Rifleman Archive
Thread: Every single bug/addition
Most of the Major issues have already been brought up, so here's whats left of my two cents:
1) Headshot II animation
1) (Bug) When prone/cover creature warp out of range while attacking them
2) (Bug) Creaturse dissapear after kiting them for an extendend period while they are even at close ranges to you
3) (Addition) If we are to have the 3 second cap at master of concealment linecover should remove you from all players' radar.
Reason
a) This will keep it fair for us because if we miss our firstshot a pistoleer will have 3-6 shots(Depending on speed cap)
b)Secondlyonce combat startsor are suprised the opponet can reach us and be in pointblank - short range wich will make it impossible to hit our target.
c) Third since we we have to move,that further reduces our accuracy because we need to avoid letting our opponets reach close range.
d) This would be a good reward for a line that has limited uses and almost every Rifleman masters last.
e) It is one of the better ways to balance this class because with this in effect less issues would appear(ie can leave in 2.5 multiplyer, heavy HAM costs, our accuracy issues,and a only smaller increase to our damage (instead of a 3-6 fold increase) once the 3 second cap is added)
1) DPS of rifles comparatively and significantly lower than other guns. Why is this?
1) Solution to lower averageDPS:
Increase overall average dmg per shot or increase speed (I personally favor increase in dmg) or both to where it matches carbines and pistols. To offset any possible imbalances in rifles: Other balancing possibilities include increasing overall wound rates by 100% to achieve a good 20 to 30% wound rate, increasing special attack downtime for headshots/mindshots (in response to Dev's fear of unhealable mind dmg in combat), and giving achance for one-shot kills that automatically reduce mind to zero regardless of mind level.
My list.
Mostly about our conceal abilities
- 1 (addition/bug) Make surprise shot do something , move it in master concealment and make it an improved concealshot with higher multiplier, a stun or dizzy effect would be the cherry on the cake.
- 2 (addition/change) Change the ressources requirement of the T21 and/or increase it's damage and/or Ham cost
- 3 (addition) Change take cover so we dont show on the target's radar exept when we are within 20 30m.
- 4 (addition)In Pvp when someone is concealshoted/surpriseshoted , we shouldn't be autotargeted, this would work only for the first shot though, for balance sake.
- 5 (change) Change conceal shots so the friends of the target dont warp on you then eat/shot you
I will only add this.
1) Startleshot - "useless" spec while Flushingshot makes same good and adds more benefits like stun.
2) Snipershot - make itmore thanDB only shot - this should act like HS4 or something like that.
3)Strafeshot2 - leave it as it is now. Maybe put it lower on skill tree(instead ofdoubled startleshot)and replace it on master levelwith Snipershot modified as written above.
1) Feature addition request (looks like most of the real problems are listed above) - Accuracy related
Either re-evaluate close / maximum range accuracy modifiers to be a little more forgiving, deploy a rifle weapon that allows us a better close range modifier (Like an assault rifle or something, spray stick just doesn't cut it. And W T H is up with the change from Acid to energy?), or a new special ability that allows us to keep targets at range without a 30 second timer on it.
And, /agreethat any meleedamage mod going away completly for all ranged classes, warping while prone, the Ranger/Rifleman perma-walk, etc..
1. Change Mind Damage. Remove the incap from losing Mind and add more HAM specific attacks to the classes that specialize in Mind Attacks (Riflemen and Two-Handed Swordsmen) This will allow for longer PvP battles as well as more rewarding PvP sessions. The Rifleman will still be able to keep a healer from healing and doing unhealable damage, but the other HAM specific attacks will make the Rifleman more usefull in fights where no one else can do mind damage, allowing him to strike where an opponent is weakest. Remove the blue bar as the deciding factor in PvP and you'll have fixed alot of my gripes.
2. Add more bonuses to the 2 skill trees that are barren in the Rifleman class. Concealment and Rifleman Special Abilities Trees are lacking. The speed mods are nice in the Combat XP tree but we need a few more Defense adjustments to make it feel a little more worth while. New Certificates for different types of weapons with vary damage potentials and AP ratings would be nice in this tree.
3. Take cover should remove us from Radar and not allow us to move.
All of the above are really good so I dont have a whole lot to add but this:
Startleshot 1 and 2 really dont do much but since it is supposed to "Startle" the opponent then why not add Intimidate as a State Change to the shot???
1) In order for us to exist as a "long range only" class, we need a special attack designed to stop a target from closing distance with us.
2) Until a mind-heal is implemented, HAM cost on rifle movesneed to be lowered. Carbineers and Pistoleers can burn health and action and recover it immediately with a heal, Riflemen don't have that luxury therefore our moves need to be cheaper to use.