Rifleman Archive

Thread: New patch bad for rifleman

bpeter3
Fri Sep 05, 2003 6:51 am
#14

As slayerD said, LLC is nasty. It's far supieor to the T21.


Another note from the last patch, in PvP (apparently with damage reduction) by rifleman friend was hit for between 2600-5900 damage from a flamethrower.

SlayerD
Fri Sep 05, 2003 7:05 am
#15

The damage on flame throwers is also insane. It's way out of balance, but LLC makes the flame thrower look like a warm summer breeze. Both need fixing if you ask me. The damage is just INSANE! 400-700 is umm WRONG! And people doing well over 2k in one shot in PVP is WRONG! By wrong I mean stupid/broken/not balanced/overpowered. Whatever flavor you'd like.


Rifleman should have the most powerful non melee weapons in the game. But that aside, the new weapon damage upgrades just plain thoughtless. Like I've seen before, must have been some really high grade shat they were loaded on when they came up with these changes.

Pecos
Fri Sep 05, 2003 7:05 am
#16

Yes, a 2000+ damage hit from a flamethrower is with the 75% damage reduction. In PvE they really do hit for over 10,000 damage.


I'm surprised we haven't seem some kind of dev comment on the issue, this can't be intended.


SlayerD
Fri Sep 05, 2003 8:19 am
#17

Yeah you might THINK it couldn't be intended, but just look at AT-ST. If that was intended, so is this.... sadly.
Iodan
Fri Sep 05, 2003 8:48 am
#18

I have been expecting this patch since they first posted the notes on Test about, what, 2 weeks ago.. I started training myself to be ready for it & have come up with a pretty good tactic.


I am 1-0-2-1 in Rifle+ Master Marksman using a 32 - 405 Laser Rifle 6.0 sec with a 30% speed powerup, a 2.0 unsliced spraystick with a 30% damage powerup & a DLT20 110 - 179 5.1 +30% speed pu.


Last night, I tried taking on Torturs and Savage Huf Duns (I have history with Huf Duns, I hate them) on Talus.


1) Prone 60 M out, start with the traditional MS2 + MS1 & Headshot with the Laser Rifle.


2) Kneel & Switch to Spraystick & get a suppression fire to stick. Now at this point, I was counting them inactive for about 10 or seconds (kneel time + a short delay where they figured out what was up) All the while, shooting regular shots with Spraystick.


3) When the mob began to close on me, started hitting the warning shot until it stuck & then hit peace. This got them to run until the next tick where my bleed would hit, usually about 60 - 70 meters out. I was NOT chasing them unless they went really far out. I just waited for them to get back to about 50 meters & hit warning / peace again.


4) At this point, the 30 seconds for the posture change would expire & I could get another one to stick. Now repeat the process..


Regular Torts & Huf Duns are yellow to me. Tort Bulls are red. I had about 75% success on the Reg Torts & Duns using this method & about 50% on the Bulls. Which is still probably more than liked by devs. Taking on creatures that are far above our level was never intended & we should prolly just come to grips with it.


I got more xp per hour grouping with my Probot & killing LOTS of even con Foaming Vynocks. Finding a dead log that would spawn 5 or more of them is a godsend.For now,my experience is that thisis better solo xp then torts. But then again, I have not done Snorbals yet...


Anyway, this change has been in the works for a while, I don't understand how so many people were surprised. Regardless, the player base is a smart lot & will either learn to live within the system or quit.. If they quit, fine by me, there will just be less competition when hunting

AldeonAvardulin
Fri Sep 05, 2003 9:01 am
#19

They put a timer on it, to force you to group. So you need to get certain classes to XP, you get the Tank, CHs mostly, you get the healers, you get the main damage dealers. And you get the people with KD to help out if something goes wrong.





----------------------------------------------------------------------------------
Like you Only better
Aldeon/Chadn radiant
Qhizak
Fri Sep 05, 2003 11:16 am
#20

re: replace suppression fire with warning shots

I HATE using warning shots when I'm killing animals. It causes the fights to take forever, since you basically end up chasing every single ****ing animal beyond the horizon, that is if you're lucky enough to get the shot to hit and stick.

My destroy missions are now regularly taking MUCH longer to finish than before the patch.

So, not only are rifleman weapons less powerful than other classes, but combined with the last patch, it also takes longer to gain xp. This is not good.

I'm too far into the rifleman tree now to turn back and start over as a pistoleer, so I'm gonna stuck it out. But these new changes are seriously unbalanced the rifleman profession as far as leveling goes.

I may just as well create a new character and be a crafter. At least I'd have money to use (oh, did I forget to mention that the patch that lowered mission rewards also f***ed us over) to buy new things and be able to see constant progress with my character.

Qhizak
Devrak
Fri Sep 05, 2003 11:31 am
#21


Agreed with previous post...suppression fire was


always more handy....i could never understand


why people used warning shots...it was a newb


technique...doesnt work half the time and if


it did u have to chasethebeastsdown, yah


probably outa the range of your killed mission lair...


and it will respawn.



It was nice with suppresion cause we could


get set and used are next round of head


specials...I was never one to abused it either


because its crappie on damage and not


to mention hit random HAM....

Devrak
Fri Sep 05, 2003 12:10 pm
#22


Unless suprise shot does solely mind...I know


definitely that conceal shot is random...but what


they devs took away from us is our most effective


and efficience specials when combine with


suppression: Mind and Headshots...


...until we hit Master and get Strafe2.

PoopJr
Fri Sep 05, 2003 12:12 pm
#23

Well I used suppression fire today to solo a Mountian squil on Tat. I'm only a novice with sniping one too. I put mind shot 1&2 on him before he angro'd on me then suppression fire to stop the charge. Then I would get out to about 64m so I'd be able to get running when he started coming again. Then if the suppression fire timer wasnt up I'd warning if that missed I'd unequip my rifle since he would most likely hit me and would just heal whilerunning. It seemed when the bleed would hit he would stop for a sec so I'd get some distance. Then I'd pull out the rifle again and headshot 2 him. It took a little longer and was harder, but I had fun doing it and didnt just stand and spam suppression fire till it was dead. Its amazing how Mountian Squils can one hit kill when rifles equip'd and only do like 150 when I'm barehanded..hehe.. insane..
Devrak
Fri Sep 05, 2003 12:20 pm
#24

Onprevious statement....i would not recomend running


too far away from the nest because it will respawn


and u have to start over from square one...but hey...


its great if u just want to continue shooting elephants...but if


u want to finish the mission...yah gonna have to run


in circles...just make sure u dont run into an


uber pirate smobs like i always do....heheheh

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