Rifleman Archive

Thread: So, hows rifleman for pvp in the test center?

Ackehece
Mon Apr 18, 2005 9:35 am
#27






Vicotnik wrote:





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".




Just had to add one.





excellent point - if anyone else things of things please add it as well




"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




KardenTyrell
Mon Apr 18, 2005 9:42 am
#28

35m is a Killer for PVP as well. A rifleman is not equipped to keep a person in his effective range of damage, and if you consider where most pvp is done....Urban Territories, bases.

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!



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
valetman
Mon Apr 18, 2005 10:31 am
#29

I would think giving snipershot itself a minimum range of around 20m would solve the balance issue.

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.




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Pahaddino
Mon Apr 18, 2005 10:32 am
#30






Ackehece wrote:





Vicotnik wrote:





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".




Just had to add one.





excellent point - if anyone else things of things please add it as well








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


Vicotnik
Mon Apr 18, 2005 12:54 pm
#31






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.




--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
Pahaddino
Mon Apr 18, 2005 12:57 pm
#32






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)... ?


Vicotnik
Mon Apr 18, 2005 1:51 pm
#33






Pahaddino wrote:





Ackehece wrote:





Vicotnik wrote:





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".




Just had to add one.





excellent point - if anyone else things of things please add it as well








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".




--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
Pahaddino
Mon Apr 18, 2005 2:11 pm
#34

The proton carbin should get the same rule, range 10-50m


read the entire thread

Vicotnik
Mon Apr 18, 2005 2:21 pm
#35






Pahaddino wrote:

The proton carbin should get the same rule, range 10-50m


read the entire thread






I *have* read the entire thread. I just don't agree with any "minimal range" crap added at all.


The thing is: There isn't that much DPS difference between the top pistol, rifle and carbine. Yet people are advocating a minimal range restriction for rifles and carbines. Why? I just don't get it, the weapons themselves are not that powerful, and the most damaging special a rifleman can use has a huge wind-up and requires the rifleman to be prone. At the same time, a BH can use critical hit for more damage than the regular headshot, and a carbineer can use leg shot for more damage. So what's the idea, anyway?



--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
COLDFUSION11
Mon Apr 18, 2005 2:24 pm
#36

DPS counts for shooting regularly, not using specials. Riflemen + Specials, will out do a carbineers damage, however, in a 1v1 i have noticed, carbineers *when they have bh* Beat riflemen, as long as they are in range. So people need to stop complaining about the range issue, if you can use your advantages, you can win, if a riflemen can get far away, he will beat a carbineer, but as soon as a carbineer gets close enough, his speed will allow him to hit quicker, lay more status effects ina shorter time, and then start laying down the damage. I think in a sense, this is right, but i don't see why carbines are doing the same damage as a rifle... oh well.
Ackehece
Mon Apr 18, 2005 4:07 pm
#37

Range is the issue due to rifles being able to use a root attack from another profession. If no one else can shoot past 50m a rifleman can root a target at 60m and proceed to tear them apart while leaving them not able to respond in any other way then to curse you. It is really quite unfair when you look at it logically - but the solution is not to range nerf us but to place other restrictions I feel.



"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




KardenTyrell
Mon Apr 18, 2005 4:19 pm
#38

Putting in range restrictions to specials, of their profession class seem the best way to go for now.



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
Rakos_Rokarr
Tue Apr 19, 2005 4:29 am
#39

why not reduce the % of rooting based on how far away u are? small percentage differences between rifles,carabines and pistols...easy as that




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