Rifleman Archive

Thread: This is why rifleman suck...(Screenshot included)

JohnyBGood
Mon Nov 03, 2003 5:20 am
#27

what does counter attack do anyway? the way they describe it - after an attack they leave themselves open to counter attack so you can hit harder? or something stupid like that



-=Ulf=-

Please send me a tell or e-mail in game if I won any auctions.
vaalenko
Mon Nov 03, 2003 6:05 am
#28

From what i understood counter attack blocks the opponent attack and counters it with another 'unstopable' attack.


I don't know if it works against ranged opponents too, but if it does, its very powerfull tool.




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Vaaleria - Master Sharpshooter / Ranger
Vaalen Sinax - Master Weaponsmith / Merchant
Gorath Galaxy
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Ivoe
Mon Nov 03, 2003 11:54 am
#29






SilverLobo wrote:

I dont believe we will lose our speed.





Dude, where have you been?! The devs have said that a change in speed is coming, a minimum of 3 for Riflemen and a minimum of .5 for Pistoleers. They said in the next breath that they would "look" at increasing our damage. To keep up with average pistols we would need average rifles with over 1200 damage, you and I know the devs well enough to figure out that isn't going to happen. Right now, me vs. stopping shot is a close match, when I'm 6X slower than stopping shot (thatI have seenhit as high as 900 PvP and commonly 600-700) the only question remaining will be: "What would you like your gravestone to say?"
SilverLobo
Mon Nov 03, 2003 2:44 pm
#30

Defense Mods do work, just not as effectively as they wish. Problem is the classes it does not work against, will not work against with the new system. They are not fixing a **edit** thing because of the special attack bonuses pistols get. Hell to know that at the worst you will have a 50% chance to hit is pretty nice. Where a Rifleman would have a 5% chance to hit in a lot of cases.


If they are that stupid and decide to max our speed at 3 sec. knowing that we will have a 5% chance to hit alot of times, then there really is no hope for this game anyway.

Vopn
Mon Nov 03, 2003 3:26 pm
#31

there are 2 types of defensive mods, generic and weapon specific.


melee and ranged defense, and defense against <state> (stun, knockdown etc) are generic and stack from different professions.


Rifle accuracy, 2H toughness etc are weapon specific.




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Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
vaalenko
Mon Nov 03, 2003 3:42 pm
#32






Fred_Skinner wrote:
You know, the most disturbing thing I saw in that photo was the 12 mill in the bank. I thought half a mil was doing d&mn good.
*sigh*




LOL



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Vaaleria - Master Sharpshooter / Ranger
Vaalen Sinax - Master Weaponsmith / Merchant
Gorath Galaxy
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RebRifle
Mon Nov 03, 2003 4:13 pm
#33

Rifleman don't sux and i am so sick and tierd of all the novices telling me it does. Do some work and you will be rewarded
SilverLobo
Tue Nov 04, 2003 1:30 am
#34

They have said alot of things and have backed out of it.


Also they said that BEFORE the change to defenses. I explained why they will not, no need in doing it again.

vaalenko
Tue Nov 04, 2003 1:33 am
#35

They said it WITH the changes of defense. The desgner has stated that the defense mods don't work atm because they are too low.



-------------------------------------------------------------------------------------
Vaaleria - Master Sharpshooter / Ranger
Vaalen Sinax - Master Weaponsmith / Merchant
Gorath Galaxy
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