Rifleman Archive
Thread: Sure, go ahead and nerf us
wow, u need to come to my server. TKA's miss 50% of the time even with their to-hit bonus. Fencers hit more often too with me having 190 melee with bio-engied clothing.
Other Rifleman rarely hit me, MBH's almost never hit me, commandos 99% of the time do not hit me.Come to my server and I will prove it. You and many others only make that excuse of a nerf that never really happened so you guys could whine about it
I've been dabbling since the fix, even before for tka meditating tree. I know they still work, as flawless as before. Sure the melee to-hit bonus makes it even more often. But doesn't affect me too much.
I don't think a Rifleman should be able to spam Master Head Shot over and over while running and at close range. This is the problem and it's the reason why you are probably going to be nerfed.
I thought the idea of a Rifleman was that you are most effective at a distance and while taking time to accurately aim your shots.
Better get yourselves a nice composite helm with high Kinetic resists because the NERF BAT is about to bash you over the head!!!!!!!!!!! ![]()
Like I said go out and have a mob hit you unarmed or holding a sword, there is a bug. I should know because I had to fight a suspension when the bug first appeared. The CSR's thought I was using a 3rd party hack and it took me 2 days and alot of work from my guild to prove to the idiots that it was a bug with mobs and Rifleman.
Now after my suspension, which was the weekend before christmas, SOE stealth nerfed melee/range D. I know this because my template has always been Master Rifleman/TKM/Fencer 4,4,0,0. I have had this template before dabbling was dabbling. At the time I had 188 range D, and if you have done any accuracy testing you would know that a Master Rifleman at point blank would only hit about 37% of the time against that much range D. Well on the 24th, I tested it and I was getting hit closer to 90%.
Now lets fast forward to yesterday. Yesterday I tested it again, we still had one guy in our PA that had my old template. I still had Master Rifleman so we tested it, miss miss miss miss.. I had him hold his Rifle, unarmed, with a sword, all about the same Hit/Miss. This was like it use to be before the stealth nerf on the 24th.
It looks like they fixed some of the screw ups they made on the 24th so defenses do stack again, BUT the rifleman bug is still in the game. When holding a Rifle you get extra melee D, which is opposite then what is suppose to be happening. Rifleman and Comando's for losing the 2.5x multiplier are suppose to have a penality to defense vs melee, this is working backwards atm. Hence why you are able to tank mobs EASIER with a Rifle in your hand then being unarmed.
All the classes you use as examples have very low accuracy, or are being effected by the melee bug so it is no wonder you never even realized that your range D was not stacking, lucky for you because unlike me you didnt change templates and have to regrind it back. If you would have tested your template against a BH/Master Pistoleer or a Rifleman you would have seen without a doubt that our Range D was not stacking at the time.
Lastly on a side note, telling me that I am crying for anerf like youknow me is foolish. I understand you might be proud of your template, but that doesnt mean you actually know exactly why it works the way it does. It is very easy to say "I have a high melee D, that is why I dont get hit", duh. But exactly why does 200 melee D make you hard to hit? Do you know how to calculate hit percentage in this game? Do you know what the base hit percentage is?
Otik little more info would be helpfull.
You seeing less misses in controled PvP tests, or was it against mobs?
You mean something like this ?.....
Otik wrote:
And I'd laugh if I'd ever see a NERF Pikeman thread. LoL
crap.......... like this ........hope it worked lol...
RyushiYoshi wrote:
You mean something like this ?.....
Otik wrote:
And I'd laugh if I'd ever see a NERF Pikeman thread. LoL