Rifleman Archive

Thread: Suggested Changes for Rifleman

La-grange
Thu May 13, 2004 11:35 pm
#14

Try shooting someone without the uber armor sometime.

Buffs arent the issue. If he isn't taking damage to begin with then of course he is going to regen faster than you can damage.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
AndrewGoentzel
Fri May 14, 2004 4:57 am
#15

Dont nerf buffs. Nerf the god-like armor. Buffs serve to prolong the PvP expierience and i for one love buffs. Two things broke PvP in this game...90% resist armor and Combat Medics with 900 per tick mind poison.



P
sEekes Fai'wans
Commando
-OE-
Burr
Fri May 14, 2004 5:11 am
#16

2.5x damage modifier does not need to come back. It was insane when it was in and would be insane to bring it back. I have no problem with having some penalty when in melee range. But just holding a rifle should not cause me to take more damage. That makes no sense.



----
Nothing personal..... it's just business...
piezo
Fri May 14, 2004 6:42 am
#17

One could also argue that a pistoleer shouldn't be as accurate at 64 as he is at 10 meters.


Or that rifles should be able to shoot much further than 64.



IMO all the changes you talk about are very one-sided. Get yourself a 40% stun helmet and stop crying





Piezoh
DrPiezo



I SAID WE'LL CUT OFF YOUR CHONSON!
Kyreal
Fri May 14, 2004 9:55 am
#18

the system of buffs and armor is what makes rifles "look" more powerful than they really are.


everyone and their mother uses buffs, noone goes hunting WITHOUT being buffed. why is this? oh yes that means they can wear insane encumbrance armor (80 percent and higher resists) which allow them to TANK anything in the game, with novice medic allowing them to use stim b's (which i feel is fking stupid, if anything just a stim a to use at this level would be appropriate) they can sit there and tank to their hearts content.


the problem is not rifles, its not Swords, its not any combat related special. its your damn buffs and the insane armor that wouldnt be possible to wear if you did not have buffs to alleviate the high encum costs. Buffs have effectively made armorsmithing a 2 item seller. Composite and Ubese. the only reason ubese is popular is due to the high kinetic resists while giving ok encum costs which is perfect for the casual hunter. Buffs have also affected weaponsmithing also. WS go for max damage now instead of balancing with ham costs, which results in guns costing around 100 mind per shot with a t-21. the same goes for other weapons also. the whole system was corrupted when doctor buffs became the peoples choice to get for hunting, which also negates having a CH in the group to do the "tanking" for you.


eliminate or water down the doctor buffs and you will see the entire combat system become a totally different place. pistols, carbines could actually be worthwhile again, so could pikes etc. no more wearing 80 and up comp armor because you would never get it on with the encum costs.




Ranxero
Fri May 14, 2004 10:11 am
#19






xybex wrote:



I don't know if I am the only one, but nearly everyone I see nowadays (especiallyat the Krayt Graveyard), are Master Riflemen. This game needs to be more diverse then armies of Riflemen spamming Strafe2 for loot rights on Krayts.





The problem is not the rifleman. The problem is the huge amount of money that is to be made from the sale of pearls. Riflemen deal the most damage, the fastest. They win. You get to loot, you can sell for millions.


Don't muck about with rifle skills, take away the problem. Rifle is the FOTMs because it has the potential to generate the most amount of money. If Image designer did the most damage, there would be armies of ID at the graveyard doing the krayts make-up. It is fortunate that TKM dont have a higher armor piercing level, or there would be even more of them standing out there, spinning away.





Chirac biwan: Mohr

Don't be so proud of this technological terror you've created. The ability to destroy a planet is insignificant next to the power of the Force.

PsychoticChipmunk
Fri May 14, 2004 12:10 pm
#20

Actually nerf buffs and you weaken armor. People want to wear an entire suit, otherwise they expose certain portions that are better for certain profs (obviously head for us, chestplate and arms for pistoleer, legs and boots for carbineer, anything for a BH really) Well with the current ones out there encumberance is so high that you can't get half of it on without buffs. Now what would happen if these buffs were removed (or limited to max of your species, which should be upped by a few hundred)? The layering would go away. People would have 55% armor and their regeneration rate and amount of specials fired in battle would be laughable. Meaning that we'd go back to the glory days when specials were just that. Special.


As it stands right now my Bothan is maxed mind and min in other regards. It takes my entire mind (1100, 500, 400) to destroy a 6k imperial camp (3 ST's or so) and I mean entire. If I miss out on a shot thanks to them not being seeable I have to wait for regen. Don't get me started about what would happen in PvP, I'd be dead before I knew what hit me or what I was able to hit. That is our role in combat and the role we have always played until buffs and food made HAM cost inconsequential. We are the artillery. We deal massive damage, from long range, and at lightning speed. However after 6 shots we are spent and have to either sit down or run and gun with normal shots praying you don't get that 33% chance of a mind hit. Come on Bloodfin and fight me some time, I prefer to not wear armor or buff since I have become a bit of a hermit recently so I can show you how true this is. I don't wear armor since (without buffs) it hampers my ability to kill. If I wore what little of it I can normally equip in a fight (unbuffed) I would be at 30 mind in 3 shots.


To me that seems pretty well balanced, when a pistoleer can shoot and shoot and shoot until they get bored and leave. It also balances out our special ability to hit the "unhealable" mind pool (remember when Holo said that and it was true?) since you stimming away our damage and being back on top while we are recouperating from the onslaught would be a little...wrong.


Well I went a little bit further into this then I meant to. Sorry if it rambled on a bit but I just get a tad emotional when people complain about our prof being "overpowered" while not looking at the whole picture.


PS Oh and the 2.5x was evened out by a to hit modifier which seems to just be broken so we are safer at melee range then we should be at no fault of our own and it'll get fixed eventually.
PSS Pistols can hit at 64 meters just as good as rifles can at 6 or 4 meters. Fix that and I'll gladly miss the barn I'm standing in front of, but don't fix ours and leave that be and of course vice versa.




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0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
PyscoJuggalo
Fri May 14, 2004 2:22 pm
#21






Ranxero wrote:





xybex wrote:



I don't know if I am the only one, but nearly everyone I see nowadays (especiallyat the Krayt Graveyard), are Master Riflemen. This game needs to be more diverse then armies of Riflemen spamming Strafe2 for loot rights on Krayts.





The problem is not the rifleman. The problem is the huge amount of money that is to be made from the sale of pearls. Riflemen deal the most damage, the fastest. They win. You get to loot, you can sell for millions.


Don't muck about with rifle skills, take away the problem. Rifle is the FOTMs because it has the potential to generate the most amount of money. If Image designer did the most damage, there would be armies of ID at the graveyard doing the krayts make-up. It is fortunate that TKM dont have a higher armor piercing level, or there would be even more of them standing out there, spinning away.









This is actually correct, wich is why looting rights should be based on who shot the first shot, not on Damage. Though there should be a time limit so you can't just shoot a Krayt once run away and let a group kill it and the steal the loot.



Example of the time limit:


The initial shooter fires a shot and then the intial shooter or their group has to fire another shot at theMOB in 1 minute to keep looting rights.




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.
XaverriJade7
Fri May 14, 2004 4:59 pm
#22






PyscoJuggalo wrote:





Ranxero wrote:





xybex wrote:



I don't know if I am the only one, but nearly everyone I see nowadays (especiallyat the Krayt Graveyard), are Master Riflemen. This game needs to be more diverse then armies of Riflemen spamming Strafe2 for loot rights on Krayts.





The problem is not the rifleman. The problem is the huge amount of money that is to be made from the sale of pearls. Riflemen deal the most damage, the fastest. They win. You get to loot, you can sell for millions.


Don't muck about with rifle skills, take away the problem. Rifle is the FOTMs because it has the potential to generate the most amount of money. If Image designer did the most damage, there would be armies of ID at the graveyard doing the krayts make-up. It is fortunate that TKM dont have a higher armor piercing level, or there would be even more of them standing out there, spinning away.









This is actually correct, wich is why looting rights should be based on who shot the first shot, not on Damage. Though there should be a time limit so you can't just shoot a Krayt once run away and let a group kill it and the steal the loot.



Example of the time limit:


The initial shooter fires a shot and then the intial shooter or their group has to fire another shot at theMOB in 1 minute to keep looting rights.





That's how it works in FFXI. No KSing there though I doubt we'll ever get the same system.






Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
DomMantell
Fri May 14, 2004 5:55 pm
#23





Change 1 (Melee 2.5x Damage Modifier): This really needs to come back, its kind of awkward that a Rifleman can take a beating from a Krayt Dragon while he Strafe2's it to death. My friend has done this numerous times to everything but Giant Canyons and Ancients, this should simply not be able to happen. Riflemen should have damage on their side, but to be able to take consecutive hits from a Krayt with a Rifle equipped is a little over the top.


A pure rifleman? With no melee profession to back them up? They may be able to take consecutive hits, but the 5th consecutive hit would probably incap them against a high level mob like a krayt regardless of buffs and armor.


Change 2 (Ease of Speed Capping): Is there any point in being a Pistoleer or Carbineer anymore? Your attack time is about the same if not slower with Pistoleer and alot slower with a Carbine. Rifles already have the advantage of much higher damage, an AP1 Stun Weapon, & most importantly Heavy AP. The least they should do is make Master Riflemen +80 Speed so you can still cap, but you have to spend more points (Master Marksman/Tapes). It is currently way too easy to be a speed capped Master Rifleman as you only need 2x +1 speed attachements. I myself am a Master Swords and require +16 in Speed tapes to cap my speed (with Master Brawler). Riflemen should have some more difficulty in acquiring their items needed to be the damage powerhouse of the game.



Not to take issue with your grasp of mathematics, but do you actually understand they way that weapon speeds and delays work?


Weapon Speed * Special Attack Speed Mod * (1-(player weapon speed mod/100))


So a typical T21 with a speed of 7.0 in the hands of a master rifleman using strafeshot2 looks like this:


7.0 * 3.5 (strafeshot2 delay) * (1-(90/100)) = 2.45


Using your example of +80 rifle speed that changes things a little:


7.0 * 3.5 * (1-(80/100)) = 4.9


That's right, your suggestion just halved rifle speed.


Instead of coming here & "suggesting" that rifle speed should be dropped to +80, why don't you post in the swordsman forum asking why 2-handed speed isn't +90?
eq_mind_wipe
Fri May 14, 2004 11:35 pm
#24

Bring back the 2.5 multiplier?


I've got a better suggestion. Since there is no swordsman in star wars cannon or extended universe, how about we just get rid of the swordsman profession.



DavidGX
Sat May 15, 2004 5:47 am
#25

"I don't know if I am the only one, but nearly everyone I see nowadays (especially at the Krayt Graveyard), are Master Riflemen. This game needs to be more diverse then armies of Riflemen spamming Strafe2 for loot rights on Krayts. Here are a few suggested changes that I feel need to be made in order to add some variety to this game."

Really? That's odd cause nowadays I'm seeing more pikeman than rifleman.

And yes.. I'm 100% serious.

Waste93
Sat May 15, 2004 6:46 am
#26



xybex wrote:



I don't know if I am the only one, but nearly everyone I see nowadays (especiallyat the Krayt Graveyard), are Master Riflemen. This game needs to be more diverse then armies of Riflemen spamming Strafe2 for loot rights on Krayts.Here are a few suggested changes that I feel need to be made in order to add some variety to this game.


Change 1 (Melee 2.5x Damage Modifier): This really needs to come back, its kind of awkward that a Rifleman can take a beating from a Krayt Dragon while he Strafe2's it to death. My friend has done this numerous times to everything but Giant Canyons and Ancients, this should simply not be able to happen. Riflemen should have damage on their side, but to be able to take consecutive hits from a Krayt with a Rifle equipped is a little over the top.


No it shouldn't. Please explain to me how carrying a rifle suddenly makes a sword hit cut twice as deep? It doesn't. RIfleman may be easier to hit, but what weapon you carry should have no bearing on the amount of damage you take.


How is it anymore akward for a Rifleman to be able to sit there and take it then any other profession?


Change 2 (Ease of Speed Capping): Is there any point in being a Pistoleer or Carbineer anymore? Your attack time is about the same if not slower with Pistoleer and alot slower with a Carbine. Rifles already have the advantage of much higher damage, an AP1 Stun Weapon, & most importantly Heavy AP. The least they should do is make Master Riflemen +80 Speed so you can still cap, but you have to spend more points (Master Marksman/Tapes). It is currently way too easy to be a speed capped Master Rifleman as you only need 2x +1 speed attachements. I myself am a Master Swords and require +16 in Speed tapes to cap my speed (with Master Brawler). Riflemen should have some more difficulty in acquiring their items needed to be the damage powerhouse of the game.


Of course there is. Carabineers have lots of AoE and status change effects. Pistoleers have defenses. The problem with speeds in the other professions is they have longer delay mods in their specials. Those need to be reduced.


As for the speed cap itself. Everyone hits it at Master. At least for the ranged professions. Your difficulty hitting the cap. Is that using a special or just auto-attack? If it's with specials its probably a problem with the delay mods in the specials. Some professions can hit the cap prior to Master.


Change 3 (Close Range Accuracy): I agree, your accuracy at Novice and before hitting Sniping 4 is pretty bad, but when you get to Master you rarely miss up close. In my opinion a rifle should not even be usable at ~5 meters (excluding Spraystick/E11)due to the huge size of the rifles (T21 specifically). If it is still firable up close there needs to be some penalty, as of right now it is a tad unrealistic.


Master ranged professions all have pretty much the same accuracy at Master. A couple things to remember. There is an accuracy cap. The cap is between 90-95%. Secondly specials have an accuracy bonus. Some bonuses go up to +50. Rifles have more base accuracy however they also have the lowest accuracy bonus to specials. So the actual accuracy of Master level is pretty even


Which is why you have Master Rifleman at close range being very accurate just as Master Pistoleer at max range being accurate. At Master level they can hit the accuracy cap regardless of the range. So their accuracy is the same.


As for a rifle not being useable at 5m. You need to fire a real weapon. At 5m you can just press the barrel against the target and pull the trigger. At ranges that close aiming isn't even required esepcially to hit a human sized target. You just point and shoot regardless if you are using a pistol, rifle, or carbine.


I know the Riflemen do not want these changes, but they will eventually happenin some fashionand are beneficial to the game. The Melee/Ranged Defense of a Rifleman, coupled with no melee damage penalty, unrealistic point blank accuracy, extremely fast speed, & ease to cap (on speed) put Riflemen well atop any class at the moment not only for PvE, but also for PvP. Please take time to read and make insightful suggestions or comments on the proposed fixes instead of instantly one starring & flaming. Thanks for looking.


The ideas presented are not beneficial to the game nor to balance. The melee damage penalty makes no more sense than saying a melee professions should take a ranged damage penalty when at say 30-64m. If we should take extra damage from up close, should they not take more damage from far away? Of course not. It makes no sense and has no basis in reality. Rifle point blank accuracy is the same as Pistoleers max range ability. At Master level they are all hitting the cap. As for speed, rifle fire fast. Just as fast or faster than any other firearm. Even in the SW universe. The T21 in SW fires at 1shot per second at its SLOWEST speed.


What is putting Rifleman at the top end of combat isn't what you stated but a couple of errors the Devs made.


All professions are suppose to have their advantageous and disadvantegous. The nature of the game makes a linear balance impossible. Since we have professions instead of classes we can pick and choose abilities. The number of possible combinations is staggering. So we have to do circular balance.


There are three main categories. Offense, defense, and combat multipliers. Offense is damage. It's a combination of raw damage, speed, and accuracy. You have defense. It's pretty self explanitory. Then you have combat multipliers. They are status effect changes, AoE attacks, and DoT attacks.


But here is how the Devs made errors.


In PvP. Mind has become the determing factor for most cases. At first it didn't matter. But then we got stims. You could easily heal Health and Action. But not mind. So Mind damage was easiest way to win. Then we got buffs. That only exaserbated the problem. You could triple your Health and Action plus their substats with relative ease. So HAM costs for specials were down for those that relied on Health or Action as the primary HAM costs. We also got Mind buffs. But they are still far less than what a good set of Doc buffs will give you. You can only double the Mind and it's subsets. These factors have madeMind the target of choice of course. You can't heal it in combat nearly as easily, and it's generally 50% or less of what the other stats are. Which is also why a CM is a popular PvP choice.


The next major problem is the armor itself. On my server at least 75-80% armor is the norm. The downside of armor was the encumberance. But with buffs and foods that doesn't matter anymore. Yet armor has one weakness. That is stun damage. Stun resists cap out around 40%. That is half what the other resists are. So you can do twice as much damage with a stun weapon as without.


In PvE. The Devs took the easy way out. That was to increase HAM to incrediblely high numbers and increasing their resists and armor. I always have a problem seeing an NPC with 150k HAM, heavy armor, and 90% resists across the board. While a PC with great buffs may have 3k HAM and light armor. Even though both may be of the same species. As I stated about the three categories for balancing. By increasing just the HAM, armor, and resists it has required a reliance on offense only. That has become the defining factor it seems. They could have increased the MOB defenses or made them use more combat multipliers. That way it could have made it more interesting and played various strengths against others weaknesses.


But lets think of it this way. What has changed in Rifleman in the last 6 months or so? Not much really. We got a couple specials fixed so that they work such as ConcealShot. But no real changes other than that. We got some accuracy and defenses increased when everyone else did back in Dec or Jan. But other than that there hasn't been any changes really. Yet as you stated the Rifleman has become more effective. Why? It's because of changes the Devs made, not to Riflemen, but to other professions. Better armor that AS could make. Buffs for Docs. Food changes for Chefs.


Some of the problems should resolve with the new HAM system. It will reduce the dependence on specials and will effect Rifleman the most with their higher HAM costs for specials.


Another suggestion to to reduce the reliance on stun damage in PvP. This can be done by reducing the overall effectiveness of armor. Not a popular choice I'm sure. But if you cap the resists around 60-70% then it may sometimes make sense to use damage types other than stun if the AP is higher. A side effect of this is you can also reduce the HAM of MOBs since the players will not be able to resist as much damage. Then should help bring things back in line.


Another suggestion is to reduce Doc buffs. Put them in line with Mind buffs so they can only double the stat. This will also take care of the problem of people migrating all their stats to Mind and just using buffs for their Health and Action (plus secondaries). It will also make encumberance more ofan issue again with armor.


It's easy to see what is working right with a professions. But not what isn't. Ever seen a Rifleman use SurpriseShot or TakeCover? Why not? Many professions are still broken. While Rifleman mostly isn't. That also leads to the disparity that is seen.


A good example is Commandos. They have the most weapons of any profession. The most damage types. Plus all they way up to heavy AP. Yet when is the last time you saw them use anything other than a Flamethrower?



Colonel Waste - The Wookiee Crusader
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