Rifleman Archive
Thread: So, hows rifleman for pvp in the test center?
excellent point - if anyone else things of things please add it as well
Vicotnik wrote:
Just had to add one.
Ackehece wrote:
reasons why 35m min is wrong
- Impossible to get rifle XP at the same rate as other professions get their XP, unless riflemen are given the ability to kill mobs before they get within the "minimum range".
Limiting our sniper rifles with that range? I can do that.
Limiting Sniper skills to only sniper weaponry? Can do...
Limiting Automatic Firing skills to automatic weaponry? Why not..
Limiting the minimum range of firing? Unacceptable!
the problem with being unable to attack at all at 0m is that EVERYTHING in this game will close to melee.
there is no current way to hold aggro away from a rifleman, my pets as a master CH certainly cant on test server, nor it seems can a TKM if I put out as much damage as possible, we therefore are also by default, rather than design, tanks.
having a tank unable to attack at melee range makes the proff unplayable.
Ackehece wrote:
excellent point - if anyone else things of things please add it as well
Vicotnik wrote:
Just had to add one.
Ackehece wrote:
reasons why 35m min is wrong
- Impossible to get rifle XP at the same rate as other professions get their XP, unless riflemen are given the ability to kill mobs before they get within the "minimum range".
35m is way to much, 20m is ok.
And for this levelling topic, there is a simple design to fix that.
All low DPS weapon of Rifleman could still be 0-40m, only the most powerfull weapon, the one with the best range, could be limited at 20-60m
Auraboron wrote:
Ackehece wrote:
Probably not... we need a good defense for the power we have now or we will lose it. The correspondents for 5 combat professions are already calling for nerfs on us.
Not one single one of us used the word "nerf".
What we asked for was minimum ranges, not damage reduction.
That's pretty much the definition of nerf, heh.
Don't quite see what the nerf cries are all about, really. I do more DPS with my Bounty Hunter skills than with my Rifleman skills on TC, would probably do even more if I picked up carbineer for legshot.
Ackehece wrote:
Auraboron wrote:
Ackehece wrote:
Probably not... we need a good defense for the power we have now or we will lose it. The correspondents for 5 combat professions are already calling for nerfs on us.
Not one single one of us used the word "nerf".
What we asked for was minimum ranges, not damage reduction.
hmm I thought that the idea of min range was still covered by NDA....
in that case - THE IDEA I THINK BREAKS US!
These gentlebeings want to place a 35m min range on our rifles. Effectively gating us from content and for using our chosen weapons. They believe we should have to use lower level pistols to enter places such as the DW bunker and the corvette since we can never get a 35m area across which to shoot. With a max range on conceal and snipershot of 45m (non advanced versions) they are effectivelyleaving usa 10m range band in which we can fire weapons.
This of course is a NERF in every definition I can think of related to MMORPGs
Message Edited by Ackehece on 04-17-2005 05:03 PM
35m is too strong.
Pistol should range 0-40m
Carbine should range 10-50m
Rifleman should range 20-60m
The close quarter combat is a problem, and rifleman will need a "appoint" weapon.
Adding snarring and rooting, every experience player that knew those skills knew in advance that they will rule. You can stack them, smuggler has one that last for AGES, I killed 3 guies I duel against, by tripple incap because there was no chance I could move to them to DB (smuggler rooted, advance concussion shot).
Melee are trash currently in pvp. They can't come at QCB, and they will likely never be able in the current design. (Well, this is star wars, and I like it beng like this. It also remove heavily power from Jedi against an army of ranged.)
There are more key skills, and hopefully, situation is not as bad as the KD/dizzy current terror.
My Keymap is 50% filled with my current template, and I used ALL of the skill and items in there. That is far more I ever used in a pvp fight currently.
If they want to balance a bit, slightly slow rifle (adjust DPS), slightly add some action consumption (I already finish a fight with nearly no action), add some hinderance in carrying a rifle. Slightly is the keyword, too much and then Carbine take the lead, and will be call for a nerf, etc...
But I don't believe they will remove cross over skills, they advertised the CU with that. Removing that and we are back at square one. Would be a very very bad move.
-> if they remove SOME, how will they be chosen? it will be case to case "balance" (nerfing in fact) and will always move the nice spot to something else.
Aloso, if they remove cross specials, Commando have no specials LOL, BH get special placement to be redesign, Smuggler have special for what (current smuggler specials are the BEST of the game)... ?
Pahaddino wrote:
Ackehece wrote:
excellent point - if anyone else things of things please add it as well
Vicotnik wrote:
Just had to add one.
Ackehece wrote:
reasons why 35m min is wrong
- Impossible to get rifle XP at the same rate as other professions get their XP, unless riflemen are given the ability to kill mobs before they get within the "minimum range".
35m is way to much, 20m is ok.
And for this levelling topic, there is a simple design to fix that.
All low DPS weapon of Rifleman could still be 0-40m, only the most powerfull weapon, the one with the best range, could be limited at 20-60m
Sure. Provided that all high DPS weapons of all other professions can't be used past 10 meters, for everything past that they have to use the low DPS weapons.
Seriously. My TC character has a higher DPS with the proton carbine than with a T21. I don't at all get why rifleman has been singled out for this suggested "nerf".
Pahaddino wrote:
The proton carbin should get the same rule, range 10-50m
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