Rifleman Archive
Thread: Current Issues *11-11-03*
Is it true that riflemen are losing their mind shots like the BHs are losing eyeshot? If this is the case it needs to be canceled, because being able to target the mind is one bigthing that makes it worth being a rifleman.
1. Give us a more gradual accuracy versus distance curve like the pistoleers have. Pistoleers can still hit at long distance, but riflemen can't hit much at all at point blank.
2. Lower that 2.5x melee damage mod
3. Unnerf the T21. It should never have been nerfed before.
4. Retain the current rifleman speed abilities. None of this 3 second lower speed limit.
5. Give usanattackthat knocks targets down, whether it be ranged or melee. Flurry shot is useful but it doesn't guarantee a KD.
Just some additional comments ![]()
I think that, as is, a 3 second speed cap with destroy us. This could be fairly well remedied by an increase in damage that would be around 4x or so,preferably 5x(with the T-21 fix not in sight). 3x would keep it the same, but due to slower rates of fire and figuring in the chance of missing, I think more than 3x is more than reasonable.
However, I have seen no real reason to worry about this supposed speed cap. I have sen no Dev or Correspondent comment on it. If there is one, please direct me to it ![]()
Next item- 2.5x melee damage. I feel this is excellent. Why? It is a penalty that, to me, entitles us to many advantages to make up for it. Take away the 2.5x melee damage and prepare to lose something you will surely miss. Besides, with the inevitable mob warp fix, there should be much less reason to worry. If they can't warp to you, they cannot hit you with the 2.5x multiplier
If they can just run up and hit you, then more than likely, a change of tactics is in order ![]()
Those are my silly ideas anyway....I hope some of you can agree ![]()
no XP beyond 64 meters!
i use a t21 exclusively and very often in prone at 60+ meters, when my target reaches almost no health it runs. Pet kills it at +64 meters. No xp for me. LAME
XP for mind bleeds, or if you like i can C12, mindshot2, spam peace, incap = 2000+ combat xp per target on yavin. Needs fixin.
Vlamr wrote:
6) There is no way you can fix this but its my opinion the devs hate us.
dito. Honestly.
1. Ham costs for specials in PvP should be scaled for the PvP damage reduction.
2. The damage types and HAM costof our rifles need to be addressed. (tusken: kinetic SG: cold Spray: acid)
3. Startle shot should be changed to posture down, not posture up.
4. make surprise shot an anytime shot with slightly higher damage.
5. lower (not remove) the 2.5 melee penalty
I have a problem with having to take Muon Gold everytime I want to shootspecials with my T21..
297 Mind for Headshot 3 (And about the same in health, and a marginal amount of action)
I have my mind maxed at 1k, and substats maxed at 500 and 900..A mind powerup doesn't seem to make much difference as well. Pistoleer's don't need action powerups..
Downtime is just way too long.
- creature warping / 2.5 melee modifier. One of those must go.Obviously the first one, but I'd like to see the second one removed until the first one is fixed
- player warping. Seems to be realted to ranger. Impossible to have Ranger skills and go prone. Game breaking
- Tusken rifle: This has to be damage type kinetic instead of enegry
- Spraystick: This has to be damage type acid instead of enegry
- T21 thread: we want a dev comment on that
- T21: Needs to be unnerfed
- Rifleman correspondant nomination: we want an explanation what was going on there
- Startle Shot 1/2: Does less than flushing 1/2. Seems broken. What is this intended to do, and when will it be fixed?
- Specials in general: Why do we get dizzy attacks when the only posture changes we can do are posture up. Why does our best non/master special (flushing2, AE, high damage, stun) has posture up attached to it which makes it worthless in groups (where people are unsing KD/poosture down) and for using dizzy
- 2.5 damage modificator: Will this stay, go away, or be implemented differently?
- 3 second speed cap: Will this be implemented? If so, what are the other professions being changed to?
- max range: 64 is pathetic. If the game can't handle this, consider:
- range accuracy: if we have a max of 64, pistols should be absolutely unaccurate at this distance. I know we are getting some accuracy boosts with the new patch, but pistol / carabine accuracy has to be reduced to make rifle a viable alternative
- armor piercing. Needs to be fixed.
- weapon decay: Too fast with powerups/slices (and without those rifles are not viable)
- decay on death: Should not be implemented
- weapon resource requirements I: Remove special resources from schematics for high level weapons or increase their spawn rates. It's insulting that some servers still don't have T21s
- ability to solo in this game without pets. With the latest BAF changes it is nearly impossible to solo as a rifleman. We need either a better working Warningshot, a knockdown, a posture down (with dizzy). Just using conceal shot (assuming it really is fixed in the new patch) is not a viable option. It take too much time to kill anything that give significant xp. Or get a higher level conceal shot that does more damage.
- weapon resource requirements II: remove stupid resource requirements from weapons. Most weapons use iron, which has a max conductivity of 500. It's not possible to make good weapons with that (which is why low tier weapons are as good or better as high-tier weapons).
- weapon assembly (powerhandlers): A pistol takes one powerhandler, one potential enhancement, and get the bonus once. A rifle takes up to 10 powerhandlers (plus one for the schematic), up to 10 enhancements (plus one for the schematic), and gets the bonus once. Either reduce the cost to make our guns, or, even better, give us the actual real bonus for the end product.
- weapon resource requirements general: The need for specific resources that may only spawn in bad quality or the need for resources which have a bad quality max value make weapons much worse than they could theoratically be. Review all weapons and rework schematics or change base damage. Exmaple: Let's say Weapon A might have a theoretical max damage of 200. It uses Iron and conductivity is the only important factor. Since cond on iron is capped at 500, the max damage that this weapon will eve get is 100. If that particular iron only spaned with cond 250, the best one will be 50 max damage. Also rethink whether the initial design/balancing assumed that 10 powerhandler would give 10 times the bonus (which is not the case) Review all weapon stats not form the theoretical DPS (which I assume the devs do), but from the realistic DPS that can actually be reached in game. Then rework so that a T21 is actually better than a tier II gun.
(Note: I know that people will say these are WS issues. I am a WS, and we don't really care. You will buy whatever is the best weapon. The rich WS will always be rich, and the poor WS will laways be poor, no matter if this is fixed or not. I highly doubt any WS will focus on these things. If we don't do it, probably noone will).
If I had to name 5 top issues, I'd just group those into these points
- fix rifles (Spraystick, Tusken, T21)
- fix specials (Startle, missing posture down, no solo skills)
- fix warping (player, MOBs)
- fix weapon crafting (powerhandlers, specific resources, max resource values)
- fix community issues: (the LONG thread, no feedback, feedback about 3 sec cap and 2.5 melee, Correspondant)
Vlamr wrote:
4) Conceal and Surprise shots are both still broken. So is takecover I believe.
Eh?
Conceal Shot works fine, unless you're talking about social aggro, in which case that should be getting address in the next Big Patch(tm).
combat medics can throw stuff further than rifles can shoot. they should have the same range as traps >50 meters.
our skill trees are ripe with posture up attacks pick one or two and turn them into posture down or KD attacks.
cover does nothing. cover should remove the user from the radar map. and the only shot that can be used from cover should be concealed shot and surprise shot or cover will break wihtout firing the shot. this would only be workable if terrain could not be fired through.
warping needs to be addressed when going prone.
T21 needs a small boost to power. ham and speed costs are fine.
rifle stocks need to be rethought they shouldnt add to ham costs as a stock makes a rifle easier to use not harder. the penalty should be the other way round altho the lack of a stock should affect the speed positively and the accuracy negatively and increase the HAM cost and decrease the damage. using a stock with a rifle should reduce HAM increase accuracy increase damage and reduce speed.
rifle scopes should increase accuracy at great ranges and greatly decrease them at close ranges. ham costs and speed costs should be small and not affect the damage.
both rifle stocks and scopes need to appear on the weapons.
Here's how the "combat toughness" skill works: for each +1 you get natural 1% resistance to whatever situational damage you're facing (melee, ranged, all)
1) remove the silly multiplyer from the combat routine
2) Everyone starts with some negative rifle melee toughness. I'd think a 1.5x multiplyer would be fair so everyone starts with "-50 Rifle Melee Toughness"
3) As you progress up the Rifle special abilities line you get + Rifle Melee Toughness skills. Novice rifleman should be around -30 melee toughness, rifle0004 should be +0 melee toughness and master rifleman should be +10 melee toughness (they can actually use their rifle stock to help fend off melee damage)
I'd like to see this for all classes. Pistol could start with -25 toughness and end up with +0 (they've got great melee defense), and carbine could start with -35 toughness and end up with +15 toughness (carbines are designed for closer than rifle combat). Commando could start with -50 heavy weapon toughness and work their way up to +0 toughness.
I also think rifle/pistol/carbine/hvy weapon toughness skill tapes are in order.
For comparison:
Master Swordsman: +38 melee toughness
Master Fencer: +32 melee toughness
Master Pikeman: +26 melee toughness
Master TKA: +57 melee toughness
Jedi Master: +80 toughness (all)
My top 5 issues:
1) Warping. This includes player warping(when going prone), but MOB warps in particular.(Only way those Krayts and Giant Dune Kimos seem tobe able to get me ![]()
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2) Damage types. Spraystick needs to be Acid damage and Tusken Rifle needs to be Kinetic damage. If the SG82 doesn't do Cold right now, it should.
3)Fix T-21
4) Fix AP? Not sure if this is broken in most or all circumstances, but it is very important that it always work properly.
5) Fix broken shots. This includes Startle 1 and 2 as well as (maybe) Strafe 1? Not sure what all is broken, but either fix it, or preferably, give us different shots instead of fixing the broken ones as they seem to be meant to function much the same as some of the ones that do work. Also- HS3 is too high HAM cost for the damage it does. Please fix this as well.
My miscellaneous complaint (not a huge deal): Rifle crawl speed. No point in having it if it doesn't work. Please address this issue(Fix it or take it out and replace it with something else)
If I missed something really important, I'll be checking on further posts and updating my own as neccessary ![]()
And /cheer for the new Correspondent! Glad to see you post
I hope you'll help us as much as Aldeon did. May the Force be with you ![]()
1) The T-21 is an underpowered joke with high HAM costs and nearly impossible to craft
2) High HAM costs of specials
3) MOB warping