Rifleman Archive
Thread: TOP 10 CU issues (comments welcome)
Straker_Atrella wrote:
If Root breaks on damage I think it is fine at 64m. It's more a tool then for helping you get away or stopping one person from charging you.
At work and drawing a blank, what is the LD rifle? Been messing around with other stuff on TC, but last time I checked we did have 2 rifles that I thought did Kinetic that were about equal to the t21 and Laser.
As far as actual roles go, I think that if they are ever going to be come close to actually fullfilling the roles that they talked about, there needs to be LESS crossover. If we can do true "Nuker" damage, yet crowd control using crossed over specials, then you have a problem.
In some ways, there are less defined roles under the new system then before.
1. There are defined roles within each given profession, but I think you'll find very few combatants go with anything less than two full combat profs because of the cumulative skill bonuses and, as you point out, the crossover specials. So the profession roles work, but are diluted by people taking hybrids. But then, that's fair - if you become crown control because you take Carbines, well, tehn you're a carbineer as well, aren't you? The only difference is you get to be a carbineer-style combatant, but use your lovely rifle.
Doing some pve fighting yesterday and knee cap is becoming more of a favourite when kiting than stopping shot. Much higher probability to stick (stuck almost every time).
The most important issues IMO:
- Action costs way to high
- Cover not always working. Beside the cases mentioned above sometimes it doesn't work but don't give you a message as well
- Sniper shot not always firing. More times when it did not fire than fire.
- To little diversity among weapons. To many are just grind quality. More weapons should be usable at master level. Unnerf DXR6 and make it have higher damage and also get back elemental damage.
General:
- Mobs still regenerate health/action a bit to fast
- Mobs warp back or run away to fast when going to far away from spawn locatioon. And health regenerate back to 100% almost immidiatly.
- Mobs are "cheating". They don't seem to use up any action cost at all
Message Edited by InspGadgt on 04-28-2005 03:46 PM