Rifleman Archive
Thread: Why is the so called flavor of the month rifle/Combat medic?
Okay im a master CM/ 4434 Rifleman.
No, you do not hit every time, It all depends of the potency of your poison.
No, We cannot hit someone we cannot see unless your inside a base or something and you use an area poison on someone you can see.
No, you dont throw 80m without an extremely specialized poison/disease, by doing this your poison/disease will do piddly squat damage.
You really need to be a proffession to make comments like this, i agreee Cm is overpowered but you are exaggerating a whole lot my friend, if you want us fixed then make reasonable complaints do not stretch the truth like you are.
Eijas wrote:
Okay im a master CM/ 4434 Rifleman.
No, you do not hit every time, It all depends of the potency of your poison.
No, We cannot hit someone we cannot see unless your inside a base or something and you use an area poison on someone you can see.
No, you dont throw 80m without an extremely specialized poison/disease, by doing this your poison/disease will do piddly squat damage.
You really need to be a proffession to make comments like this, i agreee Cm is overpowered but you are exaggerating a whole lot my friend, if you want us fixed then make reasonable complaints do not stretch the truth like you are.
Standard range for poisons is 70m, still farther than any ranged profession can shoot. It is true that past that point the damage goes down considerably, this can be negated with venom though. All master cm poisons can be experimented up to big potency without affecting thedamage much/at all. By big potency I mean that +25 poison resist tapes and the best BE poison resist food on your server will do nothing. Poisons do miss occasionally, however this is to do with a basic to hit roll, it ignores all ranged/secondary defenses. A master combat medic does not miss nearly as much as a master ranged profession, even against an opponent with close to zero defenses.
CM/Rifleman is a weak defensive template, I have capped ranged defense and I hit this template much more than it hits me. You can also knockdown them very easily. A smart cm will just spam stand and throw poison though, even if he doesnt get up the poison will still throw. The good cms know that they are going to die, and they also know that it does not matter because they will live vicariously through their poisons and diseases. Attacks that ignore all defenses, armor, resists, everything. CM is such a popular choice right now because it bypasses uber armor, and it allows you to do damage even after an incap or death. In my opinoin, thats as close to god mode as youcan get at this point, which means it's probably due for a nerf.
If you want to grief over CM's go to the CM boards and troll it like all the other griefers. Stick to the rifle topics.
I agree rifle/CM is a HORRIBLE defensive template. All of your ranged and melee defenses come from rifleman as CM's get 0 defenses vs. anything even at master. CM's get 0 defenses from your attacks so you get 0 defenses from their poisons. So at least you can comfort in the knowledge that you can kill a CM before his poisons reduce you ability to not use your specials.
New spice will be added to the game that is specifically "mind poison mitigation". There's your defense.
I'm more worried about what they meant about us riflemen not focusing on head damage as much. Are they planning on nerfing /headshot? ![]()
ArkanIrami wrote:
Standard range for poisons is 70m, still farther than any ranged profession can shoot. It is true that past that point the damage goes down considerably, this can be negated with venom though.
Nope. Standard range for a poison depends strictly on the materials and subcomponents used. With good stuff the base rate is 60m. Most CM's will put the experimentation points into the effectiveness and then try and bump it up to the 65m mark. If I buy or harvested (when I had the points to get novice artisan) all 900+ stuff, and thats alot of stuff, then I might make something with a base of 65m. But then I'll just dump the rest of the points into the effectiveness. Anything past 65m is either something we use to scare the crap out of noobs and run away or is enhanced using that 50,000credit venom we just bought off of a TKM who probably soloed the acklay. Those are single target poisons by the way. Area poisons donttick for as much, have a MUCH shorter base range to throw, have a MUCH higher medicine use, and have a lower base potency.
All master cm poisons can be experimented up to big potency without affecting thedamage much/at all. By big potency I mean that +25 poison resist tapes and the best BE poison resist food on your server will do nothing. Poisons do miss occasionally, however this is to do with a basic to hit roll, it ignores all ranged/secondary defenses. A master combat medic does not miss nearly as much as a master ranged profession, even against an opponent with close to zero defenses.
At master lvl and using decent to good materials the potency is usually over 100 already and once again we dump as much as we can into the effectiveness. Resists still happen though.
CM/Rifleman is a weak defensive template, I have capped ranged defense and I hit this template much more than it hits me. You can also knockdown them very easily. A smart cm will just spam stand and throw poison though, even if he doesnt get up the poison will still throw. The good cms know that they are going to die, and they also know that it does not matter because they will live vicariously through their poisons and diseases. Attacks that ignore all defenses, armor, resists, everything. CM is such a popular choice right now because it bypasses uber armor, and it allows you to do damage even after an incap or death. In my opinoin, thats as close to god mode as youcan get at this point, which means it's probably due for a nerf.
A smart CM is a living one and knows how to PvP. People go CM since they can attack an unhealable stat pool. Unfortunately they get a rude awakening on just how tough it is being a CM so they instead run up a partial CM medicine use tree and buy their stuff from a master then go blow the rest of their points on some defense stacking profession. We are rooted for 4sec while the throwing animation happens which is how all of the melee get us. Even with brandy spaming poisons eats up your mind bar since the HAM cost is so high. Against a entertainer buffed and brandy stacked person our poisons have to be darn good or they'll have to fight the massive regen..and sometimes lose. When knockdown we are compeletly ineffectual as we cant heal, throw poisons, or scratch our butts if we wanted to. If a CM didn't have mind poisons there would never be a nerf crier for them. Then again I hear enough cries about riflemen, BH, and swordsmen specials for the very same reason. Apply a 70% reduction to a 600per 10sec poison. That means every 10sec you take 180 damage to whatever stat pool. How much damage canwe do at master rifleman with your specials even against uber armor? Every had a health poison thrown on you? No? Thats because in PvP they're USELESS.
Right now the people that own PvP are the ones who can A.) Attack the mind B.) Render a player incappable of running or counterattacking (i.e.- KD/dizzy or fire knockdown). Hopefully in the combat revamp this will be fixed although I see a nerf coming the way of the rifles if this is true. Damn....I dont want to learn another ranged profession.
Brainplay wrote:
ArkanIrami wrote:
Standard range for poisons is 70m, still farther than any ranged profession can shoot. It is true that past that point the damage goes down considerably, this can be negated with venom though.
Nope. Standard range for a poison depends strictly on the materials and subcomponents used. With good stuff the base rate is 60m. Most CM's will put the experimentation points into the effectiveness and then try and bump it up to the 65m mark. If I buy or harvested (when I had the points to get novice artisan) all 900+ stuff, and thats alot of stuff, then I might make something with a base of 65m. But then I'll just dump the rest of the points into the effectiveness. Anything past 65m is either something we use to scare the crap out of noobs and run away or is enhanced using that 50,000credit venom we just bought off of a TKM who probably soloed the acklay. Those are single target poisons by the way. Area poisons donttick for as much, have a MUCH shorter base range to throw, have a MUCH higher medicine use, and have a lower base potency.
All master cm poisons can be experimented up to big potency without affecting thedamage much/at all. By big potency I mean that +25 poison resist tapes and the best BE poison resist food on your server will do nothing. Poisons do miss occasionally, however this is to do with a basic to hit roll, it ignores all ranged/secondary defenses. A master combat medic does not miss nearly as much as a master ranged profession, even against an opponent with close to zero defenses.
At master lvl and using decent to good materials the potency is usually over 100 already and once again we dump as much as we can into the effectiveness. Resists still happen though.
CM/Rifleman is a weak defensive template, I have capped ranged defense and I hit this template much more than it hits me. You can also knockdown them very easily. A smart cm will just spam stand and throw poison though, even if he doesnt get up the poison will still throw. The good cms know that they are going to die, and they also know that it does not matter because they will live vicariously through their poisons and diseases. Attacks that ignore all defenses, armor, resists, everything. CM is such a popular choice right now because it bypasses uber armor, and it allows you to do damage even after an incap or death. In my opinoin, thats as close to god mode as youcan get at this point, which means it's probably due for a nerf.
A smart CM is a living one and knows how to PvP. People go CM since they can attack an unhealable stat pool. Unfortunately they get a rude awakening on just how tough it is being a CM so they instead run up a partial CM medicine use tree and buy their stuff from a master then go blow the rest of their points on some defense stacking profession. We are rooted for 4sec while the throwing animation happens which is how all of the melee get us. Even with brandy spaming poisons eats up your mind bar since the HAM cost is so high. Against a entertainer buffed and brandy stacked person our poisons have to be darn good or they'll have to fight the massive regen..and sometimes lose. When knockdown we are compeletly ineffectual as we cant heal, throw poisons, or scratch our butts if we wanted to. If a CM didn't have mind poisons there would never be a nerf crier for them. Then again I hear enough cries about riflemen, BH, and swordsmen specials for the very same reason. Apply a 70% reduction to a 600per 10sec poison. That means every 10sec you take 180 damage to whatever stat pool. How much damage canwe do at master rifleman with your specials even against uber armor? Every had a health poison thrown on you? No? Thats because in PvP they're USELESS.
Right now the people that own PvP are the ones who can A.) Attack the mind B.) Render a player incappable of running or counterattacking (i.e.- KD/dizzy or fire knockdown). Hopefully in the combat revamp this will be fixed although I see a nerf coming the way of the rifles if this is true. Damn....I dont want to learn another ranged profession.
Ok I'm sick of this thread. If you want to grief go to the CM boards and whine there.
PyscoJuggalo wrote:
Now I'm not saying Nerf Doc's, CM's, or anybody. I want the root issue resolved the imbalance of Armor and Buffs
I can now throw poison/disease from a distance of 78m. If it's an AOE I'll get another +32m beyond that.
When going into battle 1 v 1, I fire off a single mind poison from my great 78m range, then an area, then a disease. Most of my enemies don't even come into my range of fire until half they're mind is gone, I start unleashing with my jawa ion rifle /headshot3....
If the jawa rifle doesn't kill them, the 2nd tick will bring them awfully close,.... if they are still not dying to my rifle the disease will surely get them soon after the 2nd poison tick then they will be incapped. If a fight actually goes that long, they will also have a focus, willpower, health and action disease applied as well. ( I want them coming back as few times as possible).
Raids can be terribly exploited. Target a npc close to the base, and just fire poisons at the corpse. Without having to bother retargeting others or even being able to target them at all my AOE's can zap them right thru walls or whatever else would normally keep me from hitting them. Keeping in mind I can throw from 78m I can easily wipe out a group of overt defenders long before they even might see me. As many of you know the game often lags when loading people coming into your view.......
If a CM can get in a base, then it's just mayhem, once again target a dead npc in the base, fire off AOE's blindly I might add, and just throw up a wall of poison/disease.
Doctors? I used to worry about doctors, until I discovered that when a doctor cures, they will first cure health, then action, THEN mind. Now while a doctor can easily keep up with me poison vs cure... they are more likely to mess up. As where my stuff will kill them, nothing about doctor will kill me. If they miss one opportunity to cure, and I manage to land a second poison, then they are done for. I'll keep making sure they have a healthy supply of action and health poisons to keep them from curing the mind poison. 1tick, 2 tick it's all over for the good doc.
I've certainly lost battles as a rifleman/cm.
I do win nearly all of them however.
A single enemy CM can completely ruin my day just as easily as I ruin anyone elses.
Aside from other CM's.... I've had plenty of other classes take me down in varrying situations. But NONE of those situations being long range attack obviously ![]()