Rifleman Archive

Thread: Rifle Bugs -=Saturday 07 May 2005=-

Nnekk
Sun May 08, 2005 3:40 pm
#14



KyeAshke wrote:


Nnekk wrote:
One other "bug" and or "balance" issue in general is that the RM is not the almighty "Nuker" they said we would be.




I disagree. I think we're powerful enough as it is. I do 10x more damage than TK now, and I've not seen anything do comparable damage yet.




Compare damage output, over just 2 minute period of time, and you'll see that every other ranged professions is on par with us or is at least very close. The reason for this is actually in three parts:

1. Our "Nuker" specials have a very high action cost so we are limited to how and when we can use them.

2. Our "Nuker" specials do not have THAT much of a significant damage to action used ratio that it is negated by the fact that another ranged proffesion can cause the same amount of damage over a 1-2 minute period of time.

3. Equal to your own level MOB's cannot be killed with only 2-3 shots from a RM shot selection; if it were so, then our roles would closer to that of "Nuker"



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 Also, while you're at it, make sure to update the loot table by deleting mods for SEA's that are no longer applicable.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.


PyscoJuggalo
Sun May 08, 2005 4:24 pm
#15






Nnekk wrote:



Compare damage output, over just 2 minute period of time, and you'll see that every other ranged professions is on par with us or is at least very close. The reason for this is actually in three parts:

1. Our "Nuker" specials have a very high action cost so we are limited to how and when we can use them.

2. Our "Nuker" specials do not have THAT much of a significant damage to action used ratio that it is negated by the fact that another ranged proffesion can cause the same amount of damage over a 1-2 minute period of time.

3. Equal to your own level MOB's cannot be killed with only 2-3 shots from a RM shot selection; if it were so, then our roles would closer to that of "Nuker"





I think #1 should be our natural deficency, Rifles should have high ham cost and the current costs are reasonable if the address:


Issues 2 and 3 as you have stated and also that our weapons' damage needs to be upgraded just a little



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.
KyeAshke
Mon May 09, 2005 12:21 am
#16



Nnekk wrote:
One other "bug" and or "balance" issue in general is that the RM is not the almighty "Nuker" they said we would be.




I disagree. I think we're powerful enough as it is. I do 10x more damage than TK now, and I've not seen anything do comparable damage yet.



-Kye
---------------------------------
"Mr. Vader is the daddy..."

"He who 'hah hahs' last, 'hah hahs' hardest." - Nelson

Balanced != Nerfed

IGN: Kye'Ashke: Mentat Master of Assasins; Naboo, Chimaera
Cpl_Fisher
Mon May 09, 2005 12:37 am
#17






KyeAshke wrote:





Nnekk wrote:
One other "bug" and or "balance" issue in general is that the RM is not the almighty "Nuker" they said we would be.






I disagree. I think we're powerful enough as it is. I do 10x more damage than TK now, and I've not seen anything do comparable damage yet.




BH do more damage and carbineers can do more damage to



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Ackehece
Mon May 09, 2005 12:42 am
#18






Cpl_Fisher wrote:





KyeAshke wrote:





Nnekk wrote:
One other "bug" and or "balance" issue in general is that the RM is not the almighty "Nuker" they said we would be.






I disagree. I think we're powerful enough as it is. I do 10x more damage than TK now, and I've not seen anything do comparable damage yet.




BH do more damage and carbineers can do more damage to






This would not be so true if snipershot actually worked more then 1% of the time. Currently a lot of our nuker ability is hindered due to bugs.


we can fire headshot at the same speed for less then 5% less damage but we can throw in snipershot every 3 -5 shots (depending on your speed) for a hugh boost in damage per sec.


of course your action pool will drain like a banshee. (small mitigation here - try agraccarum+pixie+moun+doc buffs (action regen pretty uber so I could continue to fire 50-60% longer then without it and I regened back real fast if I left off a few shots))





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




JascoSmlee
Mon May 09, 2005 3:17 am
#19

Is kneecap shot working as intended? The -snare- effect it produces is quite frankly rubbish. The snare effect that the scout trap p-dart *used to* produce was far more effective in that it actually slowed down the mob so you could put distance between yourself and the mob (of course this is now broken too).



Jasco Smlee Antarian Ranger
Nosn Nuub +2 Starfighter Engineer
kNuubian Tech : Rori, Rebel Outpost : /way 3732 -6620
Mythor
Mon May 09, 2005 4:22 am
#20

Kneecap shot does work, but the difference in speed is not really all that useful. Unless you're low on action, you're usually better off throwing in some more damage.


**UNLESS** you are grouped with a Jedi that has the "Force Wave" (?) power, which also slows movement speed. Kneecap and Force Wave stack together very nicely, reducing your target to a crawl.


The Cover/Sniper/Conceal/Aim bug is very annoying, but I think I've found one of the reasons it MIGHT be working improperly. A suggestion for people trying to work out what might be the cause - are you trying to go into cover or use snipershot almost immediately after going prone? Or are you going prone, lying still for a few seconds, then attempting cover/snipe/etc?

I've found that, without moving, I can *sometimes* get cover/snipe to work from a place that is "clunking" out of the cover warmup by simply letting it rest for a few more seconds, then trying it. Same with Snipe. If I go prone, wait a little bit, then attempt the snipe, it seems to come off a bit more often.


The "lag" effect is possibly what is causing SOME of the clunks, but clearly not all of them. Check it out for yourselves and see if it helps anyone.
JascoSmlee
Mon May 09, 2005 4:39 am
#21






Mythor wrote:

Kneecap shot does work, but the difference in speed is not really all that useful. Unless you're low on action, you're usually better off throwing in some more damage.


**UNLESS** you are grouped with a Jedi that has the "Force Wave" (?) power, which also slows movement speed. Kneecap and Force Wave stack together very nicely, reducing your target to a crawl.




Yes I have found that the same can be done by stacking a p-dart with a kneecap shot against critters, still I think this is a bug and I'd much rather have a more useful kneecap shot.




Jasco Smlee Antarian Ranger
Nosn Nuub +2 Starfighter Engineer
kNuubian Tech : Rori, Rebel Outpost : /way 3732 -6620
Mythor
Mon May 09, 2005 5:04 am
#22

I'm not sure it's a bug, I think they might have just set it's power too low.


Although looking at our skill tree, we get Kneecap Shot at Novice Rifles, then the Improved version at Counter-Sniping 4? Is it possible the "Improved" version is not replacing the standard one correctly?


JascoSmlee
Mon May 09, 2005 5:26 am
#23




Mythor wrote:

Although looking at our skill tree, we get Kneecap Shot at Novice Rifles, then the Improved version at Counter-Sniping 4? Is it possible the "Improved" version is not replacing the standard one correctly?




Interesting theory, wonder if anyone would care to respec to test it?




Jasco Smlee Antarian Ranger
Nosn Nuub +2 Starfighter Engineer
kNuubian Tech : Rori, Rebel Outpost : /way 3732 -6620
Ackehece
Mon May 09, 2005 7:13 am
#24






JascoSmlee wrote:





Mythor wrote:

Kneecap shot does work, but the difference in speed is not really all that useful. Unless you're low on action, you're usually better off throwing in some more damage.


**UNLESS** you are grouped with a Jedi that has the "Force Wave" (?) power, which also slows movement speed. Kneecap and Force Wave stack together very nicely, reducing your target to a crawl.




Yes I have found that the same can be done by stacking a p-dart with a kneecap shot against critters, still I think this is a bug and I'd much rather have a more useful kneecap shot.







also stacking crippling shot from carbs (done by another player)has the same effect. Suppression fire is interesting in that it is an area snare and you can also stack it with kneecap. Also CM has a snare that also stacks with it. I have not tried it yet with the jedi slowdown+ carb slowdown+rifle slow down+ cm slow down....


They may have set kneecap and other specials of the sort at the speed they did due to the stacking of effects. I have asked on many occasions why kneecap does not really slow down the target and the only answer so far has been complete silence. I will test on TC as soon as Tiggs gives me access to the Correspondents Terminal.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Grambacca
Mon May 09, 2005 7:24 am
#25

I would add that Snipershot should be able to be used either under cover or not in cover. I'd like to be able to use it in both sittuations.




************************
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Former MCH
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************************
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The only player character Jawa in SWG!
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CraftAddict
Mon May 09, 2005 7:25 am
#26



Nnekk wrote:


KyeAshke wrote:


Nnekk wrote:
One other "bug" and or "balance" issue in general is that the RM is not the almighty "Nuker" they said we would be.




I disagree. I think we're powerful enough as it is. I do 10x more damage than TK now, and I've not seen anything do comparable damage yet.




Compare damage output, over just 2 minute period of time, and you'll see that every other ranged professions is on par with us or is at least very close. The reason for this is actually in three parts:

1. Our "Nuker" specials have a very high action cost so we are limited to how and when we can use them.

2. Our "Nuker" specials do not have THAT much of a significant damage to action used ratio that it is negated by the fact that another ranged proffesion can cause the same amount of damage over a 1-2 minute period of time.

3. Equal to your own level MOB's cannot be killed with only 2-3 shots from a RM shot selection; if it were so, then our roles would closer to that of "Nuker"




We are the traditional nuker type role. That does not mean we do the best dps. In fact, in most games, the nuker does not do the best dps over time. This is the case here, we do massive ammounts of damage over a very short period of time, we go through our resources very quickly, we do not possess exceptional resource to damage ratios....all things that have classicly defines a nuker.

The longer the fight goes, the less advantage the is to being a nukers. Over time, the other ranged professions will catch up to us.

If you had it in your head that rifleman would out damage any profession under all circumstances, then you were mistaken. Read: nuker, and read what it means, not what you want it to mean.

It means exchanging large portions of resources in a very short period of time into damage at unexceptional efficency ratio. If you would like to fill a role as damage over time, I suggest you look into other professions that fill that role.

Commando, fencer and combat medic come to mind.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
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