Rifleman Archive

Thread: What do you guys think of the CU update? posted 3:30 today

Cpl_Fisher
Fri Mar 18, 2005 7:48 pm
#14






Jubei-kepeagami wrote:

aghhh sum of us will lose 28 skill points






hmm... I'm gaining 28....



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MWJ
Fri Mar 18, 2005 9:34 pm
#15



uscfan225 wrote:
im just hoping that more good will come out of this than bad





Melee range has been reduced to 6 meters (down from 30)

I like that part



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Nnekk
Fri Mar 18, 2005 9:36 pm
#16



MWJ wrote:


uscfan225 wrote:
im just hoping that more good will come out of this than bad





Melee range has been reduced to 6 meters (down from 30)

I like that part




Me as well. It was silly that they could hit with a sword (or whatever) from even over 10M! Still, 6M (18 feet!) is still a very long reach for a melee weapon! Show me a 18ft sword!



Dev's: Can we get the SEA mods that do not work replaced with mods that do? Also, while you're at it, make sure to update the loot table by deleting mods for SEA's that are no longer applicable. Thanks.


RebRifle
Fri Mar 18, 2005 9:42 pm
#17

18 ft lunge with a sword is possible. Plus the in game range is messed up think more in ft. Something i found most interesting is the change to take cover. It will force us out of cover if we are discovered.
Atobusarragra
Fri Mar 18, 2005 10:09 pm
#18

Personally I hope they make the ranged support boxes actually useful.


Currently I dont have them because I find the modifiers in them to be almost worthless. Also, I find the specials in them are useless to me asMaster Rifle too (I found myself never using them, so picked up novice scout).


If they make us take them, then I hope they put in some useful modifiers and specials.


Ato
DaveG
Fri Mar 18, 2005 10:19 pm
#19


I started reading the changes, and here and there I was pleasently surprised to find that I like what I was reading. However, after the second read through, some really obvious, glaring problems stood out for me. So here they are...



  • Skill Sets, readjusting the pre-requisits.
    One of the great strengths of the SWG profession system is it's flexibility to mix and match parts of professions. These increased pre-requisits are going to really kill this because they're creating skill point sinks. I'm a rifleman, I take rifle-stuff personally, I found my new pre-requisits made sense, rifles+ranged support, it's all ranged. However, the melee pre-requisits are nonsensicle.
    If these pre-req's are staying in, then the only way the devs can retrieve what will otherwise become a nutered system (the system of flexible professions), is to reduce the skill point cost of individual boxes, and optionally give us more than 250 skill points.

  • HAM Revamp.
    Unfortunately, even though it has changed since ThunderHeart released a "white paper" on the HAM changes, the new system is doing exactly what I feared it would do. That being, a lot of upheaval and change, and we end up straight back at where we started.
    Allow me to illustrate, here is a reply Owen_Lars made to one of the many posters in this thread:


    Why is focusing all damage attacks on one area a numbing down?Its not what pool you are attacking, its HOW you are attacking. Believe me, this system will be very interactive and those that dont think about what they are doing and plan their attacks will loose fights, simple as.

    Instead of hitting random pools (making you damage irrelivant pools in the end) the damage is focused on the pool that is going to kill the target. Again its not what pool you are attacking, its HOW you are attacking that pool.

    Well, attacking a single pool is exactly what we have now. With the current system, Mind is king. If you want to defeat your opponent, you kill the mind, and then everything else is shut down. So, in short, the new system is dumbing down, and on the face of it, will not produce a significantly different philosophy of how to defeat an opponent.

  • Increasing Health with increased combat skills.
    What worries me here, is that in PvP you will have the "uber" elite combat masters picking on all the low level easy targets (easy target being 3K Health Vs 1K Health). This is a common problem in many games. In fact, one of SWG's main competitors has taken measures in it's game system to not reward high level players for killing low level players, and thus only reward players for killing opponents of a similar level than themselves. Will SWG employ an equivalent system, or will all the newbies have to grind away at PvE until it's safe for them to come out into PvP when they too will be uber elite combat masters?



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ShadowJedi111
Sat Mar 19, 2005 4:39 am
#20

well, what can i say.. my entire template is screwed...


maybe its time for me to quit..



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KardenTyrell
Sat Mar 19, 2005 7:03 am
#21



ShadowJedi111 wrote:
well, what can i say.. my entire template is screwed...
maybe its time for me to quit..






no...adapt , relearn, and make a new template.



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Ackehece
Sat Mar 19, 2005 8:21 am
#22






KardenTyrell wrote:





ShadowJedi111 wrote:

well, what can i say.. my entire template is screwed...


maybe its time for me to quit..





no...adapt , relearn, and make a new template.





Actually better off... no template - play they way you want to. Their idea is to make no combat template stronger then all other templates in R-P-S kinda way. This way will be much more fun in the long run as PvP will involved all the professions each with a role to play.



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uscfan225
Sat Mar 19, 2005 9:40 am
#23

"All of the above professions will be re-balanced so that mastery requires a more equal number of skill points for each of the elite professions. No player will be able to master three elite combat professions."


...meh

SickSix
Sat Mar 19, 2005 9:49 am
#24






RebRifle wrote:

It will force us out of cover if we are discovered.






I saw this too......WHY??????? Cover has nothing to do with concealment!!! Do they know the difference? obviously they do because currently cover is not concealment in the game, wich is correct. but why now are they mixing the two up? unless they are removing /concealshot1 and making /cover a concealent ability...which doesnt make any sense at all.


maybe i missed something....../waits to be told i did lol



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Keuller
Sat Mar 19, 2005 4:14 pm
#25

I think I'm most likely going to be quitting the game when this hits. But I'll see how beta goes first.



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Ratel
Sat Mar 19, 2005 5:24 pm
#26

My only concern is the line of sight changes that they will implement. I have no problems with not being able to fire through buildings and trees and rocks and stuff, but the ground is a different matter. I know it's not very realistic to be able to fire through the ground but in certain locations and even some planets it's going to make rifleman a bit redundant.


Some planets, like Dathomir, appear to have been designed by someone going through the dt's. Having to walk up to my target until I'm practically within melee range before I can attack kind of defeats the purpose of being a rifleman. Still...I have pistoleer too, so it's not all bad.


Apart from that one gripe, I'm looking forward to the changes.



--
Cheers,

Ratel
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