Rifleman Archive

Thread: Rifleman Top Five List Please Review 11-12-2003

Kona_Combine
Wed Nov 12, 2003 9:03 pm
#27






Kona_Combine wrote:

#4 Face it the whole skill tree is FUBAR'ed, only shot that works is Startleshot2






Bleh no edit button that should be StrafeShot2 and why is my sig f00ked up? Does anything in this game work correctly.



Cona
Intrepid Server
http://www.The-Combine.net
XaverriJade7
Wed Nov 12, 2003 9:12 pm
#28

Cona, I would have to go with your first statement.(About being out of the loop).


klawlegna has done an excellent job and, as you can see, the rifleman community is quite pleased with the issues that are listed.


You may have to do some more fighting to see if you feel the same about these issues as you once did.






Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
dreamkingdaniel
Thu Nov 13, 2003 4:34 am
#29

Thanks for saving me the time to write it. these are the most important issues to address. I hope the DEVs read this.
LiZhiYong
Thu Nov 13, 2003 5:07 am
#30



PsychoticChipmunk wrote:
Cona 2.5x is not the issue, getting hit thanks to the mob warping on top of you is why it is such a major problem. If they had to actually run up to you and you decided I'm going to keep this rifle equiped at 30 meters you deserve death. However if you are shooting something at ideal range and are thinking ok I can take this then he pops ontop of you where are you? The cloning center. If you fix the warping issue then 2.5x is more then acceptable. Now until they fix this I feel there should be a hiatus and have always felt this however that won't happen so pushing to get the pathfinding bug fixed is what is needed.




I second to that. x2.5 dmg will be fine if the dev fixed mob warping.

Prone warping is another issue.



Harrison Lee
Master Rifleman / Novice Doctor
Imperial Colonel
Eropagnis - Flurry
Waste93
Thu Nov 13, 2003 6:53 am
#31

A couple corrections I would recommend


#2 Range of Attacks - Also add the accuracy curve problems in this section. A rifle from ideal to max has a huge spike in the accuracy mods compared to other weapons that have a nice curve throughout.


#3 Weapon Problems - Reword. The T21 isn't underpowered compared to the other elite weapons. The problem is that ALL the elite weapons are underpowered compared to weapons lower on the tree. The DX2 and Elite Carbine have the same problem for their classes. It should read the T21 is underpowered compared to other rifles gained at lower levels in the Marksman tree. Also move your request for the change on the bowcaster into this section as it is more appropriate here. Also offer a suggestion on how it should be changed. Someone posted an excellent idea of making it kinetic/blast and raising the AP rating while lowering the speed.


#5 Skill Tree - Don't expect much on this one. All the level three targeting hits (Actionshot3, Bodyshot3, and Mindshot3) have the same problem. The damage vs HAM cost isn't as cost effective as the level 2 shot. It's more pronounced with Riflemen however since the shot isa HAM cost multiplier. A pistol has low HAM costs so using the special has a small increase in cost. A rifle with much higher HAM costs means a much larger difference in the HAM useage between the level 2 and 3 shots. Also move your requests about take cover, surprise shot, snipershot, etc into this seciton if it's about skills that need to be fixed and/or slightly changed.


If you were just using skill tree as a title and the HS2/3 as a specific title you can leave as is. Pretty good job. Thanx.




Colonel Waste - The Wookiee Crusader
Fred_Skinner
Thu Nov 13, 2003 1:43 pm
#32

Being a former swordsman the 250% damage is a pretty big issue for me. I do not feel it's unbalancing to remove it, and is far too unbalancing leaving it in. Many, many hunts have taught me that no matter how well you plan things it can go to sh!t in a heartbeat and that instant is all a critter needs to decay your clothing (if they put that in). There is little safety margine, if any. Why should every fight be that much more a life or death struggle for us, and only us?





Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


NattyDreadlock
Thu Nov 13, 2003 2:14 pm
#33

It all sounds good, but I'd also add teh need for a sniper specific rifle. One that in my opinion should be a kinetic, armor piercing round. It should require the player be prone. I'd like to see a master or near master special move be a very devastating single shot that requires a huge amount of HAM. A special that cant be spammed, but when used properly gives the sniper profession an attack fitting of the role. I'd assume this special couldnt be limited to the actual sniper rifle, so im assuming the increase damage with this combination of weapon and special move would have to come from the damage output of the sniper rilfe itself. So, Im assuming the high HAM costs, high damage output and required prone positionwould all be inherit aspect of the sniperrifle.
NattyDreadlock
Thu Nov 13, 2003 2:26 pm
#34

I also feel the rifle(or atleasta new sniper)should have a max effective range of atleast 100m. How a medic can accuratly throw a "heal" or a CH can send a pet from farther range than a rifle makes no sense. I know for a fact CH can send a pet after a target from 125m.

BountySeron
Thu Nov 13, 2003 5:08 pm
#35

I don't know if anyone else mentioned this, I didn't have time to read it all through.

I don't see our generally high HAM costs mentioned? Ofc CMs are able to heal our mind now, but how often do I have a CM with me while im on solo?



__________________________________________________
~ Krapeus Cray the Twi'lek ~
--Master Sharpshooter / Master Marksman / Teräs Käsi Master

~ Mikkeline Cray the Human ~
--Master Doctor / Master Dancer
Maddogn
Fri Nov 14, 2003 12:40 am
#36

My main issue is High Mind costs of our specials and on our rifles. My second issue is the melee modifier but I deal with it. Warping doesn't bother me much it never gets me killed.



4 2 4 3 Rifleman- no pets and no drugs for me


4 3 4 0 Doc


0 0 0 4 Combat Medic


4 0 0 4 Marksman


Geddeo
Fri Nov 14, 2003 9:36 am
#37

This reply is post patch, so I hope I still made it under the deadline. I have a couple concerns about a few of the suggestions you are proposing to send to the Devs.

In response to issue #1. I still think this is happening since the patch. I was attacking a kliknik Queen while prone and on my first shot none of the MOBs saw me, which is a good thing I guess. After my third shot however I instantly had 5 Klikniks warp to me. It wasn't like the old warp where they all ended up right on top of me, but it did warp them all to 5m in front of me which is still in mele range. I still think this is a problem for riflemen, but maybe not the number 1 issue.

#2 Eh, I don't care about the range thing much.

#3 Weapons. Here I think you are making a big mistake by asking for the T21 to be changed again. I hit **edit** hard with standard T21. It isn't powered up at the moment and with Strafe2 I hit unarmored monsters between 2.5k and 5k dmg. I think if you ask for more dmg on the T21 the Devs will just laugh at us, or worse, they will give it back to us and a month later hit us with a nerf. The only problems with the T21 are the high HAM costs and lack of AP in PVP. I don't PVP much, but will be doing so in the near future and from what I hear our armor piercing weapons don't work in PVP. I don't see why this isn't a huge rifleman issue since almost all our guns have some armor piercing and the T21 would really start to shine again if they took heavy AP into account. The other suggestions about making the rifles do the right dmg is a great idea. If the T21 did blast dmg instead of energy dmg that would be good. Blast dmg will make it do different dmg than the laser rifle making the T21 a lot better in certain situation and give it an "Elite Gun" Status that we want.

#4 I agree with this one, but think it needs a lot of cleaning up before it goes to the devs. Please don't ask for a knockdown shot though, let that stay with the Carbine, we don't need it.

#5 Sounds good.

I hope this post gets read before you submit your final list.
klawlegna
Fri Nov 14, 2003 7:52 pm
#38

We should have a response from the developers of our Top Five issues soon. Once I have a response I'll let you know asap, unless they post it here first.



--------------------------------------------------------------
Sudelaya - Rage of Carkoon
"The Villain of Kettemoor"


Monthar69
Sat Nov 15, 2003 3:16 am
#39

I didn't read the full thread so i this has been said already, well just chalk it up to grreat minds thinking alike.


Just replace startleshot 1 and 2 with conceal shot 2 and 3.


Conceal shot 2, 50% more damage that 1 andstartles the target.


Conceal shot 3 is double the damage of 1 and starles the target.


Essentially these shots will do the same as they do now, but work while under cover and the target won't know what hit them. Instead of just posture up it also adds a delay similar to warcry skill. Conceal 2 woudl add a 10 sec delay while the target figures out what's going on. Conceal 3 is a 20 sec delay. While these delays won't be that useful when soloing since th etarget shouldn't locate us because it is a conceal type shot, it would be useful in groups to providing support to the melee class that's tanking the mob without pulling the agro onto the rifleman.




Looted crafting components Revamp idea
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=794885
Page 3 of 6