Rifleman Archive
Thread: Top 6 Major Issues
I agree with WayneInAustinin the rank of our needs. Pistol vs Rifle is my main concern...fix that and the other concerns don't seem as bad.
We will get T21's eventually so i don't think that should be on the list. Yes there are nearly none out there...but that will be fixed whether we ask for it or not...so why waste a fix on something that will be addressed anyway?
SOKO
1) ALL prone characters should be immune to knockdowns.
2) Kneeling characters should have a large chance to resist a knockdown (now we have a use for postures besides accuracy bonuses).
3) Riflemen who is using cover should not only be immune to knockdown but also have a bonus to defense as well....he is under "cover" for christs sake.
4) We take 3 times (or whatever it is) as much damage from meele attacks against us......fine, whatever stupid logic thats supposed to simulate, Ill let slide. But why do we get those retarded block bonuses? If were so gimped against meele, why bother learning how to "block" against a meele attacker. Give us a different defensive bonus. More ranged defense, dodge bonuses, hell even knockdown resistance ....but something other then BLOCK!!!
5) Some way of letting us snipe and not be large red dots on their screens in PvP (Ghillie suits, somesort of holographic camo device, a hollowed out batha carcas...but SOMETHING to let us actually be snipers).
....and then your 2 problems as well.
As an aspiring Rifleman, I would like to put in my opinion on the Rifleman bug fixes...
1) Accuracy is my #1 concern, I believe the accuracy ratings should have inverse proportion. If we take a big accuracy hit within say 20 M, Pistols should get bit hits to accuracyabove 44M. (64M-20M)Idealy Rifle should be most accurate from long range, carbine medium range, pistol short range.
2) People have brought of the idea of shortening max range ofpistols/carbines.Another idea is toextendrifle range, if not always in open fighting, perhaps in special conditions. (While taking cover for example,and/orround time added before firing your shot, consider it "aiming time") Realistically a sniper can strike from any distance if they have enough time to aim at their target.
3) Perhaps offer a new line of rifles available in the Rifleman's sniper line, that has a greater maximum range, but is unusable within a minimum range. (Maybe it can fire up to 128M, but can't fire period within 32M)
4) Defense vs. Knockdown... Seriously, how do you knock down a prone person? this is simply logical: If someone is kneeling give them 50% resistance to knock down. Prone people should be immune. ALL CLASSES, ALL RACES
That's all I have to share. Good day!
Heres wouldbe the four other issues I would add.
1) Knockdown Defense & Prone
Opps sorry about the double-posting.
For the other four issues I would add the following,
1) Knockdown and Prone
If your prone it makes no logical sense (even for SOE
) to be able to be knocked down at all. Also some sort of defense mechnasim should be in place to placate the utter ownage that Knockdown is after the 75% PvP patch
2) (It may be a matter of choics, but It's important to me and others) Make less of the higher-end creatures BAF
It'd make it a lot less boring for Rifleman to level if we weren't essentially restricted to 5-9 creatures we can hunt for good exp.
3) HAM Costs
Even with weaponsmiths able to knock the weapons HAM costs down (at the sacrifice of damage and speed), its pretty crazy that my character that has 850 mind 500 Focus and 600 willpower can't use headshot as much because it rips apart our mind pool so fast
Thats all I can think of right now, but in addition to Aldeon's issues, if fixed, would be a great step forward for Rifleman
1) T21
2) knockdown immunity when prone, resistance when kneeling (for everybody, not just riflemen)
3) melee damage handicap seems a bit high, I would like to see the multiplier gradually reduced as we climb the trees in rifleman.
4) accuracy penalty balancing between pistol/carbine/rifle
5) HAM costs balancing
About the HAM costs, I have semi mixed feelings. With my wookiee character, I rebalanced to max focus and willpower (650 and 600, respectively) and I generally feel like I can use specials as much as I want even with the high costs of my laser rifle. If I am heading out for some hunting where I know I will be doing a lot of Headshot3's, I try to throw on a muzzle that subtracts 25+% from mind costs, if I am using conceal solo or grouping and using flurry or strafe, I can pretty much spam them nonstop even without a powerup as long as I/we have a little downtime between fights every few minutes. Of course, this would be different if I had the master rifleman speed boosts. But in general, I would say that the costs definetly need *balanced*, which is not necessarily to say that our costs should be reduced. I have pistol specialist so I have a fighting chance if I miss a headshot or two on a melee NPC, and I can spam bodyshot 2 on a very high cost pistol without taking even a slight dent to my health bar (of course, wookiee strength doesn't hurt there). I ought to look around for some logs on how other players fare, especially without nice bonuses to focus and willpower, or while dealing with the encumberances of armor.
Good thread and happy hunting, everybody!
1. Pistol accuracy vs. Rifle accuracy at long range. Might just be me, but I think Rifles are now LESS accurate at optimum range, over the past 2 days, I've missedtwice in a row (headshot 2), at 60m, this happened about 5 times with different animals. I have Advanced Sniping, and 1/3 of the way to Expert Sniping, and Intermediate Rifle Special Abilities
2. T21s need to be fixed, both their AP rating, and their availibility, Ahazi (as well as many other severs) don't have the resources for the weapons, and it's unbalancing us even further.
3. Knock-downs. 100% resistance while Prone, 50% resistance when kneeling, 25% when standing, 0% when running.
4a. Fix the concealment tree and/or make conceal shot a pre-attack thing like /aim.
5. Lower HAM cost. When using Headshot 3 with a Laser Rifle, I take 150+ mind damage PER SHOT. This also links in with Headshot 3 becomming more powerful/accurate or less Mind consuming. (One of the three.)
6. Pistol range to 32m, Carbines to 48m and Rifles 64m. This way, we'll stand a chance against a Pistoleer running towards us on a Battlefield or something.
I have a LOT more, but these are my biggest problems with the Rifleman tree right now.
Hello here are my ideas .
1. Prone teleport bug NEEDS to be fixed .
2. T-21 needs to be fixed .
3. Range and ACCURACY AT RANGE need to be addressed . We all know the issue , we all know what needs to be done . Now the only people that don't understand it - the Rifleman Designer - needs to be made to understand it .
4. Make Conceal Shot act like Aim
5. Fix that GODDAMN STUTTERSTEP
6. More rifles and lower HAM costs , included ENDING THE KNOCKDOWN CHEESE
Thanks Aldeon and good luck with the presentation
1. Rifle range issues. I have a different approach to this. I suggest giving range increases to riflemen it increase our range to 96m at master. (or +16 at sniper, and +16 at master)
2. Fix the T-21. This includes the schematic changes they are making to all the BH and Commando weapons to make them more common.
3. change the melee penalty to be stance based. (GREAT idea BTW)
4. Ghilly suit. (I like the radar mod idea, but make it only apply when stationary, or when in cover.)
5. Fix the teleporting creatures.
1) Fix t21's armor piercing, ideal range, and "range bonuses". My t21 has 0 armor piercing, an ideal range of 0, point blank bonus of 0, ideal range bonus of -37, max range bonus of 0. FUBAR
2) Fix cover. The pointlessness of this ability is making half of our profession a waste of space.
3) Fix rifle dps. We should be doing more damage per second. Yes, we are front loaded damage, but we already have a slow attack speed. When grouped and fighting mobs, we receive very little experience. Anything we can solo for a good gain soon becomes the target of "exploiters" and becomes unsoloable. I'm talkin about run of the mill riflemen here, not the experts.
4) I don't know about you guys, but I mastered concealment and still fail at cover 9 out of 10 times. Yes, occassionally I'll find a mob without friends and so I spice things up.
5) Give me your definition of "ranged support." We are no more ranged than any other gun user in the game.
6) I'd like to see that ghuille suit (sp?) in too, snipers need the element of suprise. There's no denying it, we even have a shot called suprise shot. It just doesn't seem to work.
Just to clarify on #5, snipers have a longer range than people with pistols, period. Not a longer ideal range, a longer range. A bullet from a snipers rifle will simply go further than a bullet from a pistol will. Sure, we're shooting lasers, but the simple existance of snipers rifles implies that this holds true for the fantasy world as well.