Rifleman Archive

Thread: So are we getting teh low range nerf?

PyscoJuggalo
Fri Jul 01, 2005 10:44 am
#14






valetman wrote:





JeetBadwarrior wrote:

ummm, you would gain rifle xp by grouping like every other new rifleman that goes to the mining outpost....like it or not the devs are moving us away from solo gods







tell me in what circumstances a pistoleer, carbineer or BH is forced to group just to keep a target in his weapon range so he can gain xp then your comment may be worth considering.


Until then, all I see is someone who has completely missed the point.Or a pistoleer.

By the way, the new player missions are to gain that first bit of xp, and are designed to be solo , no rifles xp there, on day one. That would be a great start.





Good point, those tuskens are in a place with very limited range.A cookie for you.




BTW @ JeetBadwarrior- Riflemen don't solo for xp and talking about solo-gods........ A certian pistoleer corr can solo krayts (With master pistoleer in his template), are you going to ask that that template be nerfed too? I know jedi are already (rat baztards all of them, well except BarbWire, she is all right).





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.
erli
Fri Jul 01, 2005 4:17 pm
#15


There should never be an inability to shoot at any range.


There should be either accuracy detriments for being outside ideal range, action cost increases outside of ideal range, OR slower "wind-ups" "cool-downs" when shooting outside ideal range.



Remove the range Mod. from Cybernetic arms and SEA's, and make the normal ranges of combat 0-80m. They told us for so long that extending range was impossible that to add it as an attainable perk as opposed to an aspect of benefit or detriment to standard ranged professions was asinine.


With 0-80m as the standard operating range of ranged weapons you could give each ranged profession a 40m ideal range. Pistols 0-40, Carbs 20-60, and rifles 40-80. Then your penalty for firing beyond your ideal range could be incremented based on how far from ideal you are.


Everybody could then have a little overlap where the penalties are somewhat mitigated.


Pistoleers shooting in the 40-60m range suffer a 25% to accuracy, or 25% addition to SAC, or 25% longer time on specials. If they were firing in the 60-80m range they would suffer 50% detriment to any or all of the above.


Carbineers would only ever suffer a 25% penalty whether in the 0-20m range or the 60-80m range.


Riflemen would have the inverse of pistoleers, 20-40m equals 25% penalty and 0-20m equals 50% penalty.


Then you could make the Cyber arms give a benefit that minimizes a percentage of the penalty. (never ALL of it)


The 25/50% aspects are entirely liquid if the penalties needed to be more or less drastic to give an illusion of fairness and actual benefit, but the method is about the only equittable trade off that doesn't overpower one profession or underpower another and still maintains and accentuates the professional differences attempted.


Shooting beyond 65m is now a very real possibility, its implementation into our game needs to be readdressed with any action toward limiting ranges amongst the ranged professions.


Remove the constraints of not being able to fire at all when beyond ideal ranges and make it a more penalty inducing proposition.


Yoshiyuki
Fri Jul 01, 2005 4:37 pm
#16

I do not think rifles will get a min range of 35m. They only "nerfed" sniper shot to 20m min. It would make this class completely usless(wose than Pre CU)

What they could do to "ballance" pistols and carbs to kind of compete with rifles(because pistols have root and carbs have a stranger snare) is have PuPs or upgrades to increase the distance by maybe 5 or 10m of course the pups would not be usuable on rifles.


Because most pups have a + and a - stat (increase power and it takes longer between shots)

I think increase range should have a slight increase in overall damage.


If your smart you would have 2 guns, one to root at range and one to pown at effective combat distance. You root, swtich guns run in and kill
Yoshiyuki
Fri Jul 01, 2005 4:39 pm
#17


I do not think rifles will get a min range of 35m. They only "nerfed" sniper shot to 20m min. It would make this class completely usless(wose than Pre CU)

What they could do to "ballance" pistols and carbs to kind of compete with rifles(because pistols have root and carbs have a stranger snare) is have PuPs or upgrades to increase the distance by maybe 5 or 10m of course the pups would not be usuable on rifles.


Because most pups have a + and a - stat (increase power and it takes longer between shots)

I think increase range should have a slight increase in overall damage.


If your smart you would have 2 guns, one to root at range and one to pown at effective combat distance. You root, swtich guns run in and kill
valetman
Sat Jul 02, 2005 6:03 am
#18



erli wrote:
There should never be an inability to shoot at any range.
There should be either accuracy detriments for being outside ideal range, action cost increases outside of ideal range, OR slower "wind-ups" "cool-downs" when shooting outside ideal range.
Remove the range Mod. from Cybernetic arms and SEA's, and make the normal ranges of combat 0-80m. They told us for so long that extending range was impossible that to add it as an attainable perk as opposed to an aspect of benefit or detriment to standard ranged professions was asinine.
With 0-80m as the standard operating range of ranged weapons you could give each ranged profession a 40m ideal range. Pistols 0-40, Carbs 20-60, and rifles 40-80. Then your penalty for firing beyond your ideal range could be incremented based on how far from ideal you are.
Everybody could then have a little overlap where the penalties are somewhat mitigated.
Pistoleers shooting in the 40-60m range suffer a 25% to accuracy, or 25% addition to SAC, or 25% longer time on specials. If they were firing in the 60-80m range they would suffer 50% detriment to any or all of the above.
Carbineers would only ever suffer a 25% penalty whether in the 0-20m range or the 60-80m range.
Riflemen would have the inverse of pistoleers, 20-40m equals 25% penalty and 0-20m equals 50% penalty.
Then you could make the Cyber arms give a benefit that minimizes a percentage of the penalty. (never ALL of it)
The 25/50% aspects are entirely liquid if the penalties needed to be more or less drastic to give an illusion of fairness and actual benefit, but the method is about the only equittable trade off that doesn't overpower one profession or underpower another and still maintains and accentuates the professional differences attempted.
Shooting beyond 65m is now a very real possibility, its implementation into our game needs to be readdressed with any action toward limiting ranges amongst the ranged professions.
Remove the constraints of not being able to fire at all when beyond ideal ranges and make it a more penalty inducing proposition.






the problem with this, and its one I highlighted earlier in this thread, is that whilst in an ideal world that sounds like a great compromise, there isd a basic problem.

The content of this game isnt based on a 0-80m range, all the high end content is based on 0-20m range (NS POI, spiderclan POI, Corvette, Geo, DWB , pretty much the WHOLE of kashyyk), so until they actually make it possible to use that 40m-80m range , for rifles and carbineers , you are basically saying get a pistol if you want to try any of the content.
That can never be right, not for rifleman, not for anyone.




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Rebel_elite
Sat Jul 02, 2005 4:26 pm
#19

I doubt it, nerfing rifleman range would completely eliminate them from being any help WHATSOEVER in the DWB, Corvette, or really any high-level Dungeon.




Remis Galisger
{Champion Trash Talker}
-Gunslinger Extrodinaire-
Master Bounty Hunter

jedichuck
Sun Jul 03, 2005 10:51 pm
#20






Rebel_elite wrote:
I doubt it, nerfing rifleman range would completely eliminate them from being any help WHATSOEVER in the DWB, Corvette, or really any high-level Dungeon.





35m would put you 3 rooms over from what the rest of your group is attacking................try again.



SOE has to be the dumbest bunch of yellow-bellied retards that have ever existed. They code certain parameters for combat and each profession knowing full well what they are giving to the public and they present it with the "this is how we want it to be" attitude until some group of idiots start crying loud enough that the devs totally back off their original intentions and nerf the hell out of something that isn't broken and doesn't deserve to be nerfed. Rather than sticking to the whole "rifleman = nuker w/ longest range" they aregoingto screw around and make rifleman totally useless. Is it our fault THEY totally forked the weapon certs? Is it our fault that 60-75% of the damage and/or tactics dealt with a rifle come from specials that aren't even in our profession? Is it our fault again that we can obtain weapon components and skill mods to make our damage higher and our speed faster?.............and isn't everything that is being blamed on rifleman available to everyone else to use should they choose to spend the SP on the pistoleer and/or carbineer or smuggler orBH profession?


SO WT-F does rifleman need any modification/nerf? If anything give use back an AOE you spineless saps!






Zephyer Yar'kal - (Dark Brigade)

?/?/Master Rifleman
RebRifle
Sun Jul 03, 2005 11:21 pm
#21

No serously this cn't happen cause if they get this way this will not only nerf us from any dungeon but carbineers as well pistoleers are demanding bolth. And gues what will happen pistoleers only thing that gonna be effective. Why is it every nerf call comes from pistoleers
Jaim_Darkstryder
Mon Jul 04, 2005 11:55 am
#22



PyscoJuggalo wrote:


Ackehece wrote:


black665label wrote:
Are we getting nerfed to where we can't hit crap at under a 35m range?


currently on hold... they listened to arguements and went back to rethink.



Are they thinking of just removing range restrictions in general? Would make everybody happy and hurt nobody.....





STOP!!


You are being forum banned for making sense! And offering a positive fix instead of declaring that the sky is falling and calling for a nerf!



# I support people who don’t pirate the ribbon symbol and plaster all over irrelavent "causes" YARR, matey!
JarekTalram
Mon Jul 04, 2005 2:23 pm
#23

Unless you are so close you don't have room to move your big rifle, lowering accuracy makes no sense. If you want to be realistic, it should increase. I can guarrantee that I have a better chance at hitting a barn door with my 22 at 10 paces than I do at a mile.
ObiQuixote
Mon Jul 04, 2005 2:46 pm
#24



JarekTalram wrote:
Unless you are so close you don't have room to move your big rifle, lowering accuracy makes no sense. If you want to be realistic, it should increase. I can guarrantee that I have a better chance at hitting a barn door with my 22 at 10 paces than I do at a mile.


Agreed

Accuracy makes no sense and actually would be harder to predictably enforce a low range penalty with, but still potentially workable.

If something has to be done I think speed makes the most sense. So from 35m as you approach 0m the speed penalty gets assessed to your cool down in greater degrees. But again I think the need for this is not a really balance problem but more of everyone runs around with an ALR all the time problem, so extreme penalties aren't really needed.

black666label
Mon Jul 04, 2005 5:15 pm
#25

Rifleman doesn't need to be nerfed. I was killing DJK and DJM with a friend while they were dropping +25 saes You know how many times they stopped attacking my master defender friend and ran after me cause i was doing a ton more damage?! Pistoleer and carbineer are both perfectly fine by themselfs. Rifleman to be effective we have to pick up another combat profession. Two specials is all we have to use while standing up i mean c'mon. Pistoleers and carbineers may not have a ton of range but they have a bunch of weapons with elemental damage on them and a bunch of kinetic weapons. If the pistoleers/carbineers were smart they could beat us but apprantly they're not.



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~~ Master Bounty Hunter | Master Rifleman | Pistoleer~~
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Chris-DaMan
Mon Jul 04, 2005 5:18 pm
#26


that nerf would hurt too much.
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