Rifleman Archive

Thread: The 2.5 damage multiplier and why we want it.

Veebrose
Thu Sep 25, 2003 7:48 pm
#14

The top four classes when it comes to ranged defense:

TKA: +30 ranged defense
Squad leader: +30 group ranged defense
Fencer: +19 ranged defense
Rifleman: +18 ranged defense (+2 more from marksman/rifle4)

We get a lot more ranged defense than any other ranged class.


-------------------------------------------------------------------------------------


If groups get defense against ranged, why then do we get slamed with 2.5x dmg?


It makes no sense, they get protection against us and then get to do 2.5 more dmg on top...... that isn't fair in any way

oaktree68
Thu Sep 25, 2003 10:05 pm
#15



Waylay wrote:

range classes

pistol fast speed, short range, low damage

carbine med range, med speed, med damage

rifle long range, slow speed, high damage.

melee class: get a bonus to defense if they are moving

unarmed fast speed, low damage

one handed med speed, med damage

two handed high damage, slow speed






I agree with the range issue. The speed and damage are both functions of DPS. In case u havent noticed we do roughly 2.5x the dps as pistols. So unless you are asking for us to have the same DPS as pistols, I would rethink your reasoning.

Tilen
Scylla
Aden_Nak
Fri Sep 26, 2003 12:29 am
#16

Squad Leader skill mods are bugged. As in not working as far as we can tell.

That being said. . . the Melee Multiplier has to go. I don't know if you've noticed lately. . . but touting our disavantages hasn't gotten us very far. So far the most work done on Rifleman so far has been to nerf our Elite Rifle.

If the rest of the game worked as it should in theory, we could keep this penalty. But the warping MOBs aren't going anywhere. And our range isn't getting any better. And the odds of us getting Knockback (or even AoE Knockdown) are pretty much nill.

MOBs warp on me and land their first hit before I can even stand up and disarm my Rifle (in favor of the D18 Pistol. . . fear its Novice-osity). Riflemen should not be the only profession that NEEDS to buy other Combat professions to survive.



Esparta Crane
Ace Alliance Pilot


(X)==\__/==(X)

Y-Wings Are Old School

Seflyn
Fri Sep 26, 2003 12:32 am
#17






Lurko wrote:

This much-harped on part of our class is actually not all that bad read then fell free to flame away.


First off we can't hit the ground let alone a real target at melee range with a rifle so unless you have another means of defense (in which case you have dropped your rifle and are no longer taking the 2.5 multiplier anyway) you are going to loss, the multiplier just makes the inevitable happen faster.


Second we can use the fact that we have this disadvantage to counter the pistoliers claim that they should do as much DOT as them. We do more DOT you have no damage multiplier for melee this is called balance.


By playing up our class disadvantages we might be able to get riflemen back to the power level that they where at that justified puting the disadvantages into the class in the first place.


And yes I know the Developers hate us and this will most likely not work out this way but if we have the multiplier dropped or reduced then that is going to strengthen the pistoliers claim that we should do the same DOT as them.






Agree totally, I'd rather keep this disadvantage and push for us being the masters of long range damage rather than turning rifle into a poor mans pistol (except rifles cost more so this doesn't work ).



_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Seflyn
Fri Sep 26, 2003 6:10 am
#18






oaktree68 wrote:
I agree 100%. Losing the 2.5 damage modifier could be the single worst thing that happens to our class. Looking at the dps numbers per class, there seems to be a very stong correlation to our dealing 2.5x pistoleer yet taking 2.5x as much damage. Removing our 2.5 damage modifier could very well put us in GOD mode. I mean why would anyone want to go pistol if they take the same damage as us yet do 250% less damage. Think about it.

For everyone that complains about this, you need to seriously reconsider your choice of class. When I signed up for rifleman, I joined knowing that I would be able to deal damage but not be able to take it worth a sh!t. If you are really that unhappy with our ability to take damage, then I urge you to quit now. That isnt the vision for the class, and I would rather not see damage reduced because a bunch of people whined about it being too high. I already went through a class which thought it was a damage dealing class get nerfed to a defense class, and let me tell you, it sucked. It all happened cause too many people whined about it. WE ARE AN OFFENSIVE CLASS.......GET OVER IT PEOPLE CAUSE THIS IS HOW BALANCE WORKS.

That said. Something needs to be done on a temporary basis to counter the effects of warping mobs. If I go down due to not being able to kill a mob in time, or not getting out of range in time, thats my fault. But this mob warping on top of you, and laying a hit or 2 down to kill you, well thats plain not fair. We need some sort of temporary solution until they can solve that problem

Tilen
Scylla



Great post.



_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
PyscoJuggalo
Fri Sep 26, 2003 6:21 am
#19

2.5 damage multiplyer aint the problem. The problem is the fact that we can't kill things before they get to us. With our close range accuracy getting rid of the 2.5 is just gonna make us die slower.


-Just my thought




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.
Synkharra
Fri Sep 26, 2003 8:26 am
#20

Man you fellow rifleman out there that are saying the 2.5x damage mod needs to stay are just as bad as the Dev's when it comes to ruining our prof. Listen even with the damage mod gone i guarntee that no one will switch over to rifleman from pistoleer, why would they. Sure the 2.5x damage mod may be gone but the to hit modifier will still be in place. Seriously you guys are crazy, you mean to tell me you actually think the dam mode is good when the to hit mod is in effect with it. That just tells me that maybe you are not a rifleman cause if you were you would know how much BS it is that brawler class can kick your ass but then you just keep missing him while he is doing it. Second why would any pistoleer cross over when their weapons do just as much damage but at a faster rate as well ( FWG5's do just as much damage as any of our weapons and they are faster). There is no reason for the dam mod to be in effect, it makes no sense and helps in no way to balance things. If anything it hampers 1 prof and helps all other prof's against that prof. So for you rifleman out there that are saying hooray for the 2.5x, YOU ARE IN THE MINORITY ON THIS ISSUE SO SHUT IT!!!!!!!!!
Seflyn
Fri Sep 26, 2003 9:36 am
#21






Synkharra wrote:
Man you fellow rifleman out there that are saying the 2.5x damage mod needs to stay are just as bad as the Dev's when it comes to ruining our prof. Listen even with the damage mod gone i guarntee that no one will switch over to rifleman from pistoleer, why would they. Sure the 2.5x damage mod may be gone but the to hit modifier will still be in place. Seriously you guys are crazy, you mean to tell me you actually think the dam mode is good when the to hit mod is in effect with it. That just tells me that maybe you are not a rifleman cause if you were you would know how much BS it is that brawler class can kick your ass but then you just keep missing him while he is doing it. Second why would any pistoleer cross over when their weapons do just as much damage but at a faster rate as well ( FWG5's do just as much damage as any of our weapons and they are faster). There is no reason for the dam mod to be in effect, it makes no sense and helps in no way to balance things. If anything it hampers 1 prof and helps all other prof's against that prof. So for you rifleman out there that are saying hooray for the 2.5x, YOU ARE IN THE MINORITY ON THIS ISSUE SO SHUT IT!!!!!!!!!





I'll put this in simple terms for you, maybe you just suck?


Just because we're in the minority doesn't mean we're wrong. Whenriflemen receive a massive nerf after the 2.5x melee is removed should I send you the "told you so" PM.


The heavy weaponsdoing melee damage and mob warping DO need to be fixed.


If you're complaining about a brawler beating you at close range,you really should consider choosing a different class, maybe one with stabilizers.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Dragonkat
Fri Sep 26, 2003 9:57 am
#22

Sorry but I have to disagree.


When I see blue cons and player bought cl 15 petshitting me for 300+ that's a red flag right there. But when you throw in the fact that the 2.5 makes taking on any high lvl friend bringing mob heck most low lvl mobs that bring friends totally impossible, where any other class can casually take hits that have us on the ground in seconds thatis not right.


It makes no sense in the slightest that a pistol user with a little gun takes 100 damage from mob A a hit but the guy with a big honking rifle has no close in means to defend himself to the point where he's getting pasted just for picking his gun up?


If we had better means to keep range, the ablity to actually hit a **edit** target at a reliable rate (died so much trying to use warning shots while running I don't even bother anymore) or just some means to stop that target for a second if it gets close, (bayonets anyone) I might be inclined to agree, but the way it is now. This one of the top 3 things holding riflemen back as a profession.


As for trying to use it as a bargining chip? If I remember right wasn't the line about us hitting mind one of the reasons the devs said we had this? If mind heals go in there's one more reason to take this out.

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