Rifleman Archive
Thread: Pist off Master Rifleman
JFirestorm10 wrote:
Riflemen in my opinion are meant to be played smart. You dont go around spamming headshot 3 to every thing. Use different methods and you win, switch to a different rifle which has better accuracy at close range and use warning shot, you know play smart, dont go out and shoot stuff by spamming shots. Your gonna get yourself killed that way, especially in PvE.
So by comparison all other professions are meant to be played dumb? That isn't a tenable position. At novice rifleman is underpowered compared to other elite professions. Suggesting that it isn't, you just have to be smart, is an insult to both novice riflemen and novices of other elite combat classes.
Any profession requires a bit of thought to be played effectively as it can be. That doesn't excuse the fact that the rifle profession isn't balanced at novice.
Vopn wrote:
In general a master rifleman is COMPETITIVE with any class in PvP. I have have been beaten by most professions, and I have beaten most professions. At master, we are pretty balanced. The new defensive mods will be a nice feature, and will make us last a bit longer.
The general bug issues that aflict the class, (MOB assist and warping mobs) are being addressed. The fix for the MOB assist bug will be in the next publish as announced today. This will make conceal shot a viable tactic again. There are 2 workarounds for the warping mobs. The first is to be very selective in your attacks. Make sure there are zero obstructions between you and the target, and make sure the target is not hovering. This will reduce the number of warps. The second is to hunt with a pet, and use the pet to pull aggro. (they will warp to the pet not you).
The 3 second limit was an example only. The combat designer was specific about that.
Rifleman is one of the few elite professions that is actually balanced correctly internally. (the novice to master progression) The problem is not that it is too hard compared to others, but that the others are too easy to master with little payoff for being a master. If you look at the way other professions are being changed, this is the course the dev's are taking. They are making the master block mean something, and moving the more powerful styles higher into the trees. They are not doing that for rifle. They are adding additional defensive bonuses, but not moving our styles.
Essentially you are saying that the novice rifleman is unbalanced at novice not because of his own profession being underpowered but because of other elites being overpowered at novice? I can agree with that. I am not asking for more power for the novice rifleman, only that he have a chance against other novice elites. And that it not take twice a long to master his profession as some others.
The 2.5 damage modifier is annoying almost exclusively becuase of the warping issue. If they fix that I won't have a problem with it. I shouldn't be letting melee fighers get that close to me anyway. If I play smart and the engine doesn't cheat ( by warping) then I can live with the damage modifier. If I get caught I switch the rifle out and start using a pistol any way and try to move the mob off me with warning shots.
In pvp the worst thing a rifleman can do is get involved in chaotic close quarters street fighting. You aren't going to win that very often. You will deal out damage to many opponents but you won't last long. I would really like to see the groups I fight with fight more effectively instead of just having a free for all in the street. We should be utilizing our various skills intelligently instead of all standing within 20m of the opponets and blasting away.
AP is broken in PvP, so we do not get the double damage with the T21. If AP worked, you'd find a lot less complaining.
The upcoming defensive changes should help a good amount in PvE (see test center stuff). Also the fix to BAF mobs and conceal shot should help a bit too.
There are however 3 things that I would like to see still:
1. Unnerf the T21
2. Fix AP in PvP
3. Fix pet damage in PvP
Even as a novice with 10 second shooting times (pre-nerfs were slower than post-nerfs) I was able to fair halfway decently with the better damage of the T21. With broken AP in PvP, the pre-nerf T21 wasn't half bad.
With broken AP, the T21 is a huge joke in PvP. I dueled a Pistoleer yesterday and his FWG5 (not a typo, he doesnt use DX2s) with stopping shot was outdamaging my T21 with Strafe2.
Pet damage should also be fixed in PvP. Even a lowly pet like a cowardly gurreck is scary because its doing 2.5 damage to you while the owner is blasting you. Take a real CH with, say, a normal gurreck, and you're dead in 1 hit from a beast that is normally pretty hard to take on. I admit, that I use gurrecks in PvP, but this should be fixed.
The two changes alone should fix a majority of our problems.
-- A6
I agree, we dont really need melee penalty removed once the warp bug is fixed. Would be nice to have it lifted but then we'll probably take a nerf in dmg or speed to make up for it. The new bonuses we get on TC definately makes me think they're gonna cap our speed at 3 second and effectively kill our class.
We definately rock at pvp at master, SS2 is just awesome, even with weaker rifles. And you can definately one shot people with a nerfed T21, i've hit for 800 in pvp with a less than 500 dmg one, with my prenerf i've hit for as high as 1.2k, possibly more. Had arebel tell me saying i was exploiting when i incapped him in one hit lol.
btw, how come I've never seen you on kauri, jayjon?I got master about the same time you did at early august andI thoughtI was the only one running around lol.. so few rifleman then hehe
Elan Yiraght - AI