Rifleman Archive

Thread: Rifleman Top Five List Please Review 11-12-2003

JFirestorm10
Wed Nov 12, 2003 3:48 pm
#14

Why the hell are you guys still complaining about 2.5x modifier???


Get master rifleman and it doesnt even matter.


As for the T21 I do agree that its damage should be up a little and the resources change to a more convenient resource. But the thing is if you manage to get a 26% to a 33% damage slice and a 33% powerup you can still one shot people with Strafe 2.


As for pathing problems I agree with that but we have the 2.5x modifier because we would be overpowered without it.


Yes we have useless abilties, that needs fixing and H3 should not be more powerful. I can 2 shot a person with H3, I think lower the HAM cost and its all ok.


nuff said




Jayjon Firestorm
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KapowBzapp
Wed Nov 12, 2003 4:48 pm
#15

Bang up job Klawlegna! You hit all the right points.

The wording on our special moves (startle shot etc) is sort of vague, probably because the game is vague on what they're supposed to do, so we're vague on what we want from them. A good start would be getting official word on what exactly our specials should be doing. Maybe the developer compiling the list will realize hey, flushing and startle are almost identical, that's a mistake!

We should also bear in mind that mob warping affects everyone, though melee fighters sometimes benefit from it. It's hardest on us due to our 2.5x damage modifier and terrible hit rate requiring us to go prone. Really the 2.5x modifier is gratuitous considering we can't hit a darn thing standing or at close range.

JFirestorm10, the Rifleman profession should be useful for those who don't climb all the way to master. Diverse character types, remember? And the 2.5 damage is also especially unfair to novices going up the rifle tree of Marksman. It's a problem with the weapons in general.

I also liked the point in another thread that Rifleman doesn't mix with other professions like Pistoleer and Carbineer do. Though that's not entirely true -- the Wayfaring tree in Ranger just about makes up for the broken Cover and Sneak.





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AngryCynicalEwok
Wed Nov 12, 2003 4:57 pm
#16

Excellent job. Looks *just like* the top five from months ago. Perhaps if we send the exact same list to the devs multiple times, they might get around to it.


At least we dont stop while running and changing targets like we used to.




- the most deadly mule acount on scylla.
JamgaGibbrad
Wed Nov 12, 2003 5:09 pm
#17

Good work. Thank you.


Jamga

beccamallawrrl
Wed Nov 12, 2003 5:38 pm
#18

I think something is finially being done no lets see the results in the game.



Master TK & Master Weaponsmith
SilverLobo
Wed Nov 12, 2003 5:44 pm
#19

We will see.


Just remember, Be carefull what you wish for.

A-Pac
Wed Nov 12, 2003 5:44 pm
#20

I dont know if this should go in your list or what...just didnt know where else to post this gripe. It effects everyone too, not just riflemen.


Anyway, if you go to use a special and "you can't see your target" it still takes off your HAM ever though you dont actually fire. Thats one of the most annoying issues for me at the moment!








Ciga 'and

"Causing item decay on Imperials since the big patch of '03"


ITOAO
Wed Nov 12, 2003 6:22 pm
#21


I think this is a great list. Perhaps why i dont contribute. I seem to lack the ability to collect all my thoughts and present them in a list. Itemized for easy viewing. I need to work on that. It seems that i have heard alot of master rifleman say that the damage multiplier needs to stay. I am no where near master so i would have to reserve judgement on that. Also i forgot who said "






Our ranged and melee defense is increased drastically on test center already.






How much has it increased ? Could you elaborate on that ?




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Issik
Wed Nov 12, 2003 7:07 pm
#22






SilverLobo wrote:

We will see.


Just remember, Be carefull what you wish for.







Please clarify.
I know if we change too much, the nerf-bat will come. What exactly are you thinkin Lobo, PM me if ya don't wanna drop it here.


Excellent list though, all the major issues, (HAMs, Warping, Weapon types, Useless startle) seemed to be covered. And there's no crazy requests. Looks good.


The only criticism is bout rifle crawl speed and other TC changes. I think the 2.5x NEEDS to stay. With warping fix and BAF changes, it becomes almost a mute-point.


Khyras, On Bria.
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Rifleman for life. No pets, no spice.




Khyras
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LordXheroh
Wed Nov 12, 2003 7:58 pm
#23

sounds good, hope they respond to the caster soon. i thought a good idea for it would be making it have ap and mabey making so that is a multi-use weapon so that wookie carbiner's could us it as well. be nice to see more caster tote'n wookiees out there.
jjsmit1
Wed Nov 12, 2003 7:58 pm
#24

Looking good, looking good.


Klawlegna, there are two ways that we should look at your post, I think. Just like any piece of technical documentation, it should be judged on two grounds: accuracy and clarity.


Accuracy: I'd say your post is nearly dead-on in terms of accuracy. I say "nearly" for a few reasons. First, I'd swap #2 and #3; I personally feel that the Weapon Problems are more important than the Range of Our Attacks. They are both very important, but the former weighs just a bit more heavily than the latter in my view. I'm also glad to see you addressed a number of other important (but not critcal) issues in your sidebar, including the 3-second cap "rumor", a powerful attack against single opponents, the bowcaster, etc.


Clarity: This is where I think you need to rework things a bit. For most of us Rifleman, your post was very clear and concise. But ultimately, you will be submitting your text to people (devs)who may not have the Rifleman background to fully understand and appreciate it. It needs to be very clear, painfully clear. Spell it all out for them. After you've rewritten it, give a copy to a friend who also plays SWG, but who's never played Rifleman and ask for comments. See if he or she understands everything you're saying and make adjustments accordingly.


Bottom line: This is a good write-up and I hope the devs are paying attention to what you -- to what the Rileman community -- has to say.


:: | Dewgatt | ::
Rifleman - Creature Handler - Wookie
Give some love to the walking rug.

godares79
Wed Nov 12, 2003 8:47 pm
#25

/cheer

Great Job! I agree with jjsmit1, the Weapon Problems should be put ahead of the Range of Attacks. I personally still use a T21, but im a Zabrak doctor who has tons of muon gold crates, so it doesnt make a huge difference to me. But anyways, very good and clear



Ezekiel
Kona_Combine
Wed Nov 12, 2003 8:59 pm
#26

Umm maybe I am out of the loop on Rifleman issues since I took a break after my 3rd Holocron told me I had too become a F&*king Master Merchant, but I would call this list umm POOR for lack of a Better word.


As for your #1 Problem, its not warping mobs, its the 2.5x Melee dmg. If your not taking 2.5x melee dmg every hitwho cares about warping mobs. Warping Mobs is an overall game issue not a RIFLEMAN issue, 2.5x is a Rifleman issue.


#2 Range of attacks? HUH? The problem isnt with rifles its with other weapons, Pistols and carbines shouldnt shoot as far as rifles. This also shouldnt even be this high in the list. HAM costs on Weapons and Styles should be up here since when you die from ranged attacks, its mostly from your mind pool being drained. Rifleman use the mind pool and stats for specials, an unhealable pool, and Rifleman weapons have the highest base HAM and the Highest HAM useage modifiers. HAM is a far larger issue than Range.


#3 Only one you have gotten right so far, rifleman weapons are utter crap.


#4 Face it the whole skill tree is FUBAR'ed, only shot that works is Startleshot2


#5 I dont know why anyone would be using HeadShots in PvE, or hell PvP for that matter. HAM costs are far too high vs the dmg done. Your better off using normal shots because the rest of the styles do random pool dmg. HeadShots arent very useful later on in the life of a Rifleman.



Extra's


1. The rumor, umm this was a post, and the only thing these morons have ever changed once it was posted was the Insurance/Decay percentages. But this is a minor issue because its going too be Star Wars: Attack of the Nekkid People. No way as a Rifleman would I wear armor now, unless its bone, a Kreetle could incap me and make my items decay some. again, MAIN issue is the 2.5x dmg modifier, we have a metal bat we should be able too defend ourselves better than a pistol user.


2. Sniper Shot in PvE, this should be more along the lines of, we would like the whole SNIPER Tree upgraded, it blows ass.


3. LoL TakeCover, umm who would want too go prone with a 2.5x melee modifier, now that melee attacks work at 15m, you no longer have the full 64m anymore, its done too 50m. Yea! Fix TakeCover because it would be used SOOOOO much.


4. HIGH dmg single target shot, this should be in the SNIPER line.


5. Crawlspeed. Ok why is this even up here? Crawlspeed bonuses dont even work but why would you need crawlspeed? Going Prone is insta death with a 2.5x mod and melee dmg working at 15m. Poor!


6. SWEET JESUS, after reading this line, I give up.


We are all doomed.






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