Rifleman Archive

Thread: TOP 10 CU issues (comments welcome)

KundoJet
Thu Apr 28, 2005 11:18 am
#27






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.

2. I agree, if root and snare break on subsequent damage, then there doesn't need to be any range limitation.


3.The LD-1 is one of two high (but not currently master-level) rifles we get that do kinetic damage (the other is the Explosive Shell Sniper Rifle, a.k.a. ESSR). They both have a level requirement of 50, had exactly the same stats on the test frogs (no idea about Live, we'll have to see - I'm hoping for some differentiation), and are available to anyone with at least that many combat levels.



Celebriel Inle
Black Rabbit
Bermag
Thu Apr 28, 2005 12:30 pm
#28

Do root really need to be change? First of all it has a long cooldown, even think root will clear until you can shoot another stoppingshot. Then it does not stick every time.

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



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Ackehece
Thu Apr 28, 2005 2:59 pm
#29

can you tell me which rifles you have tried and what CL your character is?

as a Novice rifleman you should have access to at least the spray stick, plus all the marksmen rifles (cdef, dlt20, dlt20a)

at cl 22 you should have access to the e11

etc.

If you can tell me what CL you are I can help.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




InspGadgt
Thu Apr 28, 2005 3:40 pm
#30


I logged on last night right after the CU was finished to get an initial impression of what was going on. Here's a few things I noticed that strike me as odd.


Cover: Ok I'm prone watching my prey and I hit the Cover button...nothing happens! No notifications, animations, or icons to denote if my attempt at taking cover was successfull.


Sniper Shot: Apparently this shot has some sort of minimum range but this is not mentioned in the attribute description. When tring to use the shot from inside the minimum range the charging bar appearsbut then nothing happens, no shot and nothing in either spacial, combat, or on-screen to tell you you are too close to use the shot. Also having Sniper Shot break cover is just wrong...by definition the Sniper Shot should be the ultimate in concealed shots!


Kneecap Shot: In PVE this seemed pretty cool...at least on the low level critters I was testing on. It snared them every time, didn't slow their movement, it stopped it! But I don't know how that is going to work on higher level critters and PVP.


Crowd Control: Huh?!?!?!?? I just don't see it. We no longer have a shot that attacks multiple targets like Strafe Shot used to. Snare or Rooting type shots may stop an opponent temporarily but that is just 1 on 1, there's no crowd involved there.


Armor: Why is it we are limited to an armor designed for vs energy only? I just don't understand this at all. We all fill multiple roles in our professions that call for different armor types. I can see the rational in a combat situation where we are some sort of advanced scout...but a lot of rifleman play their character more like I do...that of a hunter or big game hunter if you will. I have much more call for a kinetic based armor then I do for an energy based armor.

Message Edited by InspGadgt on 04-28-2005 03:46 PM



Hei U-Guize
Master Creature Handler
Master Rifleman
Intrepid Server

Bean' Delphiki
Bounty Hunter
Combat Medic
Valcyn Server
ukman408
Thu Apr 28, 2005 4:29 pm
#31

Like I said in my other post, I am CL43 and roughly 2044 in rifleman.
Page 3 of 3