Rifleman Archive
Thread: Rifleman IS NOT overpowered
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Waste93
Sat Aug 14, 2004 9:01 am
#14
Lunge2 is 20m.
LiakyK wrote:
Dunno, I think Brawler hits are 5m base... and with lag I can see KD2 hitting up to 15m.
Arcurium
Sat Aug 14, 2004 4:57 pm
#15
A) The term is overpowerING, overpowered means you just got you ass kicked
B) Use some Thakatillo against a TKM.Despite the fact that TKM were even rarer than jedi, you can't move 3 feet in coronet without tripping over one. Few of them are truly skilled at their profession. They spam KD2, and head hit.
But if you use Thakatillo, they cant knock you down. they have to resort to lunge, but you can still attack while kneeling. By the time the timer resets, and they can lunge again to get you prone, they will be dead. Weapon choice depends on what they are using, if you use an awesome ion rifle, and you are doing no damage, they have a PSG equipped. I like to switch to a disruptor rifle at that point, because a PSG has no acid resist. It will be a close contest between disruptor and T21 as to which does more damage. I like a good DXR6, because it has some really good accuracy modifiers, which are needed with the penalties rifleman gets while shooting at a moving target while moving.
I also like to use their own tactic against them. You have Flurry shot, which can dizzy, if you get ranged support IV, you get suppression fire I, which is a ranged posture down attack. Melee can't attack while kneeling. Don't try this with jedi though, they can attack while kneeling.
I have beat a defense stacker a couple times, with a rifle/doc template.I had a macro from a friend, that attempts to stand up, then a /healstate self dizzy. With that running. I would heal the dizzy state before another attempt was made. This wayI didnt send myself back to the ground with multiple attempts to stand. I love rifleman, I spent 3 months PvPing regularly with it.
It is not overpowering. the problem is that back in Beta, when you medic/doctor could heal all 3 pools, was that they could heal infinitely because they were healing the very pool that was used up in the act of healing. It made any doctor nearly invincible. So they made mind unhealable. This gave a great advantage, to TKA,Rifleman,Swordsman, and Bounty Hunters. The first time this became a problem was when everyone was a Bounty Hunter spamming eyeshot.
The issue is not with rifleman. It's with the poorly implemented HAM bar. The HAM bar is the cause of many of the problems. The fact that you can get buffs and food, and still spam specials infinitely, even while wearing armor, is the cause of all these issues. As a Master Rifleman, I got my good set of composite, which is all encumberance sliced, except for the helmet, effectiveness sliced. The health and action encumberance on this set is actually less than 400, mind is around 500. So with my human doctor HAM, I can still wear this unbuffed. With musician buffs and a single brandy. I can spam any special at a 2-5 mind cost. I can solo the Geonosian cave in an hour or less, including Acklay. I know there are a lot of people out there who like this mode of play. Where they can go to a high end cave, and clear it solo. I don't. I can't wait for the armor, and HAM revamp. Force people to work together again. It will also get rid of the selfish "me first" players.
,Veusheesras Teacas
station1
Sat Aug 14, 2004 11:40 pm
#16
I wouldn't base your decision if Rifleman is overpowered off of one set of duels...
BTW, what is your defense vs. KD, close to zero?
Like many things, its usually a combination of skills that make a character overpowered, and make others think that only the 1 classis overpowered.
If you also had KD Def. bonuses from a melee prof and the Pistoleer state defense line and some thatillko, you would not have been knocked down. You could Intimidate+Stun to kill your opponent's defenses,and hadplenty of time to headshot3 him to death to your heart's content. Extremenly high defense from other profs + extremely high offense from Rifleman = the perception of Rilfeman being overpowered. (doing 4-6k dmg per second in PvE adds to that too I guess).
Don't get me wrong, I despise KD/Dizzy and don't really think melee profs belong in this game at all.I do think Rifleman is overpowered (that just insured my 1-star) in relation to other ranged classes though, partially because the othersare just gimped. Should they raise those up, or lower Rifleman? I don't know. Only the Combat revamp will tell.
LiakyK
Sun Aug 15, 2004 6:51 am
#17
You only need exploration III for the +40 terrain neg.
Master scouts get +50, but the difference is so small you wouldnt care.
Master scouts get +50, but the difference is so small you wouldnt care.
Warmaker01
Sun Aug 15, 2004 12:36 pm
#18
Waste93 wrote:
One not well know issue in regards to Terrain Negotiation. It caps at +50. Anything over that is a bonus to crawl speed. So you will be nearly as fast as a Ranger with just Exploration IV from Scout.
Warmaker01 wrote:
Master Ranger- You have insane Terrain Negotiation.
Pick your battlegrounds against your buddy (or opponent). Take the fight to the hills or mountains where your superior terrain negotiation will allow you to kite like no other. If your target ducks back into a building or town, don't fall for it, unless you can maneuver wide with good range to get your shots in. Most of all, have Burst Run ready to go if your opponent decides to go full throttle towards you. Whatever you do, keep at the VERY least 25m between you and your target.
I'm chiming in again... Even though the advantages between Ranger & Exploration IV for terrain negotiation isn't as noticeable as you said, it is still a significant advantage for a ranged player against numerous melee stackers. Many of all melee templates focus so much on ranged/melee defenses &def. vs mods that if they possibly could, they'll keep even Novice Scout out of their template.
Let me put out this disclaimer though:Watch for the BH 3000 / TKM or M.Fencers now, the Jedi hunting templates. These melee'ers can move well on rough terrain due to the Exploration IV prerequisite. Still, while they can get good defenses, it is not as all-encompassing as a pure melee template. They usually get good state defenses or good ranged/melee defense. If they try to improve both, then both types of defenses won't be good enough for PvP purposes.
Ackehece
Sun Aug 15, 2004 5:40 pm
#19
LiakyK wrote:
You only need exploration III for the +40 terrain neg.
Master scouts get +50, but the difference is so small you wouldnt care.
Te funny thing is that as a master ranger with a squadleader in group can do what we rifleman used to be able to do... crawl up hills faster then runners can run up them ^_^ the reason they took riflecrawl away from us T_T maybe you can catch jedi with force run if you could get the terrain negotiation mods from CM + Ranger + be grouped with a squadleader who orders retreat....
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