Rifleman Archive
Thread: Top 6 Major Issues
1) The Rifle vs Pistol range thing needs to be addressed.
2) Fix the T21, and let the resources be availible to make them.
3) Knockdowns while prone, that has to go. Heck, even when I get incapacitated, I have to stand up to fall down. Can we fix that animation?
4) HAM cost are too high. Pistols get to have their specials attack the same stat as their regular attacks, but rifles and carbines have to split. We should get lower HAM cost for this reason alone, or let more regular shots hit Mind and Action, respectively.
5) Fix the studderstep and the x3 melle damage for having a rifle in your hands. Man, I can see having a penalty in defense and offensefor having one armed, but taking extra damage?
6) Fix the concealment tree.
2. Fix AP values vs unarmored opponents
3. Pistol accuracy vs rifle accuracy
4. Rifleman damage in groups (they didn't answer this, they responded to a PvE issue with a PvP response, there aren't crazed durni medics!)
5. Being knocked down while prone
6. Ratio of Headshot3 HAM cost/damage is not equal to that of Headshot2, lower the HAM cost or increase the damage on HS3.
I'm reposting this. This appears to be the appropriate thread. Sorry to those who have read it before.
First off just let me say that I really enjoy playing a rifleman but there are few things that should be tweaked.
Yes all the bugs, please fix our bugs.
HAM uses for specials. I use a pistol simply to fill out the marksman class and can Bodyshot2 spam forever it seems. Let's try to move rifle mind cost a little closer to reasonable. I think that we take a huge hit with the time delay our big weapons have. Why compond the disadvantage by having our mind depleted so quickly as well.
Yes all the bugs, please fix our bugs.
Combat Rolls. the prone position is a liability in the game and IRL for it's vulnerability and movement restriction. Add a combat roll left and right to EVERYONE in the game that will give us a temp. defense against ranged weapon accuracy. This is differnt than the roll to prone and so forth this is a roll only in prone and you stay prone that improves your defense.
Otherwise SOE got the advantages and disadvantages to prone pretty much dead on.
Yes all the bugs, please fix our bugs.
Please place better range limitations on wepaons.
65 meters for Rifle since SOE seems to think that they can't increase it.
55 meters for Carbine
45 meters for pistol
2 meters for non balistic attacks including creatures. I just love having a MOB hit me with a Polearm from ten meters away.
The Pistol does not acurately fire at distances comprable to the Rifle. Period. End of Story.
Yes all the bugs, please fix our bugs.
Add the Ability to hit other HAM bars other than mind as a special so that grouping is more efficient.
Yes all the bugs, please fix our bugs.
Add the Ghuille, make it minimize our radar signature ( say you must be within 55 meters to spot us) but not totally remove us. Definately causes some negatives to wearing. No armor, reduced movemnt. In order to use it there must be some way to make it Rifleman only. Maybe some help from others on this.
Yes all the bugs, please fix our bugs.
Add the Spotter as a skill in the sniping branch. For those who don't know what a spotter is...
A spotter is your partner (your own little group) Sometimes this is a sniper in training or it's just a second shooter that you trade turns with. The spotters job is to Provide security and balistic information: Declination, wind direction, wind speed, and distance. The Information given to the sniper is used to make adjutments to your scope for long distance firing. Helps aquire your targets faster and overall gives you a better chance to hit. There's alot to do, not just fire the round.
How's this work for SWG. Well we can do this ourselves and just group in twos and trade turns taking the shot or volley larger mobs. This way we'd get group xp. Or we could request that SOE put spotting in. Use it as a special that could increase the hit chance to say the next level up on you branch from what your working on. Decrease the mind pool requiremnet for the shot. (not sure how much) The spotter should also slightly improve your rifle speed. Possibly bringing this up to the next tier in your bracket as well.
How I think this should work is: Two Rifleman set out as a team one a spotter the other the shooter. Spotting skill is used on the shooter this gives him/her a temp. BUFF on his Accuracy and speed stats. As well as reducing the Ham cost. You are afterall sharing the mental task of shooting. Spotter skill must be used on another person not yourself.
What does the spotter gain. Well XP for one a percentage of the XP the shooter get's for the kill and a certain amount for succesfuly using the Spotting Skill. Also FP's. The Shooter does not share XP for the kill unless Spotter actually hits it as well.
What does the Spotter lose/give up. 50% of the mind Pool cost for the shot. IE: Shooter looses 100 mind to take shot. Spotter bonus reduces this to 75 points. Spotter loses 36-37 Mind Pool Points. Spotter also becomes targatable by MOB.
The shooter also get's someone to cover him as well. Spotting can be done in the prone and kneeling positions.
Yes all the bugs, please fix our bugs.
The obvious problems i see is:
1) surprise shot doesn't work
2) T21 broken
3) Cover does nothing worthwhile
4) being knocked down while prone is a bit silly
My ideas for making cover work better would be first, make surprise shot do insane damage or knockdown or something. If we're going to take the time to get into cover in a fire fight, the shot should do something more to compensate for the difficulty of getting into a position to use it. Also, make it so when we're in cover we have a 20% chance for the cover to absord a shot once it passes it's roll to see whether or not it hits in the first place. I also suggest if being immune to knockdown while prone is too much, make riflemen immune to knockdown and posture changes while in cover. Other rifleman have ways to solve this through abilities, and everyone else can just charge within your minimum range while prone to force you to stand up. Would add a lot to our class and further emphasize the "We rule a distance firefight, but suck up close" theory behind us.
Other than these few beefs we are a very well put together class. Our weapons have very high armor piercing, where pistols have none except for the SR combat pistol (but it's stats are horrible and has 48 max range to compensate for an AP of 1, lol). Pistols may have better DPS, but if the target is at all armored they might as well be using a squirt gun. We on the other hand all but ignore armor. Even a set of ubese with 50% energy resistance would still take pretty close to the damage you rolled with a T21 (if it worked that is). If they aren't wearing armor.. oww.
standing = normal damage
kneeling = 25pct increased damage
prone = 50pct increased damage
This should aply to all profession, not only rifle player, but rifle get worst since we often prone, but we just have to stand to run, instead of having to switch weapon to not get kill as fast, imo
- Sharyn (kauri)
Just an FYI about the range of pistols vs rifles...
This post is from Drax of TIO on the Starsider board:
LRI wrote:
Unless Resources start to spawn Rifleman are more useless the TKA's, The2 classes that stand above all is Pistoleers or Bounty hunters wwith pistols, they do the same damage as Riflemen, but they can shoot 3 times faster. and they hit with 99% accuracy any distance.
I don't think that's true anymore as the pistols now give a penalty if you are out of their optimum range. FWG5s are best at 20m now, not 64.
So there you go =p
My Vote:
Very few of us have T21's yet (I don't ...I just heard they got some on Eclipse) so it is NOT my number one complaint because it doesnt affect many people (yet).
1) Range accuracy
2) Knockdown while prone
3) Stutter step (if not yet fixed)
4)High melee damage (I liked the stance solution mentioned above)
5) T21 fixed
6) Personal Choice: I was shooting at some animals at a distance last night when all of a sudden they teleported right up to me. That was not pleasant. Even afterI killed a couple of them before they got close, Icould see their CORPSES come sliding up to me! I actually laughed out loud.
I'd also like the time to fire rechecked or zeroed out every time we change weapons. To many times when I switch from my T21 to my Spraystick I seem to wait the full 7.2 seconds my T21 has before the spray stick will fire and it's at a 1.9
Death to the stutterstep. Or it's death to us.
Aldeon you gave in your tips to group with your droid and leave them in town. Any tip on having this not screw up you looting npc's?
MB
Its not the type of damage you do that causes us to be bad in groups, its the DPS. Becuase higher level mobs, tend to have much higher HP, whoever has the best DPS gets the most XP. They need to re-work the entire group XP system, I was going to think up of a solution, to a different way to get group XP, but Im in a major rush, have a meeting. Ill think of something while im there, and post it later. ![]()
Iryi, let me get this straight so your saying that pistols now do more damage at closer range then they do at long range?
HAM costsneed tweaking. We may be able to deal unhealable damage but every time we do we take quite a bit of unhealable damage ourselves. With our low DPS and the extra down time we get from waiting on our mindpool we are getting less exp per mob and are able to fight with fewer mobs.
Teleporting mobs need to teleport just around the object they're stuck on. I was fighting a camp when a mob spawned with the structure directly between us. It of course got stuck and I couldn't shoot at it or move to it (didn't want to get spotted by the mob I was already shooting). It ported directly ontop of my prone body and started meleeing me.
Knockdowns and melee damage. As I understandit our defense against these attacks is supposed to be our superiour range but we still get knocked down at 64 meters and we can't do enough damage to keep mobs from getting to us (in PvP we can usually outrun melees).