Rifleman Archive
Thread: -=State of the Rifleman Address=- AUG 8 2005
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.
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.
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.
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.
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..
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 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?
Message Edited by PyscoJuggalo on 08-21-2005 10:00 AM
Message Edited by QuantumArtist on 08-21-2005 06:47 AM
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
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.