Rifleman Archive

Thread: next months Top 6

Hawkenz
Fri Sep 05, 2003 10:35 am
#14

"The reason they put it on a tiemr was to prevent solo XP. Spamming suppression fire, stops a mob in its tracks, also when you do that, for a small amount of time they cannot shoot. It also prevent melee in PvP from charging you, and it gives you a serious advantage. "


Ok,


1) Whats wrong with solo xp?


2) Supression fire does not ALWAYS stop a mob especially huge ham red mobs you will still get owned. So thats just not true.


3) Dont you think we should have something to prevent melee from charging us with no repercussion? If you play a rifleman you should know once someone is on you GAME OVER.




Hawkenz Lifebane

GM - DROW - Bloodfin - Theed

WWW.GUILDDROW.ORG
Noules000
Fri Sep 05, 2003 10:51 am
#15

Things I'd like to see:

1) Clear description of what classes are supposed to be. This is probably the single biggest point of contention over all the classes. Are riflemen supposed to be snipers? AE support class? Damage class? All of the above? Where do we fit in the hierarchy relative to other classes at doing X (where X is some class feature - damage, AE damage, status effects, range, etc. etc.) I don't want a uselessly general 'Master riflemen are deadly with a rifle'; I want 'Master riflemen should have the best AE damage in the game, but are superceded in single target damage by class A, B, and C'

2) High HAM, very short range rifle melee KD. This is a one-shot attempt to temporarily stop a mob or player that got to point-blank somehow. It should be high enough cost that it's not spammable (so if you miss, or if they resist, you lose) but something like this would help so melee range isn't ALWAYS death. With the timer, this would only serve to open up the range, and really only functions as a last-ditch option given the rifle range and melee damage modifiers. Probably under concealment somewhere, given the branch's lack.

3) Better documentation. This is for all classes - but I'd really like to know what a given special is really supposed to do. What exactly does cover do? What about stun? What effect is flushing2 supposed to inflict? (as a side note, I noticed flushing2 was trying to do a posture change last night, but I don't believe it ever succeeded)

4) Pistoleers can take Smuggler or BH to supplement their pistol skills. Carbineers can take BH to supplement their carbine skills. Riflemen can't spend points to get any better than master rifle/marksman. While this is arguably an advantage, it'd be nice to see classes with more synergy, or make all the classes distinct, i.e. BHs would get 'BH Pistol Speed' rather than 'Pistol Speed', which would stack with the marksman 'Pistol Speed' but not the (proposed) 'Pistoleer Pistol Speed' mods.

5) Rifle could use some more diverse damage types.

6) Twirly rifles. Or not.
JuCat
Fri Sep 05, 2003 11:06 am
#16


1. 2.5x melee mod this is just crap. No other profession is penalized like this.


2. Special Move Action costs to HA"M". Rifleman are NOT the only class to deal "unhealable damage" to mind. Also crap. Rifleman are pretty much committing suicide by utilizing there "so called" unique skills. Every combat profession has the majority of special move cost to Action or Health with very minor costs to mind. If I'm fighting a BH with 2 levels of BH skills we are helping that BH to take us out. Makes no sense, either move the majority of our HAM costs to action or give Rifleman the ability to heal there mind.


3. Max/Ideal range and accuracy. The accuracy argument aside there is no way a pistoleer should have the same range as a "SNIPER", it just is NOT right. Outside of 5-7m a MASTER SNIPER should hit his target 99.9% of the time at any range up to 1200m. Typically a "sniper" will take his kill shot between 900-1200m. I realize the limitations of the game affecting that aspect, but 64-70m, COME ON!!! Either fix the range or change our title and completely rework the class.


4. 75% damage reduction in PvP? So are the new commando's gonna get a 95% damage reduction? This is just ridiculous. Please get this reduced.


5. Please get the T21 right. This weapon should have never been nerfed to this degree. What can SOE's justification possibly be now for reducing max damage on these. Commando's now have weapons that have max damages well over 2000 and minimums of 800. Granted there are high penalties but please.


6. A Rifleman currently has no elite combat profession to compliment his skills. Rifleman/Ranger, come on 3/4 of that tree is non-combat, and camoflage is a good idea but not usfull in it's current state, and would not provide anywhere near the benefit of BH/Pist. We are currently forced to a Rifleman/CH for anykind of combat enhancement. Rifleman/Squad Leader please. Squad Leader is a useless class although again a good idea but currently useless. BH/Pistoleer, CH/anything, Pistoleer/commando, combat medic/doctor.







JuJu VooDoo .. AI


WayneInAustin
Fri Sep 05, 2003 11:08 am
#17

Since you said the 2.5x modifer and HAM costs have already been addressed...


1) Incredible power of the Commando weapons after nerfing our T21. Nerf them or improve us.


2) Since they are forcing us to using Conceal shot more, Fix it so that all the Target's buddies dont decide to have a party on my butt while he is wandering around clueless. (Conceal shot doesnt cause aggro).


3) MOBs warping to us


4) Almost-dead MOBS warping off the planet leaving you XP-less and mind-dead for nothing.
I used to think this was the same as #2, but now I think it is a different problem in the same area)


5) How about meeting the Suppression Fire issue half-way?
Suppression fire either has a shorter timer or holds MOBs back longer.
So if I fire suppression, timer is say 20 secs, MOB is suppressed for like 10 secs.
This forces me to maybe use warning shot every now and then, or mix my attack up more.


These are my most important now. Notice that two of them would NOT have even been on the list before this last nerf.





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


LecheHombre
Fri Sep 05, 2003 11:21 am
#18

I'd say that my biggest new concern is the lessened accuracy while moving after the sep. 4 patch. This is related to our previous submissions regarding our accuracy versus other professions, but has become even *more* noticable now. Basically, I'm OK with having a penalty to accuracy while moving, but these days (at sniping 4) I am lucky to hit one in four/five shots if a creature is running towards me and I am forced to run away, even if the creature is 50+m away, I use a special (and therefore get the accuracy bonus of the special), AND I aim. In my opinion, either our base rifle accuracy should be increased, or rifle ranged attack mods need to be raised.



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


Pecos
Fri Sep 05, 2003 11:25 am
#19

To bring us more in line with the other combat classes, I suggest they increase our damage to 10,000 per shot, switch our skills to use the action pool and remove the 2.5x damage penalty. That way we'd be almost as good as a medium level BH.


AldeonAvardulin
Fri Sep 05, 2003 11:37 am
#20






Hawkenz wrote:

"The reason they put it on a tiemr was to prevent solo XP. Spamming suppression fire, stops a mob in its tracks, also when you do that, for a small amount of time they cannot shoot. It also prevent melee in PvP from charging you, and it gives you a serious advantage. "


Ok,


1) Whats wrong with solo xp?


2) Supression fire does not ALWAYS stop a mob especially huge ham red mobs you will still get owned. So thats just not true.


3) Dont you think we should have something to prevent melee from charging us with no repercussion? If you play a rifleman you should know once someone is on you GAME OVER.







1.) Soloing all the way to master is not intended, they want you to group to get XP.


2.) It may not always work, but it worked neough to keep them 30-40 meters away from you at all times.


3.) Try playing a melee for one, then look up some of our styles. Dizzy melee first, then suppression fire. If melee still chooses to charge you, they will have fun on the ground for a bit.


On a side note, as long as you keep moving melee will never be albe to hit you. The reason is, becuase of lag issues, if your moving, melee will actually be like 10 meters away from you, when they need to be a max of 5 meters away.




----------------------------------------------------------------------------------
Like you Only better
Aldeon/Chadn radiant
Issik
Fri Sep 05, 2003 11:50 am
#21

1) Damage. We are stuck with lasers from marksmen up, if we are on a server without T-21s, and even then I might still use the laser, due to the attack speed and high max damage and lower but too high HAMs. Fix T-21s to halfway between prenerf and post nerf, or even allow GOOD plumbum iron to be spawned, allowing good e-11's. The best I've ever seen was nothing compared to a quality Dlt20a, and it is two or three levels higher to get the cert.


2) 2.5x melee damage swapped to prone, then 1.5x for kneeling. See previous posts/threads


3) Better documentation. This is for all classes - but I'd really like to know what a given special is really supposed to do. What exactly does cover do? What about stun? What effect is flushing2 supposed to inflict? (as a side note, I noticed flushing2 was trying to do a posture change last night, but I don't believe it ever succeeded) The already changed the skill menu, It wouldn't be that hard to type 50 words to tell us what an attack does and how to use it (ie: be prone, be covered, rifle only...)


Great Idea, sorry I can't remember your name whoever's idea it is


4) Make it possible to solo. How many snipers really need support to kill one Bloody gualama. I for one picked Rifleman because I wouldn't have to group with 1337 d00ds to get xp.


5) Intermediate leveling. When you get novice rifle, it helps. Master is supposedly great. What's in the middle? Other than every rifleman running to Lok looking for our one VIABLE target.


6) Warping bug. I've been lucky with this so far, but it needs to be fixed. Too many riflemen have died to bring us this information.


Khyras, On Bria.
Doctor/ Wannabe Rifleman
"The nerf of God is coming!!! Pistoleers Repent!





Khyras
CANCELLED. Last day Dec 5th.
Retired Bounty Hunting Hawtness

"Don't think, just shut-up and listen" -Wookash

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WayneInAustin
Fri Sep 05, 2003 11:56 am
#22

This really sucks. Whats wrong with someone enjoying solo???


I don't play PvP right now. And I thoroughly enjoy soloing. I enjoy sitting down and logging in a couple of hours before bedtime and wandering out into the moutains to see what I can find. Why should I NOT be allowed to enjoy this? I have several friends who, if they are online, like to join me. But probably 50% of my time is solo.


My experience with groups is you can waste a LOTof time waiting for people, getting organized, etc. Time I do not always have. Grouping can be REALLY tedious.


It is no fun to find some tuff game 2500m from a town, and get owned in 2 minutes. I don't mind getting incapped and sitting on my azz a long time healing... but let me kill something in return!


Un-nerf suppression to some extent. Warning shot is SO inconsistent.
Sounds like SOE would preferIjust kill 450,000 dwarf nunas to reach Sniper IV.





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Hawkenz
Fri Sep 05, 2003 11:57 am
#23

1.) Soloing all the way to master is not intended, they want you to group to get XP.


When did they say that? Can you find me a quote? Don;t know if you knew this or not but grouping in swg sucks.


2.) It may not always work, but it worked neough to keep them 30-40 meters away from you at all times.


Again you are so wrong here its pathetic. Seriously. On a rare occassion you could keep that 10,000 hp red mob that you need to kill 5,000 of to get the 1.8 million needed to get all 4 top lines including combat exp, AT A STANDSTILL from 30-45 meters away and making sure its a non "ranged" mob and only melee, and doesn't warp to you, before it breaks.


Congrats thats some **edit** EASY EXP. I bet you exploited yerself to master anyways.


3.) Try playing a melee for one, then look up some of our styles. Dizzy melee first, then suppression fire. If melee still chooses to charge you, they will have fun on the ground for a bit.


Again WE ARE THE CLASS THAT IS SUPPOSED TO DROP MELEE! Cause if we dont drop em who is? Stick a melee master swordman in the middle of FOUR rifleman at close rangelets see who lives. God forbid we kill em 50% of the time before they get to us.


Like I said give us a frickin team lead that knows something about mmog's.




Hawkenz Lifebane

GM - DROW - Bloodfin - Theed

WWW.GUILDDROW.ORG
Hawkenz
Fri Sep 05, 2003 11:59 am
#24

Lol, on the ground. Sorry we dont have a knockdown. And sorry suprression is on a 30 second timer now thanks.



And it says right on these boards that TL's will be rotated every month. Its been a month where is the rotation.




Hawkenz Lifebane

GM - DROW - Bloodfin - Theed

WWW.GUILDDROW.ORG
KhalibanMoore
Fri Sep 05, 2003 1:07 pm
#25

Right now, the T21 is worse than the laser rifle. (I think. I'm on Intrepid) My fix:


First, allow the Scope optional component. The T21 can only get the Stock. The laser can get both. This bonus will improve the T21 damage past the laser by a few points.


Second, cut the HAM cost in half. This will solve more Rifleman problems than anything else. With HAM costs that low, the T21 would be any Rifleman's first choice, whatever the damage or speed.


The end result is a rifle with better long range accuracy than the laser, similar max damage, higher min damage, similar speed and half the HAM. I don't think that is overpowered, but it is clearly better.

Captiva
Fri Sep 05, 2003 1:11 pm
#26

#1 OMG I CANNOT STRESS THIS ENOUGH >>>>>>>EYE SHOT...it is totally not balanced that a BH can kill me in one shot, because I have 10 points of mind pool left from doing specials(some like strafe shot that do not even hit their mind pool). If a rifleman kills me, fine so what, I am sure his mind pool was low too, and I had the same chance to get him as he did to me, but a BH does not have this disadvantage, making it totally unfair. Blind me fine I DO NOT CARE...they shouldn't be able to hit my mind pool.



#2 Warping monsters..I really could care less about this, because I don't kill mobs anymore since I don't need xp, but it needs to be fixed for everyone who still has to deal with the teleporting monsters, that makes it totally annoying to even bother lvling up.



#3 The 2.5x that we get on top of the ridiculous amounts commandos do. I wouldn't mind this so much, if we had a wider range.


I am sure people have also recommended these things in more words or less, just figured I would say them again, since I really really think they are the most important. Thanks for reading through all these posts Aldeon; keep up the good work




in-game giavona RIP jilabolic
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