Rifleman Archive
Thread: Maybe this will help you deal will 2.5x melee dmg
its never realy bothered me either.
when something gets that close to me, i break out mah pistole and blast em. mind bleeds with health bleeds on top ofem can be devestating. not to mention that pistol uses a different HAM which allows my mind to heal some while i run around shootin with mah pistole. pistole melee d used on a target with dizzy on it works great.
Someone correct me if I'm wrong, but wasn't it holo who said at one point that one of the reasons we had to put up with the 2.5 was because we were the ones who hit mind?
Now the issues of every other class that can do so and do it better then us aside, what happens when mind heals are put in or our "advantaged" is rendered useless by the new entertainer buffs?
Still gonna be happy to have this asine and idiotic penalty then?
For people who keep saying use a pet.
I don't see pistol users being forced into this skill sink, why? No 2.5 melee and faster more accurate guns, they can tank half the stuff including low lvl friend bringing mobs that are clone trips to riflemen, It's totally unjustifiable that I need even a non ch pet to take out more then 3 song rasps or flits that con light blue to me since if they get into range before flushing shot can connect I may as well use the command every riflemen in melee needs. (/bend over and grab ankles)
I've got a swamp gurrcat for a pet (1300 HAM minor resists) and it lasts on a good day maybe 3 fights before I have to blow a pet stim, if I didn't have someone who was a decent supplier he'd be useless in a matter of moments to me, and I wager would last about one second against high lvl mobs anyway, which then leaves me running and missing or point blank and dying anyway.
So why not grab the pistol then and spam warning shots or tank it that way?
#1 because usually by the time I try I'm suffering still from the lag of my last rifleshot (a good 6 seconds still using flushingshot) and while this is a non master issue I know by master I also don't need the xp so it's a moot point.
#2 I've got 3 mobs on me and if anything else is behind them the wonderful tab targetting usually means I end up hitting the wrong target totally. And if I took any super smacks before I could get the pistol out trying to warning shot before getting incapped is ually a moot point also.
#3 A little thing called I wanted rifle xp, how many times have you heard people say they earn more pistol xp when trying to lvl rifle? there is a reason for that and it's again the 2.5
But why didn't you take a profession to go with rifle?
I did, it's called ranger, cause the lure of the wild called to me, the (mostly useless unless you count scout ones) traps I thought would go good with a rifle, when they don't bug out anyway and not even say you failed to trap your target, and the the creature to hit bonuses which I thought might make be a better sniper, but surprise surprise I still miss a ton because accuracy at anything below 50m is pathetic, (that should be at least in our top 3 on issues) So if I master that and rifle (3 blocks from master ranger still only at 2-1-3-2 in rifle now) I've got enough SP left over for a lil CH and the ranged support in marksmen that's it. I don't have a fallback weapon to work with unlike some I have a rifle, and I'm sick and effing tiredof being half to master in one elite profession and nearly master in another and still having thugs, fynocks, rasps, melee drall, etc etc incap like it's nothing unless I'm the king of hotkey switching,warning shot praying, andjumping through fifty million other hoops to try and stay alive against mobs other profession can calmly take with ease. (FYI don't see pistol users doing that either do you?) Ranger riflemen may as well be called the suicide template for all the good the skills do for me.
Let me sum things up.
If I wanted a pet for a tank I would have been a CH
If I thought I needed a pistol I would have been a pistoleer.
If I need a second combat profession to survive with a rifle then we're trapped in the land of cookie cutter molds ourselves.
If I knew what I know now when I started the rifle would have been the absoloute LAST profession I would have picked because it's just not bloody worth putting up with half the BS this class deals with, and which again for the record hasn't saved us from any of the nerfs we have taken, so what the bloody heck makes you think it's going to in the future? (T21 anybody?)
And sorry if this sounds a little flamish, acutally no not sorry. The only thing more annoying then the 2.5 is the bloody elitist attitude some riflemen have on this forum, who had plenty of easy targets to lvl with (kima's jaxes snorbals etc) Had prenerf T21's in some cases (i know not everyone did) and don't to be honest seem to give a flying **** about half the things novices are bringing up or anyone under them in general, after all god forbid if us "N00bs" might maybe think of something useful or even TRY to make a point eh? And after reading this I'm going to also had hypocrytes to that list cause of all the 180's some of you are pulling on the 2.5 issue (which btw Aldeon I agree with 100% as being one of our biggest if not the biggest issue)
2.5 has to go pure and simple, it ain't gonna make us supergods overnight, it's not going to solve our short range acc issues, but what it will do is the one thing i'd like to see this class be able to do ON ITS OWN without needing fifty million lil gimmicks pets or other weapons. And that is actually have a fighting chance in PvE and PvP situations.
(/rant off)
First, I do not think our number one issue was or should be 2.5 melee damage.
That said, here are some problems i see with the responces above.
Melee damage is not done sololy by melee classes. Unless something was changed, a commando can do melee damage at range. Now, if someone says that is just one class. Not sure how it is on your server, but, on mine about 2/3 the population is commando the 1/4 BH. Umm, ouch. Maybe I am wrong and they slipped a fix past me:]
Warping. Well, if you want to hunt low level non bafing mobs, then a pet could be an answer I guess. I have a pet, but, using him usually cost me more in down time (heals) and exp (I have to fight smaller mobs). Oh, one person mentioned mind damage to a pet. You can use trick to fix that:]
Pvp verse other classes. Hmm, ya, melee classes have it bad. Still, we are by far the worst against them and for no apparent reason. Saying that a rifleman can negate them by picking up other skills is true, I guess. That would also assume they have not done so also. Try running from a tka while he uses his extra points in pistol or CH. There are pets faster then we can run:]
Again, I am not necessarily for removing 2.5 melee damage, but, think the argument for doing so is strong.
Thats all for now. Luck to ya.
VolstedGridban wrote:
3) Add a new feature that works like the TAB key, only instead of cycling through all the targets in your field of view, it cycles through all the targets that are currently aggro on you. That way I can target stuff behind me without having to turn around.
I'd like to add one thing to this. Cycle through the things closest to you first. Maybe it's just me, but it seems like every time I'm being chased by a horde of mobs Tab cycles through every mob in my field of view that is well outside my firing range while ignoring the one charging at me -_-
We've plenty of points to get short range defense, I went Wookiee, sure no armor, but I get Master Rifle (there) Master Pistol (long ways off..gotta make up my **edit** mind here, I drop pistoleeer 1 more time....) and 2200 CH. Many options to chose from, TKA with Sword as a secondary? Great "D" and a melee attack that does mind, a Rifleman and nothing more won't cut it, Rifle is great as is, sure I hate the 2.5X as much as the next Rifle spec, but IT IS MY FAULT if they get there(other than the crap lag spikes this game has to offer /bleh) and moreso IT IS MY FAULT if I don't have some sort of defense at point blank range.
Now if I would complain about something, it would have to be the Flamers hitting me at 64m, thats rediculous, and of course the pistoleers having better to hit than I at 64m. Maybe they have a -50, but that don't mean to much..I was a 0111 pistoleer (now back at 0100, went ranger for a while) and I hardly ever missed at 64m, very rarely.
Don't get rid of the 2.5X, leave it, as we have options.
Chetvvyn Ulose
THC, Chilastra
It's totally unjustifiable that I need even a non ch pet to take out more then 3 song rasps or flits that con light blue to me since if they get into range before flushing shot can connect I may as well use the command every riflemen in melee needs.
Let's make the problem worse by exaggerating, shall we? Last week or so resources on corellia (bria) shifted, and I took my rifle out to get some high quality avian meat for our squawking doctors. I fought the little brids and the big ostriches, and never had the problems you describe. Move to 55+ range, prone, aim, HS2, HS2, HS2 (usually just one or 2). For the very rare failure, just run or yank the scattergun and do warning shot.
I had the same experience yesterday while with a group looking for krayts. We couldn't find any, so we started hunting the local wildlife, mostly feral banthas, desert eopies, and giant something-or-anothers. With many of these, it was one-shot at 60m, so even when someone else hit at that range, I got the kill.
I honestly fail to see the issues people describe in PvE. I certainly haven't run into major issues with melee damage.
-Jeff
P.S. The events I described above were without a pet.
-Jeff
>Just keep your distance like rifleman are supposed to do.
Rifleman are supposed to start at a distance. If at perfectstarting distance it'snot enough to kill the enemy before he closes, something is wrong. Rifleman aren't track and field athletes running backwards firing a rifle in the meantime.
has anyone tried threaten shot with higher level creatures? do they run from you?
wondering if that can be done in conjunction with /peace
i absolutely agree with this. It would be the most logical to cyle throguh the things that are attacking you. Give it a different key instead of tab if they have to, but running then trying to turn around and click on the attacker is VERY difficult. I can usually get him targeted, but by that time there isn't any time to get off a shot
HitokiriSith wrote:
VolstedGridban wrote:
3) Add a new feature that works like the TAB key, only instead of cycling through all the targets in your field of view, it cycles through all the targets that are currently aggro on you. That way I can target stuff behind me without having to turn around.
I'd like to add one thing to this. Cycle through the things closest to you first. Maybe it's just me, but it seems like every time I'm being chased by a horde of mobs Tab cycles through every mob in my field of view that is well outside my firing range while ignoring the one charging at me -_-
I am a novice rifleman, well actually I am not even that, I have rifle IV and working on Novice, I started this character on saturday, but I do have a master weaponsmith/almost master smuggler/low pistoleerand have been playing since beta.
One thing that strikes me about this board is that the division between novice and master is very angry. There is always differences of opinion between the two, in all classes, however its particularily nasty with rifle for some reason.
At any rate on to the discussion at hand. Personally as a complete rookie I find the accuracy problems to be a bigger issue than the 2.5x melee damage. I dont mind that if they get to me they pound the hell out of me and I have only a slim chance of even hitting them, if I was hitting more than 50% of the time at my best range, while I am prone.
With my pistoleer I just run along happily shooting stuff without even coming to a stop. Sure my accuracy was nerfed a bit ago, but if I miss its not a big deal because I always have another shot. With rifle there is no other shot. I not only have to not be moving, not even a tiny bit, but I have to be prone. I need to be in a very narrow range window, and still my accuracy rate is horrible. That to me is annoying and what gets me killed, the mob getting to melee range is a result of that most of the time ![]()
As for the 2.5 melee range, while I am sure this isnt a solution for the purest, it made my life a LOT better when I took up two-handed weapons. Targets mind pool and is an amazingly powerful set of boxes at low levels. Sure it leeches some of your rifle xp, but the bottom line is if the mob is close enough that I switch to my curved sword, I aint going to be hitting it with my rifle anyways. If and when rifle gets powerful enough for me that they are not getting within melee range very often, then I can always drop the boxes, no real harm done.
Cul
PS - the suggestion for a aggro tab is AWESOME, hell even just a way to make tab work behind you as well as in front would be a bonus
PSS - warping mobs is very annoying ![]()
I agree with you completely Al.
and another thing it isn't 2 1/2 damage OR teleporting that is the #1 issue, it's both. When an eopie (then light blue) breaks out of its root too early or doesn't affect (Ranger issue) without any confirmation whether it worked or not, then teleports on top of you and starts beating you down with it's snout for an ungodly amount of damage (BTW they have posture down attacks which makes it worse), then you have a problem with Rifles in general. I couldn't (don't know about now, I have since dropped Rifleman class and put them up in my house for display until they seriously fix the class as well as redo/fix teh ranger class) go under cover without getting hit with the perma-walk bug, making me have to shut down SWG and restart it EVERY TIME I USE IT. I went to Dathomir for the first time last night, I was reminded how much I missed the old class (before they broke it). I seriously hope that Rifleman class can be a viable option to PVP and PVE with in the future.