Rifleman Archive

Thread: State of the Rifleman -=Sunday Oct 16 2005=-

AdmiralSeer
Sun Oct 16, 2005 11:09 pm
#14






MyraKat wrote:
transfer to bloodfin and im down






sure......can i have $30 for the transfer and then $30 more for the transfer back after the /duel?


hehe





Greyh Seer
Ahazi

Elder Rifleman; Elder Bountyhunter; OFFICER
If you kill your enemy as he laughs manically, is it really a victory?
{{Insert evil laughter here}}

I read it daily...so should you
A Rifleman Old School

Ackehece
Sun Oct 16, 2005 11:33 pm
#15







MyraKat wrote:


Correct me if im wrong, but that was part of the point of the CU (BTW I hate the CU), to make professions have specific uses. But now having typed a bunch of different responses and thought about it, there is not all that much of a bonus in having master. Startle is amazing, but are all the other trees worth it? I do love my template now, enough to keep it... most people run from me when they see me and my new character has only been around for a few weeks. However im sure there will need to be some tweaking after the expansion comes, and i dont know if im going to keep master or not.... Hem-whatever of CM is going to be needed pretty badly i think






no you are correct that was part of the CU (and yeah I hate most of it as well)

but the thing is our use was to be damage dealing - we are out performed in that by I would say 80% of the combat professions though

carbineers, bh, meleers always outdamage us and even smugglers on occasion out damage us. Does that not seem wrong to you?


btw: be aware that CM and Doc are getting nerf'd hard with the action cost for heals and specials


name new cost

Bacta Shot 15% Action 10% Mind
Bacta Jab 13% Action5% Mind
Bacta Spray 20% Action 12% Mind
Bacta Toss
17% Action 10% Mind
Bacta Inf.18% Action15% Mind

Fire15%Action 7% Mind
Poison15%Action 7% Mind
Disease15% Action 5% Mind (still not working, incidentally)
Edrain17%Action 10% Mind
Thyroid 17%Action10% Mind
Shock - 17%Action 10 % mind
Traumatise 17%Action10% mind
Hemorrhage 17% Action 10% Mind

Message Edited by Ackehece on 10-17-2005 12:34 AM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Ackehece
Mon Oct 17, 2005 12:31 am
#16


Of late I have been thinking alot about our profesion - what we are vs what people think we are. This perception issue is probably our biggest issue right now even though it is unstated.


the basic myths we see about us every day.


  1. Rifleman are overpowered

  2. Rifleman are highest dps players in the game

  3. Everyone packing a ALR is a rifleman

The true of those myths is



  1. Rifleman are no stronger than many other ranged classes and much less strong in pve then melee classes due to


    1. armor break

    2. lower dps

    3. useless states

    4. specials that are to limited and not useful

  2. Carbineer / Bh outdo us here every way from sunday.


    1. they have higher damage specials

    2. they cycle them faster

    3. the sac cost can be much less

  3. Would that the ALR was a rifleman only weapon - yet the truth is that anyone can use it and with enough generic mods (smuggler/bh etc) you can have as much skill with it as a real rifleman.


If you read any of the posts - people always say that rifleman is the strongest when ever they are calling for a nerf on something


Who has not seen Nerf CM/Rifle orNerf BH/Rifle posts all the time? Is it the rifle that makes the combo so powerful? or is it the other skills that are brought to the rifleman that makes it more powerful. Our only real advantage currently is range (it is not dps) and our disadvantages are many.


Current Disadvantages:


1) min ranges on many of our specials


(cover, conceal, sniper)


2) long windups that are effectively roots


(aim, snipershot)


3) states that are basically useless


kneecap snare, startle shot both the delay and the posture change


4) weapon encumbrance that is worse then our snare


for our 1 advantage Range


So what do you think we should be doing about this? The devs do not think we need development time since we are at the level of performance expected - an idea which I disagree wholeheartedly with.


Message Edited by Ackehece on 10-16-2005 04:02 PM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Thraxor
Mon Oct 17, 2005 3:27 am
#17


Convert the T-21 to Kinetic based damage for a good start on fixes.



Blacksoul Industries
Located just 700m outside Bestine at -1721, -4302

Knai
Mon Oct 17, 2005 6:55 am
#18

One fix that could help us alot is to extend the AIM time to 30 seconds, Melee proffesion do more dmg when they have AB on somone so a 15 second extension to the aim time IMO is fair. This skill as of yet is generally useless unless you're undercover and getting ready to do a Aim,Sniper/Cover shot combo.



Knai Ta'Yok
- Smuggler's Alliance -
____________Elder Troll____________
"Oh Crap > Oh *edit*"
Grambacca
Mon Oct 17, 2005 10:04 am
#19

Push to have the ALR certified to Master Rifle only.




************************
Grambacca: The Gray Ghost
Mayor of Highland Citadel, Tatooine
Former MCH
~Wroshyyyr Warrior!~
************************
J'awa-Jones
The only player character Jawa in SWG!
.....
~Jawa Avenger!~
************************


MyraKat
Mon Oct 17, 2005 10:08 am
#20

I agree,if players who aren't rifleman want to use a rifle, they can use a lower level laser rifle



tatertatertatertatertat
ertatertatertatertatert
atertatertatertatertate
rtatertatertatertaterta
tertatertatertatertater
tatertatertatertatertat
ertatertatertatertatert
atertatertatertatertate
rtatertatertatertaterta
tertatertatertatertater
tatertatertatertaterta
t -They call me... Tater Salad -






Geddeo
Mon Oct 17, 2005 10:53 am
#21







Ackehece wrote:



basically all we can do is allow me to bring up our shortcomings to the devs in the correspondent forums. Then (and this is where you all can help) if you see someone post that X + Rifleman is uber strong point out that x + Bh or x+ Carbineer or x + meleer is probably stronger in a follow up post. Be prepared to back up that though. Make sure they understand we don't have states that do anything anymore (thank you chain shooters....) and that our role was to be nukers but we are out nuked by many ranged professions and almost all melee professions.




My bad


But can you blame a guy for using the one special that was worth a damn in Rifles?



As for suggestions, I'm actually for the aim being a direct counter to COB and Aura. The swordsman is the Melee Nuker and gets the armor break to counter armor, we as the ranged nukers need to have the counter to the 500+ defense. Give us 500 accuracy at master with aim and have it last at least 30 seconds so we can fire some shots off. Have the improved give 250 accuracy and last 30 seconds.

If the devsneed to balance it or whatever they can always make it a toggle effect like force armor and force run and attach a root to aim. I think that would make sense that in order to aim you would have to be stationary leaving you more vulnerable. Either that or take away our defensive mods while aiming. The devs seem to like ideas where it is a give and take, Klaw and Waste proved that. Bring them an idea where we get something, but give something else up at the same time and they seem to think we are being reasonable or something.

Message Edited by Geddeo on 10-17-2005 11:02 AM

AdmiralSeer
Mon Oct 17, 2005 1:52 pm
#22






MyraKat wrote:

I agree,if players who aren't rifleman want to use a rifle, they can use a lower level laser rifle





/agree



Greyh Seer
Ahazi

Elder Rifleman; Elder Bountyhunter; OFFICER
If you kill your enemy as he laughs manically, is it really a victory?
{{Insert evil laughter here}}

I read it daily...so should you
A Rifleman Old School

Korom
Mon Oct 17, 2005 8:57 pm
#23

1. Make our snare have added acuracy, and make it at least as much of a snare as our rifles snare us.


2. I liked the idea of making the t-21 kinetic damage--other possible options for the t-21, increase the max/min dmg...decrease the sac...make it more accurate than the ALR...make the snare of the t21 lessened...just some options.


3. Make the aim zipbar take less time, remove the snare, and make the bonus more


4. Make snipershot useful, able to be used from kneeling/prone, not under cover, or just remove the cover and lessen the zipbar time


5. Remove the accuracy penalty from headshot...


6. Make the ALR a fourth level box cert. The same should be for fwg5 pistols and all the most powerful guns in each class. People should have to take the profession to be able to use its most powerful guns, at least have to dabble in the profession.


PyscoJuggalo
Mon Oct 17, 2005 10:06 pm
#24






MyraKat wrote:

Teh following is a big blob of stuff that probably doesnt make sense, read at your own risk.



If you don't think startle shot is useful, then you are doing something very wrong. With my bowcaster, i can normally drop people to 1/3 health or so before they notice it, depending on profession/armor... but if you get them low enough and pop a startle shot, that takes people to just low enough for one headshot to incap. Startle shot = you cant heal unless you stim or ruby bliel+stim (can take a while to figure out why you cant use bacta whatever), headshot, that persons incapped, and you win. I restarted my character about a 2-3 weeks ago and have been playing rifleman ever since (i was a rifleman WAAYY way back, as well as others..., and on my character when i came back to the game 2 months ago or so). It's virtually impossible for me to lose a 1v1 as it is... my template being Master Rifles, Master Pistols, and 4004 CM. Today i found myself in Cnet against 2 jedi and what seemed to be a commando/rifleman, i killed one of the jedi in about a minute (using exo-protein and deuterium pyro or however its spelled most of the time), and moved onto the rifleman. He got incapped in 4 quick shots (used startle shot after a body/headshot and he couldnt heal, 1 more headshot = incap), jedi healed him, 2 more shots incapped again. He had the heal bug where he healed+incapped at the same time, so i tripled him in a few more shots. Moved onto the 2nd jedi, and almost had him incapped alot of times. He ran and made it to the water (NPC blew my bike)




Basically all that means riflemen are far from underdogs if you know how to play them, no matter what you say, its the skill and timing that counts


and yeah, after those 2 weeks of pvp, more or less, im up to a 1760 pvp rating, mostly all of it gained from soloing



pick up lots of accuracy tapes and some speed to go along with it, exo-protein wafers, and youre set







Meh, a Master Carb/Pistoleer/4-0-4-0 CM would Fustigate you..... Especially with the Action changes on medical proffs.





I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Darth_Spike
Tue Oct 18, 2005 9:15 am
#25

Here are some thoughts on improving Rifleman as a Nuker/Damage Dealer, that could be controversial.


First, I thought of a "simple" change to Sniper Shot that would make using it highly valuable and offset the Healing Power of other Professions. It would not involve changing the timers or the Damage mod, and would not alter the range restrictions. While I wouldn't mind being able to fire the shot from Kneeling and possibly standing, that isnt part of my thought. Make Sniper Shot do 100% Wound Damage.


This wouldn't make the shot a instant killer, but to my knowledge wound damage cannot be healed while in combat. The typical amount of damage done by this shot would casue a significant reduction in our opponents Health that Bacta and Stim Ds can't fix. Combined with a snare or root, a second Sniper Shot would be nearly lethal. While other professions could outdamage us, no-one would have the lasting effect we would have.


Secondly, I love Cover and Conceal Shot - but I wonder what we give up to have it. I would love to see Cover changed so that is is complimentary to the Ranger's new abilities, so that a MRiflesentient/MRanger doesnt have any redundant skills...but I wonder what could be gained if we gave up that skill line in exchange for a Warning Shot (isnt that what we had before) that reduced MOB Hate, and maybe a ranged Armor Break, or even our ranged Death Blow back. At any rate, I am nervous about the Fac that Ack asked the Devs a while back what would or wouldn't change to our Cover and the Devs said nothing...so perhaps if we voluntarily gave it up and suggested what we want to replace it we would have some input into that change, instead of a stealth Nerf (pun intended).


I think the impending snare/root changes might fix our Kneecap Shot issues, but I also think I might not fully understnd what Startle Shot is suppsoed to do...and I might ot be the only one. I read above from one poster exclaiming the wonder that is Startle Shot, and think if all Riflesentients understood the special better we might be benefitted. The description says something about preventing posture change, but I got the impression it does more. Could someone explain what this special actually does?



AxilX
Tue Oct 18, 2005 6:20 pm
#26






MyraKat wrote:

Teh following is a big blob of stuff that probably doesnt make sense, read at your own risk.



If you don't think startle shot is useful, then you are doing something very wrong. With my bowcaster, i can normally drop people to 1/3 health or so before they notice it, depending on profession/armor... but if you get them low enough and pop a startle shot, that takes people to just low enough for one headshot to incap. Startle shot = you cant heal unless you stim or ruby bliel+stim (can take a while to figure out why you cant use bacta whatever), headshot, that persons incapped, and you win. I restarted my character about a 2-3 weeks ago and have been playing rifleman ever since (i was a rifleman WAAYY way back, as well as others..., and on my character when i came back to the game 2 months ago or so). It's virtually impossible for me to lose a 1v1 as it is... my template being Master Rifles, Master Pistols, and 4004 CM. Today i found myself in Cnet against 2 jedi and what seemed to be a commando/rifleman, i killed one of the jedi in about a minute (using exo-protein and deuterium pyro or however its spelled most of the time), and moved onto the rifleman. He got incapped in 4 quick shots (used startle shot after a body/headshot and he couldnt heal, 1 more headshot = incap), jedi healed him, 2 more shots incapped again. He had the heal bug where he healed+incapped at the same time, so i tripled him in a few more shots. Moved onto the 2nd jedi, and almost had him incapped alot of times. He ran and made it to the water (NPC blew my bike)




Basically all that means riflemen are far from underdogs if you know how to play them, no matter what you say, its the skill and timing that counts


and yeah, after those 2 weeks of pvp, more or less, im up to a 1760 pvp rating, mostly all of it gained from soloing



pick up lots of accuracy tapes and some speed to go along with it, exo-protein wafers, and youre set





i wanted to point out a few things... a.) any jedi who can be killed in 4 shots has ground his template very poorly, force armor or master defender is enough to make sure it takes at least 6-8 connections to him, and you'll miss quite often if he has force aura 2, even with your pyro. Secondly anyone who doesn't take stims into PvP really doesn't know what he is doing, startle shot only shuts down innate heals, you can still bliel/stim all day. 3rdly, the fact that you were able to get off four shots without having somthing bad happen to you (startle/kd/statsis/etc) further proves that you were fighting two very inept PvP'ers. Startle is a nice special.. i'm not denying that, but it is our *only* decent state-attack, our damage attack isn't anything better than any other ranged profession will give you, and all of them offer better shots than startle as an accompanyment.

Page 2 of 6