Rifleman Archive
Thread: Decrease in ranged running speed
I am all for a /stick command if they do it right. But I fear it would warp melee folk right to you and you could never get them off of you, even with burst run since they would just warp along with you pounding on me the whole time.
I would even love it they did this to the follow command so I can get up and grab a beer without worrying about being stuck on a house or wall on long trips.
You are getting two hit by a melee in PVP? I don't believe that for a second.
The Devs have to CHOOSE which penalty to give us. If they slow down our run speed when holding a rifle, then they need to remove the melee damage penalty for Riflemen because a slower run speed guarantees that we are ALREADY GOING TO GET HIT FOR MORE DAMAGE.
I don't mind this class being realistic. The problem is that the ONLY time they make this class realistic is when giving us disadvantages. Whenever we want some of the advantages of this class (a greater max range than other guns, the possibility of quick, decisive killshots) we get ignored.
Hey, you want to make Riflemen and Commandos run slower? I completely agree with that. But while we're on the subject of things that are realistic, take away that stupid damage multiplier. Being stabbed with a sword hurts the same amount regardless of what you are holding in your hands. In fact, holding a big rifle like the T21 would probably increase your chance to block, I say.
How about that for realism. Pistoleers get a chance to whack people with the butts of their guns. Give us bayonettes! That'd be realistic. But wait, we wouldn't be total gimps, nevermind. ![]()
/follow is a good replacement for /stick. I used it until Marksmen started discovering that I couldn't do melee special attacks while moving so they'd just keep me running. I don't know if melees still can't swing while running as I started using my rifle as the weapon of choice.
If you think that "don't bring a knife to a gunfight" is a good and realistic arguement I'd like to point out that a Laser Rifle is about the same size as Polearm and with a little modification and hybridization....
You can lunge (posture down attack for those non-melee's reading) while moving, which is nice because it makes your target stationary. However, almost every lunge is accompanied by a warp (which is seen as a crouched character sliding along the ground, as the server and client try to agree on where the target is). Not suprisingly, most people are able to stand back up and start running between when I lunge them and when I close to within 4m of WHERE THEY ACTUALLY ARE to start attacking. This, again, is simply because latency prevents me from knowing their real location until they are ready to start moving again. The result is me running around spamming lunge to keep a target in place until my client syncs with the server, then I slam the clear que hotkey and try to a get a dizzy off. It's not pretty. I'm just saying that /stick would help me stay where the target is without being a second and a half behind.
Keep in mind, I'm not trying to be a nay-sayer, I'm just presenting both sides as I feel I can, because I play a Rifleman/Fencer, and use both equally in PVP and PVM.
Yes its possible to be 2 shotted by a TKA while holding a rifle. Some guy using the revenge TEF was doing this and he did 2 knockdown attacks on me for 450, only thing that kept me up was the medic standing right next to me hitting me with heals the whole time.
Also, I was almost 1 shotted to the mind pool by the same TKA he hit me for 960 damage, I don't know if it was a mind shot only thing or a lucky land, but if that had been in any other pool i would have been dead. He followed it up with an identical attack for 960 and I was on the ground. Same thing revenge TEF.
If you have ranged and melee why aren't you using suppression fire to close the distance. chase and shoot suppression, force them to kneel and close the gap. Heck if you get them prone and can melee with them you'll own them pretty quick i'd guess.
I do use Supression fire, alot. Unfortunately it seems buggy at best. I have a speed sliced spraystick with a speed powerup on it simply for use in PVP for that exact reason. It works, sometimes. I seem to do better switching to a fast attack vibroblade and using 1hand lunge.
In any case, I've not been wacked by a Master TKA, I duel my friend who is TKA warrior I think often, and he doesn't hit that hard. Well, I also wear pretty good Ubese armor in PVP. Makes a big difference. There's no reason to be armorless, regen rates mean nothing DURING a fight. I'd much rather have 25-35% kinetic absorb.
*shrug*
Oh, my armor is HAM sliced and about 50% HAM experiment too. Was rather expensive heh.
I dont think the movement rate reduction will matter too much in PVP.You can bleed someone, un-equip your weapon, then just run in a circle until they take a nap. We die when anything gets within melee distance now, thisidea just gives playertanks moreof a chance.
In PvE, it will kinda stink while soloing. But if it goes real bad, just make a macro to un-equip your weapon & then burstrun.
Fair enough to even the playing field between hand to hand & ranged.
Two hits to take out a rifleman is probably more common than it is uncommon.
((1000*0.25)*2.5) = 625
And I know TKA's still often hit for far more than 1000. Since the 75% pvp damage reduction my best PvP experience as a rifleman was a 4-shot kill.
I say they don't even THINK about doing anything like this until the fix the other issues (T21 balance, stutterstep, range vs. pistols, ect.) first. Make us what our class should be before you start tweaking.
Besides, there's that "burst run" move that lets you run fast for a time.
Also, don't most soldiers do a lot of PT while carrying their rifle? I'd say that if I went around the galaxy for say a month lugging a T21 around, I'd get pretty good at running with it.
While logically this may make sense (big gun=slow), it'll be horrible to gameplay.
Rifles/commando weaponsalready have huge disadvantages against meleers. Even with 75% reduction in damage in PvP, they can still get 1-2 "shotted" by a TKA or other melee class. This will just make it so that they will always get pasted by a melee character.
Pistols are considered the most powerful weapon right now by just about everyone and this would just make them more powerful. The last thing needed would be to improve the "power" of pistols. Pistol classes already have the best chance of evading a melee attacker with knockdown. Why make iteasier for them to evade, relative to other classes?
Rifles also take a higher relative hit to "evading" a meleer with just the accuracy modifers since the specials cost more (more loss per shot), fire slower and most kiting takes place at relatively close proximaty (where rifles are worse).So I'm less likely to slow the melee attacker down per time (with knockdowns/posture changes/etc) and it will cost more per slowdown. A small effect in the grand scheme of things, but still something present already that hinders the big guns.
If a ranged speed slowdown is implemented, it should be equal across the board for ranged weapons. I still think that rifleman and commandos will be hurt the most by it in this case (from the above arguement)but it wouldn't be as bad.