Rifleman Archive
Thread: State of the Rifles Address
Ackehece wrote:
JediGias wrote:
I've read that specials for one ranged class will apply to all ranged weapons (in most cases). If this is true we could have the damage of rifleman with the AOE of Carbineer if you go both routs.Correct - that being said - AOE's are not the domain of riflemen anymore but are in other professions. I suspect if we use an outclass special it would not have a damage amplifcation for our weapon but would use the same damage multiplier the other profession has. Where you will see the benefit of stacked professions is in the generic mods you pick. Generic speed stacks, generic accuracy stacks etc.
The only profession to actually benefit more then the orginal class from a special is the commandos as their weapons have integrated dots or abilites.
Rifleman + carb aoe = carb aoe damage (with accuracy and speed of the combined classes)
Rifleman + commando rocket launcher (rifleman special multiple + commando burst radius around target + and speed and accuracy of combined class)
I'd rather have the debuffs of pistol/smuggler with the range/dmg of rifles.
intim? nice.
stoppingshot (root)? very nice.
oh, and a few non-automatic-weapon AOE's.
commando weapons? mixed signals here... not sure if they'll use cross-profession specials. "wait and see" and "soon" are the watchwords.
And be sure to keep the bowcaster on the top of the list!
Ackehece wrote:
aggroing armies of SBDs is something they are worried about.)
I've NEVER done that as a rifle.
at least, not recently.
also, I've never killed a QA with a stray AOE. well... only a few times.
the new hate system is worrisome as hell.
Yeah what does this hate system mean? If riflemen do the most dmg then the thing argos you and not the tank. Any comments on this?
lammergeier wrote:
I've NEVER done that as a rifle.
at least, not recently.
also, I've never killed a QA with a stray AOE. well... only a few times.
the new hate system is worrisome as hell.
Laped wrote:
Yeah what does this hate system mean? If riflemen do the most dmg then the thing argos you and not the tank. Any comments on this?
lammergeier wrote:
I've NEVER done that as a rifle.
at least, not recently.
also, I've never killed a QA with a stray AOE. well... only a few times.
the new hate system is worrisome as hell.
/taunt increases hate against the taunter... make sure your tanks understand and use it
Ackehece wrote:
Laped wrote:Yeah what does this hate system mean? If riflemen do the most dmg then the thing argos you and not the tank. Any comments on this?
lammergeier wrote:
I've NEVER done that as a rifle.
at least, not recently.
also, I've never killed a QA with a stray AOE. well... only a few times.
the new hate system is worrisome as hell.
/taunt increases hate against the taunter... make sure your tanks understand and use it
use it?
spam it.
Ackehece wrote:
/taunt increases hate against the taunter... make sure your tanks understand and use it
SickSix wrote:
Ackehece wrote:
/taunt increases hate against the taunter... make sure your tanks understand and use it/cover does not by-pass the hate system? wont that defeat the purpose of cover if it doesn't (in PvE)????
cover requires /prone.
it is broken if a mob comes within 15m.
it has a long wind-up timer.
it doesn't allow fast movement.
also, it doesn't seem to be working... and until we can get it to work reliably, we can't say exactly what it DOES allow.
roscannon was able to use it... after he /disbanded from the group, got 30ish meters from all corpses, players, structures, bikes, and all other entities... and RELOGGED (???). it worked for about "1/10th of a second" and drew instant aggro from a roaming mob (a mob that wasn't within 30m when he was successful with the /cover skill).
since he was ungrouped his CL was solo-low, so he went down in about two hits.
lammergeier wrote:
Ackehece wrote:
Laped wrote:
lammergeier
/taunt increases hate against the taunter... make sure your tanks understand and use it
use it?
spam it.
I wish. But the days of the combat cue are over. Now we are slaves to the toolbar and combat has gotten less interactive. /sigh.
Laped wrote:
Actually from your statement there I would say it has become more interactive. You no longer cue up long lists of commands. Now you have to actually watch and do something. And what is the definition of interactive?
lammergeier wrote:
Ackehece wrote:
Laped wrote:
lammergeier
/taunt increases hate against the taunter... make sure your tanks understand and use it
use it?
spam it.
I wish. But the days of the combat cue are over. Now we are slaves to the toolbar and combat has gotten less interactive. /sigh.
That's not entirely true. At least not from my experience with Lamm and Maya last night before you joined us. Basically I was just AAing Headshotthe entire evening while filling the MOBs with HaterAde. Wasn't very interactive for me until I learned Cover and, well, we saw how that turned out.
Ackehece wrote:
Laped wrote:
Actually from your statement there I would say it has become more interactive. You no longer cue up long lists of commands. Now you have to actually watch and do something. And what is the definition of interactive?
lammergeier wrote:
Ackehece wrote:
Laped wrote:
lammergeier
/taunt increases hate against the taunter... make sure your tanks understand and use it
use it?
spam it.
I wish. But the days of the combat cue are over. Now we are slaves to the toolbar and combat has gotten less interactive. /sigh.
I paid less attention to combat than I EVER have before.
I was reading books... monitoring a half dozen chat channels... and watching TV.
you CAN spam an attack... just CTRL-click the button, or run a looping macro.
/taunt;
/macro tauntloop;
great fun, eh?
Whilst headshot has very little in the way of warmup, its cooldown is quite long, and auto attack merely emphasises this.
However, both placed shot and aimed shot are on a different cooldown , as is overcharge shot.
I find that after headshot is fired, you can continue firing placed shot during the headshot cooldown, and add another 300 or so damage in to your output whilst waiting for cooldowns to clear.
Snipershot takes about 2 seconds to wind up, and at least the same for cooldown, but you can still fire other shots during that cooldown.
I guess what Ive found is that spamming the best/most damage special you have isnt the effective way in this system, unlike live.