21-2005 06:47 AM



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
PyscoJuggalo
Sun Aug 21, 2005 6:46 am
#25







QuantumArtist wrote:
Then go be a carbineer! They have their own shortfalls...






And you still have not explained your opinion



BTW I HAVE A MASTER CARBINEER/BH/4-0-0-0 CM ALSO



Message Edited by PyscoJuggalo on 08-21-2005 09:47 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.
QuantumArtist
Sun Aug 21, 2005 7:01 am
#26


Are you implying that carbineer is greater then rifleman? I think they're pretty even par. Carbineers suffer from lesser accuracy, no recon armor (handy, but not needed against Jedi), shorter range and lesser damage output (though this is is marginal and adjustable). Regarding BH, it has a redundantranged KD attack. It also suffers a similar movement speed penalty to rifleman.


The only thing it has up forcertain on rifles is that snare and a nice array of area attacks (which doenst help Mr. BH/Carbineer againstsingle Jedi).


There are foods to overcome everyones weakness, or enhance our strengths. I find that all I need is action food, action spice and accuracy drink and WHAM!


I'll takeoverall damage output, greateraccuracy andgreater range, but thats just my style.





QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
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