Rifleman Archive

Thread: -=State of the Rifleman Address=- AUG 8 2005

PyscoJuggalo
Sun Aug 21, 2005 7:15 am
#27






QuantumArtist wrote:


Are you implying that carbineer is greater then rifleman? I think they're pretty even par. 1) Carbineers suffer from lesser accuracy, 2) no recon armor (handy, but not needed against Jedi), 3) shorter range and 4) lesser damage output (though this is is marginal and adjustable). 5) Regarding BH, it has a redundantranged KD attack. It also suffers a similar movement speed penalty to rifleman.


The only thing it has up forcertain on rifles is that snare and a nice array of area attacks (which doenst help Mr. BH/Carbineer againstsingle Jedi).


6) There are foods to overcome everyones weakness, or enhance our strengths. I find that all I need is action food, action spice and accuracy drink and WHAM!


I'll takeoverall damage output, greateraccuracy andgreater range, but thats just my style.








1) Ohhh, so 20 less accuracy while using a carbine when compared to us using a rifle is a big boost, OH MY!


2) 15% more energy reduction and crappy kenetic protection. You know Riflemen do hate my Master Carbineer/BH and his Cezrka Carbine


3) 15m, woop de doo! That's what Criple Shot is for, Kiting & reverse Kiting


4) 100 less, so what?Carbs shoot a hell of alot faster and with less SAC.


5) A redundant KD attack that is more effective and deals more damage.


6) I use food too, so what?




Still how will making:


-Aim into the couner of COB

-Making our snare actually snare

-adding .4 to the damage multplyers on all our specials

-Making so that tankers tank


Make us, the Rifleman, over powered? I'm not saying we are weak, but I am saying we are a 1 trick pony.A trick that can be nerfed in any second.



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.
QuantumArtist
Sun Aug 21, 2005 8:48 am
#28






PyscoJuggalo wrote:





QuantumArtist wrote:


Are you implying that carbineer is greater then rifleman? I think they're pretty even par. 1) Carbineers suffer from lesser accuracy, 2) no recon armor (handy, but not needed against Jedi), 3) shorter range and 4) lesser damage output (though this is is marginal and adjustable). 5) Regarding BH, it has a redundantranged KD attack. It also suffers a similar movement speed penalty to rifleman.


The only thing it has up forcertain on rifles is that snare and a nice array of area attacks (which doenst help Mr. BH/Carbineer againstsingle Jedi).


6) There are foods to overcome everyones weakness, or enhance our strengths. I find that all I need is action food, action spice and accuracy drink and WHAM!


I'll takeoverall damage output, greateraccuracy andgreater range, but thats just my style.








1) Ohhh, so 20 less accuracy while using a carbine when compared to us using a rifle is a big boost, OH MY!


2) 15% more energy reduction and crappy kenetic protection. You know Riflemen do hate my Master Carbineer/BH and his Cezrka Carbine


3) 15m, woop de doo! That's what Criple Shot is for, Kiting & reverse Kiting


4) 100 less, so what?Carbs shoot a hell of alot faster and with less SAC.


5) A redundant KD attack that is more effective and deals more damage.


6) I use food too, so what?



Over a protracted fight, these perks make all the difference. I also beg to differ on the contention that carbines shoot faster. I have a gun which my modified DPS is .85. Riflemen also have kinetic weapons... you cant "kite" a target that has 15m on you in range... and KD only hurts more while the target is KD.


Yep, still dont see how you can say carbs are any better then rifles.







Still how will making:


-Aim into the couner of COB

-Making our snare actually snare

-adding .4 to the damage multplyers on all our specials

-Making so that tankers tank


Make us, the Rifleman, over powered? I'm not saying we are weak, but I am saying we are a 1 trick pony.A trick that can be nerfed in any second.





All the latent perks we get as riflemen would make these options overpower us. I dont see how we need 40% more damage then we already to. I dont see any reason that our aim be the "counter" to COB, its not like melees have a hard enough time already. I tank just fine as I am, and we're lucky to even have a snare...


So sorry, I still dont see how these suggestions work to "balance" rifleman at all. In fact, I think they're way overboard.


Try smaller tweaks instead. This major 40% type overhaul is whats whacked our combat system out in the first place. We can learn something from the PlanetSide team who does very small and constant tweaks to the game system. Nothing major like a 40% damage increase to 1 profession.





QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
PyscoJuggalo
Sun Aug 21, 2005 2:39 pm
#29






QuantumArtist wrote:









Still how will making:


-Aim into the couner of COB

-Making our snare actually snare

-adding .4 to the damage multplyers on all our specials

-Making so that tankers tank


Make us, the Rifleman, over powered? I'm not saying we are weak, but I am saying we are a 1 trick pony.A trick that can be nerfed in any second.





1) All the latent perks we get as riflemen would make these options overpower us. I dont see how we need 40% more damage then we already to. 2) I dont see any reason that our aim be the "counter" to COB, its not like melees have a hard enough time already. I tank just fine as I am, 3) and we're lucky to even have a snare...








WellmyCarb/BH/4-0-0-0CM onlyhas protracted Battleswith Meleers with Advanced COB or Defenders with their mix of crappyness, I rip rifleman apart with my Cezrka, my lower SAC, and higher speed. They get caught in a healing loop, because I deal damage heavy and quickly But we do have something to talk about besides weapon preference (I still perfer Rifles, actually Rifles for Long range and Pistols for Short, my Main Temp is a Master Rifleman/Pistoleer/4-4-3-0 Carbineer):


1) I do not want a 40% increase across the board, I want .2-.4 added to all the multiplyers. So Head Shot which is currently a 2.5 multpilplyer (I believe), that will become a 2.7-2.9 that is not a 40% increase.


2) I don't see how making Aim 40 seconds long would hurt anything, I can see maybe making Advanced and improved 500 could be a little excessive. But our Aim buff should have a longer duration atleast.


3) THATS A LIE!!!! WE DON'T HAVE A SNARE! Hell to "Buff it" they could increase it's strength and dramatically lower it's duration, I don't care what, but it needs something.



I also have a Master Ranger/Rifleman temp and Rifleman having worthless specials does harm to those who Just have Rifleman as oppossed to say those who just have pistoleerwho have little harm done to them.

Message Edited by PyscoJuggalo on 08-21-2005 05:41 PM



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.
Logitition
Sun Aug 21, 2005 6:04 pm
#30

We just need an armor break shot. None of the range get this shot.. but both melee and jedi do. It is becoming a number one attack in the field for the other two.



We are the nukers, susposedly..



Perfect to issue it to us. Replace startle shot's current form with a form of armor break.


They want us to rely on another for snare it seems.. and in pvp.. even the battlefielding, no one uses snipershot. All rifles have, is20pts. ofaccuracy and a higher capped weapon.


Critical shot and legshot do more damage.



People do not choose rifle for the dmg output. They choose it for the range and weapon. You want dmg output, it is better to use carbineer aoe or just the legshot.. at 40-80m it is just good to use those specials on a rifle. That is not a set 'role' for a proffession.



Let pistols have the ROOT, STUN, DELAY, and DEFENCE REDUCER..


Let carbines have the AOE and KD.


Let the rifles have ARMOR BREAK and SNIPERSHOT






g!g (()beh )(aum'jmi)\~
][][][][][][][][][][][][][]Imperial Servant of the People][][][][][][][[][][][][[][]
Cpl_Fisher
Sun Aug 21, 2005 6:16 pm
#31

Commando want a ranged armorbreak, very badly to.



Member of the Rock alliance.
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Member of EC-p8r militia
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Bounty Hunters kill for credits, Commando's kill for the hell of it!
QuantumArtist
Sun Aug 21, 2005 10:08 pm
#32






PyscoJuggalo wrote:






QuantumArtist wrote:









Still how will making:


-Aim into the couner of COB

-Making our snare actually snare

-adding .4 to the damage multplyers on all our specials

-Making so that tankers tank


Make us, the Rifleman, over powered? I'm not saying we are weak, but I am saying we are a 1 trick pony.A trick that can be nerfed in any second.





1) All the latent perks we get as riflemen would make these options overpower us. I dont see how we need 40% more damage then we already to. 2) I dont see any reason that our aim be the "counter" to COB, its not like melees have a hard enough time already. I tank just fine as I am, 3) and we're lucky to even have a snare...








WellmyCarb/BH/4-0-0-0CM onlyhas protracted Battleswith Meleers with Advanced COB or Defenders with their mix of crappyness, I rip rifleman apart with my Cezrka, my lower SAC, and higher speed. They get caught in a healing loop, because I deal damage heavy and quickly But we do have something to talk about besides weapon preference (I still perfer Rifles, actually Rifles for Long range and Pistols for Short, my Main Temp is a Master Rifleman/Pistoleer/4-4-3-0 Carbineer):


1) I do not want a 40% increase across the board, I want .2-.4 added to all the multiplyers. So Head Shot which is currently a 2.5 multpilplyer (I believe), that will become a 2.7-2.9 that is not a 40% increase.


2) I don't see how making Aim 40 seconds long would hurt anything, I can see maybe making Advanced and improved 500 could be a little excessive. But our Aim buff should have a longer duration atleast.


3) THATS A LIE!!!! WE DON'T HAVE A SNARE! Hell to "Buff it" they could increase it's strength and dramatically lower it's duration, I don't care what, but it needs something.



I also have a Master Ranger/Rifleman temp and Rifleman having worthless specials does harm to those who Just have Rifleman as oppossed to say those who just have pistoleerwho have little harm done to them.

Message Edited by PyscoJuggalo on 08-21-2005 05:41 PM




Blah blah blah, I'm sure you have a big gun, and I'm sure you know how to use it. Your carbine has nothing up on Trando rifles. They do kinetic damage too. They have longer range, and they shoot just as fast. They can tear up other ranged users just like your gun. They have the same damage cap as any carbine... it all depends on how you slice it, and what powerup you use it. So again, your contention is irrelevant.


Sorry to tell ya, but kneecap shot IS a snare. Its weak maybe, but its a snare. I think its fine! If its as strong as some of you are suggesting they make it, then enemy targets would have no chance to catch us in one on one fights. We could perpetually snare them and kite them from 65-80 m.


This would makeJedi and other Riflemen theonly viable threats to riflemen.


This would upset the balance greatly.


I think rifleman is balanced pretty well with the other professions. If it needs adjusting at all, its very very minor. Each profession should have a weakness. Part of learning multiple professions, is to round out your weaknesses, or amplify your strengths. If you think the snare is weak, pick up pistols or rifleman... like many of you have suggested. Thats the way it should be.


Also, thanks for the clarification on the .4 increase. By simply saying .4 you can be mistaken as meaning 40%. Even so, adding .4 to a 2.5 modifier, you're still asking for a still significant 14% damage increase.


Armor break would be interesting, but I'd say it should not be as strong as a melee professions armor break. You're again asking for as much as 10-20% damage increase with a ranged armor break that could be perpetually applied.




QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
Blixtev
Sun Aug 21, 2005 11:17 pm
#33






LxKane wrote:


The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.


Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.


I see it this way either give us back our run speed or take away the close range nerf and give us aboost to accuracy and damage at close range.



What is this "close range accuracy" nerf of which you speak? I suspect someriflemen have been hanging out with the BH "omg they nerfed our loot" crowd. M Rifles is a portion of my template, and am of the opinion that Rifles are pretty well balanced.


Not all professions have everything theywant locatedin their 1 profession. This is why you have 250 skill points. You can mix and match what one profession is lacking with what another has.








Lead Designer
Star Wars Galaxies

Ihareo
Sun Aug 21, 2005 11:24 pm
#34






Blixtev wrote:





LxKane wrote:


The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.


Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.


I see it this way either give us back our run speed or take away the close range nerf and give us aboost to accuracy and damage at close range.



What is this "close range accuracy" nerf of which you speak? I suspect someriflemen have been hanging out with the BH "omg they nerfed our loot" crowd. M Rifles is a portion of my template, and am of the opinion that Rifles are pretty well balanced.


Not all professions have everything theywant locatedin their 1 profession. This is why you have 250 skill points. You can mix and match what one profession is lacking with what another has.













*applause*



Maybe this is being extra snide of me, but sometimes I think that the multiclassing abilities of this game are too advanced for some people.










Ihareo Imtame--Adept of the Force
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QuantumArtist
Sun Aug 21, 2005 11:28 pm
#35






Ihareo wrote:






Blixtev wrote:





LxKane wrote:


The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.


Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.


I see it this way either give us back our run speed or take away the close range nerf and give us aboost to accuracy and damage at close range.



What is this "close range accuracy" nerf of which you speak? I suspect someriflemen have been hanging out with the BH "omg they nerfed our loot" crowd. M Rifles is a portion of my template, and am of the opinion that Rifles are pretty well balanced.


Not all professions have everything theywant locatedin their 1 profession. This is why you have 250 skill points. You can mix and match what one profession is lacking with what another has.













*applause*



Maybe this is being extra snide of me, but sometimes I think that the multiclassing abilities of this game are too advanced for some people.





/cheer


Exactly what I'm saying.





QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
Drythax
Sun Aug 21, 2005 11:52 pm
#36

I'd like to see the aim warmup shortened a little bit. I'm not sure how it compares to CoB, etc. Maybe I could see it staying this long if they did improve the duration or bonus, but as is it just seems too long to me.



«^Drythax_»
«^Jedi Padawan_»
«^BARK Knight_»
nikko11
Mon Aug 22, 2005 1:29 am
#37

He's a dev, and a player, and it's why he is more responsive to our concerns.

He's right, Rifleman is pretty well balanced, and in combination with other classes, is a very lethal combination.





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Shamonue
Mon Aug 22, 2005 2:07 am
#38



Blixtev wrote:


LxKane wrote:
The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.
Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.
I see it this way either give us back our run speed or take away the close range nerf and give us a boost to accuracy and damage at close range.
What is this "close range accuracy" nerf of which you speak? I suspect some riflemen have been hanging out with the BH "omg they nerfed our loot" crowd. M Rifles is a portion of my template, and am of the opinion that Rifles are pretty well balanced.
Not all professions have everything they want located in their 1 profession. This is why you have 250 skill points. You can mix and match what one profession is lacking with what another has.








Problem is I'm M-Rifleman/M-Squad Leader(plus a few other skills in my sig).
I mixxed and matched to make a unique skillset.
Big problem is that SL is so useless(even Master),that mixing and matching any prof with Squad Leader is a waste of skillpoints b/c some professions haven't been fixed to be a viable profession to play(or even dabble in,like the aforementioned sl).



--------------------------------------------------------------------
Branas Halcyon
Pre-CU Master Squad Leader
Pre-CU Master Rifleman
BH2130

"At Rex Kwan Do, we use the buddy system. No more flying solo. You need somebody watching your back at all times. Second off, you're gonna learn to discipline your image. You think I got where I am today because I dressed like Peter Pan over here?"
QuantumArtist
Mon Aug 22, 2005 2:39 am
#39






Shamonue wrote:





Blixtev wrote:





LxKane wrote:


The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.


Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.


I see it this way either give us back our run speed or take away the close range nerf and give us a boost to accuracy and damage at close range.



What is this "close range accuracy" nerf of which you speak? I suspect some riflemen have been hanging out with the BH "omg they nerfed our loot" crowd. M Rifles is a portion of my template, and am of the opinion that Rifles are pretty well balanced.


Not all professions have everything they want located in their 1 profession. This is why you have 250 skill points. You can mix and match what one profession is lacking with what another has.














Problem is I'm M-Rifleman/M-Squad Leader(plus a few other skills in my sig).
I mixxed and matched to make a unique skillset.
Big problem is that SL is so useless(even Master),that mixing and matching any prof with Squad Leader is a waste of skillpoints b/c some professions haven't been fixed to be a viable profession to play(or even dabble in,like the aforementioned sl).





I wont contend that SL needs some loving, but they're not entirely useless. I have a guild mate that is going BH/Rifleman/SL0400. That /volleyfire can be a big asset! Throw it on just before you KD a target and spam specials while their down for a whopping 35% damage bonus on every hit!


Ooooo.... thats gotta hurt!





QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
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