Rifleman Archive

Thread: From the lips of the developers, no actually stolen from a Jedi post

Ackehece
Sun Jun 05, 2005 8:12 am
#14






LuellaLokidottir wrote:


Really, the available range for various moves should be capped by the profession they come from, not the weapon you have equipped. So, just being able to use a T-21 (master rifle) doesn't mean you can use an ability of any other combat profession to (for example) root at the range of a T-21. That's only sensible,


The current design only encourages the kind of combat profession stacking that the CU was meant to fix.







orginally only 80% or so of the moves were to cross over... they cheaped out and now to fix that mistake it appears they want to nerf us. I keep hammering them (and the one correspondent who shall remain nameless for calling nerfs on us all the time) about this issue. Rifles should be a choice not a requirement but range issues need addressing (not with a min range but with a much lower accuracy while close) SAC should not be totally negatable and delays should not be chainable.

The big problem is that it really is not rifleman that is debalanced but the fact that other professions can use rifles (so we get the blame) with their abilities and are able to get nearly our best weapon with out spending the skill points to aquire it. Smuggler +Pistoleer + some BH +ALR = deadly

Message Edited by Ackehece on 06-05-2005 09:15 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




Ralim
Sun Jun 05, 2005 11:11 am
#15



i don't understand people's complaints about range(rifles)....if you think about it....rifles should be able to shoot farther and pistols upclose. The speed difference should not matter....look at a M16(rifle) in rl....look at a MP5(carbine) and then M9(pistol).....range does matter. That's why our infantry uses M16s for heavy fighting in areas that require long shots...that is why the MP5 is used by spec ops in covert operations because often they are clearing out rooms or alleys...that is why the M9 is used as a back up becuase it's only reall effective range is in close combat


....I own a Berretta 92fs ...just got it but... i need to be 20m from target to get a good grouping(mostly inexperienced though) but....i also own a .22 rifle with scope(also inexperienced with)....i can get a good grouping from 100m out....hmm.....why make things unrealistic in game? But...but.....my accuracy with arifle only doubles when i move up to say my 20m target...it doesn't decrease!


*bottom line* no min range, no accuracy penalties, and no slowing down rifles

Message Edited by Ralim on 06-05-2005 02:15 PM




IMPERIAL CAPTAIN
RALIM SUNWALKER
ECLIPSE

Warmaker01
Sun Jun 05, 2005 11:16 am
#16

Cries for Nerf on Rifleman. I can take a guess where that's coming from.

Zaax
Sun Jun 05, 2005 12:14 pm
#17

hmmm.


in last nights huge ahazi PvP battle, i was doign OK, but i was certainly not "teh uber"


i cant accept any further downgrade of our skills, not even higher sac. as it is, 6 shots and we need to stop. and if we use a action pup - there goes our "uber" dps..


i really think we are well balanced...


what we need (yes Ack, i read that its non-negotiable, but i need to say i anyway) is our ranged DB back. becasue now not only do we need to run up many meters, we have the wind up to worry about too!! 9/10 times the target is up and healed by that time... i cant even triple incap...


they can track damageso make it that only if the RM does most of the damage, he can DB, this will avoid DB steal complaints


only guy i DB'd myself last night (got credit for 3-4) was a guy i incaped right next me, more or less one on one, but in a large battle, there is no chance at that.





p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
PyscoJuggalo
Sun Jun 05, 2005 3:37 pm
#18






Ackehece wrote:






LuellaLokidottir wrote:


Really, the available range for various moves should be capped by the profession they come from, not the weapon you have equipped. So, just being able to use a T-21 (master rifle) doesn't mean you can use an ability of any other combat profession to (for example) root at the range of a T-21. That's only sensible,


The current design only encourages the kind of combat profession stacking that the CU was meant to fix.







orginally only 80% or so of the moves were to cross over... they cheaped out and now to fix that mistake it appears they want to nerf us. I keep hammering them (and the one correspondent who shall remain nameless for calling nerfs on us all the time) about this issue. Rifles should be a choice not a requirement but range issues need addressing (not with a min range but with a much lower accuracy while close) SAC should not be totally negatable and delays should not be chainable.

The big problem is that it really is not rifleman that is debalanced but the fact that other professions can use rifles (so we get the blame) with their abilities and are able to get nearly our best weapon with out spending the skill points to aquire it. Smuggler +Pistoleer + some BH +ALR = deadly

Message Edited by Ackehece on 06-05-2005 09:15 AM







Agree with the underlined, on the second pointthough, I do abuse delay chaining like a red headed step child



Oh well I'll adapt. Kinda knew delay chaining needed to be looked at anyway, it's sorta like how KD chaining was.



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.
Blixtev
Sun Jun 05, 2005 4:10 pm
#19






PyscoJuggalo wrote:


@ Fanfest:




the only mention of a fix to the imbalance of rifle, was blixtev mentioned that he could slow down the rate of fire of rifles. he said 'its' slow now but we can slow it down more' and smiled.







This is a misquote, by "slower" I meant movement rate with rifle equipped, not rate of fire.

There is much concern about rifleman damage right now (was asked in about every pvp and ranged profession forum) , however before we look at damage ranges I wanted to see what the feedback on putting more of the drawbacks in other areas such as movement speed. Sorry if it came across as rate of fire, that ballroom had lots of reverb going on in it so I am not sure if everyone was able to hear everything clearly.

Lead Designer
Star Wars Galaxies

PyscoJuggalo
Sun Jun 05, 2005 4:15 pm
#20






Blixtev wrote:






PyscoJuggalo wrote:


@ Fanfest:




the only mention of a fix to the imbalance of rifle, was blixtev mentioned that he could slow down the rate of fire of rifles. he said 'its' slow now but we can slow it down more' and smiled.







This is a misquote, by "slower" I meant movement rate with rifle equipped, not rate of fire.

There is much concern about rifleman damage right now (was asked in about every pvp and ranged profession forum) , however before we look at damage ranges I wanted to see what the feedback on putting more of the drawbacks in other areas such as movement speed. Sorry if it came across as rate of fire, that ballroom had lots of reverb going on in it so I am not sure if everyone was able to hear everything clearly.






Cool, sorry for the misquote....



And that actually aint that bad compared to slow ROF, increase SAC, and min range. When ever someone talks about the word "slow" riflemen think bad things. Yeah slowed movement is a good option.





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.
Barkingbantha
Sun Jun 05, 2005 4:26 pm
#21

Hold on a sec..........


Riflleman specials have only just started working properly with publish 17.......and now you're already warming up the nerfbat on our prof?????


Sure, already, you must have a whole army of rifleman victims that are lining up to kick us in the pods, right?


riotcontrol
Sun Jun 05, 2005 4:34 pm
#22



Blixtev wrote:


PyscoJuggalo wrote:
@ Fanfest:
the only mention of a fix to the imbalance of rifle, was blixtev mentioned that he could slow down the rate of fire of rifles. he said 'its' slow now but we can slow it down more' and smiled.


This is a misquote, by "slower" I meant movement rate with rifle equipped, not rate of fire.
There is much concern about rifleman damage right now (was asked in about every pvp and ranged profession forum) , however before we look at damage ranges I wanted to see what the feedback on putting more of the drawbacks in other areas such as movement speed. Sorry if it came across as rate of fire, that ballroom had lots of reverb going on in it so I am not sure if everyone was able to hear everything clearly.





I would appreciate if the Dev combat team would take this into consideration when changing anything to the CURB combat system, as this is how combat balance should work in a SW game with both melee and ranged professions:

1) Multiple ranged fighters will easily kill a melee fighter.
2) Multiple melee fighters will easily kill a ranged fighter.
3) In a close quarters fight, a melee fighter will most likely win.
4) In a long distance fight, a ranged fighter will most likely win.

If a melee fighter can cross the distance through an open field, engage the ranged fighter and still win, the system has failed. Currently it works quite well and is pretty balanced regarding different playstyles (for different uses - close quarters and open-range fights).



__
wieland argosy <gunslinger>
RemoMoxey
Sun Jun 05, 2005 4:50 pm
#23






Blixtev wrote:






PyscoJuggalo wrote:


@ Fanfest:




the only mention of a fix to the imbalance of rifle, was blixtev mentioned that he could slow down the rate of fire of rifles. he said 'its' slow now but we can slow it down more' and smiled.







This is a misquote, by "slower" I meant movement rate with rifle equipped, not rate of fire.

There is much concern about rifleman damage right now (was asked in about every pvp and ranged profession forum) , however before we look at damage ranges I wanted to see what the feedback on putting more of the drawbacks in other areas such as movement speed. Sorry if it came across as rate of fire, that ballroom had lots of reverb going on in it so I am not sure if everyone was able to hear everything clearly.






This is not a flame, but I want to state once again that no matter what you do to balance out the professions you WILL NEVER ACHIEVE BALANCE!


There will always be people that will find that extra "edge" in the system. The only way to achieve balance it to have 1 combat profession ONLY.


As far as riflemen being UBER.........lol. My brother is a BH/Carbineer, I'm a BH/Rifleman. Using post CU weapons he kicks my rear in damage. The only thing that saves me is my converted T21.


If you REALLY want to balance rifleman, make the advanced laser rifle a master rifleman weapon.....after all the stats are the EXACT same as our master only weapon (the T21, and the damage cap on the laser is actually higher.......that makes sence........lol).At the very least the adv. laser should be a 4th box cert.




Galactic Traders Union
Tatooine: 4540 -4724 (900M East of Mos Eisley)
Talus: 5437 -3691 (In the Fort Ronin cantina)

Alot-ta Fachina ~ Master Droid Engineer/Master Artisan
SWGRonin.com
Nisdain
Sun Jun 05, 2005 5:10 pm
#24



Blixtev wrote:


PyscoJuggalo wrote:
@ Fanfest:
the only mention of a fix to the imbalance of rifle, was blixtev mentioned that he could slow down the rate of fire of rifles. he said 'its' slow now but we can slow it down more' and smiled.


This is a misquote, by "slower" I meant movement rate with rifle equipped, not rate of fire.
There is much concern about rifleman damage right now (was asked in about every pvp and ranged profession forum) , however before we look at damage ranges I wanted to see what the feedback on putting more of the drawbacks in other areas such as movement speed. Sorry if it came across as rate of fire, that ballroom had lots of reverb going on in it so I am not sure if everyone was able to hear everything clearly.





Sorry, still stupid. Other professions have all sorts of things going for them other then damage, rifleman honestly arent supposed to have much BUT their damage.



-Nisdain Vesrial / Caspers Neetakka
robpro
Sun Jun 05, 2005 5:14 pm
#25






Blixtev wrote:






PyscoJuggalo wrote:


@ Fanfest:




the only mention of a fix to the imbalance of rifle, was blixtev mentioned that he could slow down the rate of fire of rifles. he said 'its' slow now but we can slow it down more' and smiled.







This is a misquote, by "slower" I meant movement rate with rifle equipped, not rate of fire.

There is much concern about rifleman damage right now (was asked in about every pvp and ranged profession forum) , however before we look at damage ranges I wanted to see what the feedback on putting more of the drawbacks in other areas such as movement speed. Sorry if it came across as rate of fire, that ballroom had lots of reverb going on in it so I am not sure if everyone was able to hear everything clearly.






Why not have it so pistols getslittle weapons hinderance, carbine get medium hinderance, rifle get high hinderance.


better yet would be to make all weapons have weight the heavier the weapon the more of a hinderance. A T-21 is a very big gun were a spray stick is the size of a flashlight so the t-21 is good for sniper shots the lighter weapons that do little dmg can be use for kiting


I really liked mbh before CU when there was a time and place for each weapon type but know its just use the weapon that does the best DPS regardless of elemental dmg that can hit 65m+


Out of all the CU has changed and made this game more balanced the limited range of pistols, and carbines with no limits set for rifles has to be the $tupidest unbalancing of all time. The range/accuracy system we had before was more balanced than this $hit. As rifleman can even stay prone and shoot at point blank range now



------------ VOID ------------
------------ Cron ------------ Faction ------------ Rcon ------------
------------ Vakee ------------ Mercenary ------------ Kavee ------------
------------ Dcon ------------ Support ------------ Xcon ------------
------------ Shadowfire ------------
Cango
Sun Jun 05, 2005 5:47 pm
#26

Cron, your right, Rifleman does have the best DPS and range.

We also have the worst SAC, we cant keep up our high DPS for long. And our DPS, although higher, isnt a ton higher than that of a carbiner/pistoleer.

Rifles have the best damage/range but a ton of SAC

Pistols have the least damage/range but a ton less SAC

Carbines are a middle ground.


I could understand making us run a bit slower, and would accept it.


-MBH/MRM/0003 Pistoleer/0020 Entertainer



_______
Cagno Kyraic
Teräs Käsi Master
Page 2 of 6