Rifleman Archive
Thread: Why was the 2.5x dmg modifier from melee removed?
Sotaudi wrote:
BlackEdge wrote:
ga2 wrote:
WE ARE NOT OEVERPOWERED YOU GIVE US ALL A BAD NAME!!!!!!!!!!!!!!!!!!!! commando's do an insane amount of damage and they can attack one ham bar. Our strafe 2 is random. TKA is insanely powerful. I'm tired of other riflemen giving us a bad name.
Uhh TKA too powerful? Actually if you're prepped up now with foods, a TKA can't do diddly squat. Pretty much proved it when 3 people were pvping against a buffed up, composite wearing, mind buffed out the ying yang, with knockdown resist food player, and he was untouchable and ended up one shotting me.
Oh did I also forgot to mention I'm a wookie too? Yeah forgot about that.
EDIT: Oh yeah, mind shotted me in one shot. ^_^
EDIT: Did I also forget to mention these 3 people that was against this TKA/rifleman were ALL TKA?!?!? FUNNY HUH?!Message Edited by BlackEdge on 02-18-2004 03:23 PM
Message Edited by BlackEdge on 02-18-2004 03:25 PM
You have departed from the original topic here. If he was buffed up, KD resisted AND a TKA/Rifleman, then you are not talking about a Rifleman problem. After all, there is a reason that build is the current FOTM. To illustrate, we had a Fencer defense stacker attack some of our newer players, and despite the fact that there were four or five people attacking him in melee combat, including a TKM, and me prone at my rifle's optimum range, it took forever to take him down and he incapped several people and led everyone on a chase into town long before that happened. When I checked my combat log, I never hit him.
While no one should be able to take on 5 or 6 people in continuous combat, the problem was not that there was something wrong with Fencer, it was that he was stacking defenses from multiple professions. The same is true here. Just because he hit you with a rifle and incapped you even though multiple people were fighting him does not mean that the problem was with Rifleman. Part of it was, yes. When holding a rifle, we are supposed to be easier to hit, but they added a plus when it should have been a minus or something like that, and they made us harder to hit in melee. But the real problem was that he had bonuses from both Rifleman and TK, just like the problem with the person of whom I spoke was that he had benefits of multiple professions.
Besides, look at what you said. You are talking about figthing someone who is buffed and resistant to your most powerful combination AND wearing composite armor, and you are comparing that to you getting one shotted with a mind shot. You are a wookiee. You cannot wear armor, and you cannot migrate stats to boost your mind pool to massive levels, and you find it surprising that you got one shotted in the Mind pool by an AR3 weapon? That is not really a fair comparison.
Message Edited by Sotaudi on 02-18-2004 03:52 PM
Yeah I know, I was trying to show ga2 that overall TKM is not that powerful that people think (and will repeat again, that the knockdow+dizzy is what makes us seem so strong).
The thing I also forgot to mention was I was actually hitting him quite a lot. Another TKA was also on him too. TKM has one of the highest accuracy in the game, so it's very hard for us to miss. The problem was because of his high mind buff (my head hit which I tend to use a lot in pvp since it's the only pool that's unhealable) wasn't really doing anything. The other TKA was working on his health and I was able to get a few on that. Some how he was able to get ahead of us (I'm assuming lag, if he was burst running, he would've been far ahead of us) and was able to pick us off one by one after he healed his health. I tried posture changing with no luck (guessing it's the rifleman/tka defense state stacking, but I'm not positive).
Sotaudi wrote:
You have departed from the original topic here. If he was buffed up, KD resisted AND a TKA/Rifleman, then you are not talking about a Rifleman problem. After all, there is a reason that build is the current FOTM. To illustrate, we had a Fencer defense stacker attack some of our newer players, and despite the fact that there were four or five people attacking him in melee combat, including a TKM, and me prone at my rifle's optimum range, it took forever to take him down and he incapped several people and led everyone on a chase into town long before that happened. When I checked my combat log, I never hit him.
While no one should be able to take on 5 or 6 people in continuous combat, the problem was not that there was something wrong with Fencer, it was that he was stacking defenses from multiple professions. The same is true here. Just because he hit you with a rifle and incapped you even though multiple people were fighting him does not mean that the problem was with Rifleman. Part of it was, yes. When holding a rifle, we are supposed to be easier to hit, but they added a plus when it should have been a minus or something like that, and they made us harder to hit in melee. But the real problem was that he had bonuses from both Rifleman and TK, just like the problem with the person of whom I spoke was that he had benefits of multiple professions.
Besides, look at what you said. You are talking about figthing someone who is buffed and resistant to your most powerful combination AND wearing composite armor, and you are comparing that to you getting one shotted with a mind shot. You are a wookiee. You cannot wear armor, and you cannot migrate stats to boost your mind pool to massive levels, and you find it surprising that you got one shotted in the Mind pool by an AR3 weapon? That is not really a fair comparison.
Message Edited by Sotaudi on 02-18-2004 03:52 PM
Dang, I'm not a FOTM fanboi but I probably get labelled as such because of the template I chose.. I just simply wanted the long range with the short
. I know that wasn't a personal attack at me or others who chose that template out of their for lack of a better word "love" of both fighting styles.. hehe! I just wanted to be an effective combatant... not really adding to the argument here, just felt like posting something in my defence..
F.Y.I JustG has been spottedsaying they are fixing the Melee to Hit Chance with Rifle in the next publish. Amen to that!
This is why I want the 2.5 back.
If your stupid enough to have a meleer get close to you in PVP you should die imediately instead of wait for the dizzy KD.(Myself waiting 5 secs for a TKA that got me with my pants down was too long)
2'nd I'm a masochist and I want to fear big and small melee mobs again(I loved getting slaughter by a pack of Kreetle.)
3rd, it willl be a nerf and the nerf demons will be pleased with this minor sacrifice.
PyscoJuggalo wrote:
This is why I want the 2.5 back.
If your stupid enough to have a meleer get close to you in PVP you should die imediately instead of wait for the dizzy KD.(Myself waiting 5 secs for a TKA that got me with my pants down was too long)
Ah, but you must define "close". A TKA'srange of attack is known to be at least 15 meters, well beyond what it should be due to latency problems. Until the melee range is made realistically lower ("realistically" meaning in actual gameplay, not theoretically), ranged professions are going to get hit with melee attacks at a range that no meleer should be able to hit at. The 2.5x modifier would only compound this problem, essentially making melee professions a sort of "short-ranged" professions as well.
I for one don't think the higher to-hit chance is better than an automatic damage modifier. Think about it, running around with a heavy gun kind of encumbers you so you're easier to hit, but just because you're holding a gun doesn't mean that the other guy has been given a sudden power boost (no pun on TKA abilities intended) and can hit you harder.
ga2 wrote:
Rifleman are supposed to one shot kill.... that is our specialty. If a TKA gets close to me it doesn't matter if i'm buffed or not. They beat me with no problem. If a TKA is trying to close in on me and I have range, then i have the advantage. It's a matter of range. Melee should not be beating a ranged profession if there is distance between them. DEAL WITH IT!!!!!!!!!!!!!!!!!!!!!!!!
Keltorr wrote:
PyscoJuggalo wrote:This is why I want the 2.5 back.
If your stupid enough to have a meleer get close to you in PVP you should die imediately instead of wait for the dizzy KD.(Myself waiting 5 secs for a TKA that got me with my pants down was too long)
Ah, but you must define "close". A TKA's range of attack is known to be at least 15 meters, well beyond what it should be due to latency problems. Until the melee range is made realistically lower ("realistically" meaning in actual gameplay, not theoretically), ranged professions are going to get hit with melee attacks at a range that no meleer should be able to hit at. The 2.5x modifier would only compound this problem, essentially making melee professions a sort of "short-ranged" professions as well.
I for one don't think the higher to-hit chance is better than an automatic damage modifier. Think about it, running around with a heavy gun kind of encumbers you so you're easier to hit, but just because you're holding a gun doesn't mean that the other guy has been given a sudden power boost (no pun on TKA abilities intended) and can hit you harder.
Heh I dueled a guildie today (not a rifleman, but a commando). He was kiting me around, and I was right up to his face, but for some reason it said I was out of range (I'm guessing lag issue, because our posture change is about 15m, and our specials have a reach about 10m or so))...
For some reason I think melee profession are bugged some what, but that's another story.
they have to become masters before they become good, and by that time they have grinded through tons of hard earned xp and their new skills wont help them
This was posted by shadowlithon another thread: http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=46770
"Ok, A'rien is afraid to post it for fear of being banned...but I don't care right now. Talkinga 3 second cap, and reduction of the multipliers for the high end shots in publish 8, along with some defense reductions.
And I was totally upset reading. I've always thought Klaw has done a good job, but there isn't much oposition to the changes right now. And they WILL ruin the class. So yeah, after patch 8, good news. No longer the FOTM.
Might as well bend over and put the vaseline on ourselves. "
i still can't believe people think rifelman is uber
this is the same class that us riflemen have B1tched and moaned about since release, riflemen were grinding and grinding and getting owned in PvE, being useless in groups (hitting wrong pool, hitting too slow to get XP) and PvP was totally dominated by BHs who attacked mind faster than riflemen did with their eyeshots... and drained action.
now a lot of riflemen are going master, at which point all their master accuracies and their SS2 are only good for PvP (which steals money away from you and you have no profit from, mind you) and now people are complaining? What about the other classes like commando that still own, and had a much easier time getting to master because they keep improving as they get more skills
ga2 wrote:This was posted by shadowlith on another thread: http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=46770
"Ok, A'rien is afraid to post it for fear of being banned...but I don't care right now. Talking a 3 second cap, and reduction of the multipliers for the high end shots in publish 8, along with some defense reductions.
And I was totally upset reading. I've always thought Klaw has done a good job, but there isn't much oposition to the changes right now. And they WILL ruin the class. So yeah, after patch 8, good news. No longer the FOTM.
Might as well bend over and put the vaseline on ourselves. "
Yes that's a post responding to a post regarding about how the poster was disappointed about the rifleman correspondent. But I don't see the relevance of this regarding to the 2.5x dmg penalty from melees.