Rifleman Archive
Thread: Suggested Changes for Rifleman
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.
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 ![]()
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.
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.
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.
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.
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.
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?
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.
Really? That's odd cause nowadays I'm seeing more pikeman than rifleman.
And yes.. I'm 100% serious.
xybex wrote: