Rifleman Archive
Thread: What do you feel is our most urgent issue -=Sept 02 05=-
I agree that the PvP damage reduction should be reduced, slightly. PvP in anything other than an extremely large scale battle is dominated by healing ability, at least in my experience. Toning down the PvP-specific damage reduction would help this without borking PvE, which I believe is just right.
Incap timers *badly* need to be increased. The current situation with incaps frequently lasting 3-5 seconds has a quite negative impact on both PvE and PvP. I feel like if the devs want ranged DB out of the game, so be it, but we need at least 20 seconds plus to be expected to clear the incap area, close to melee range, and perform a long-warmup DB.
On the rifleman-specific side of things, I honestly feel like we are in pretty good shape. Our snare (kneecap) is fairly ineffective, I feel that it should either be made more potent in terms of speed reduction or converted to a different damage or state-applying special. I dislike that headshot is less damaging than legshot. I would like it if conceal shot had an added effect of generating very little aggro in a group setting (perhaps 1/4 as much as a standard shot per unit damage). I also seem to be among the few that *do* believe that sniper shot should break cover.
I would also like the T21 to be given a boost over the ALR, but I feel that there should be a master-cert CL 54 weapon in essentially every combat profession that has an advantage over a purely level-based cert weapon.
Also, Adv sniper shot is almost a useless master special. The long warm up, prone position,and 20m range make this a never used special other than for a first shot only. Without a root, you will never be able to use this shot again after combat has been initiated.
We now have two master specials that have been nerfed with no compensation.
We are supposed to be a nuker class. The one shot we have the defines us as nukers is adv sniper shot .. and we can hardly ever use it.
Message Edited by AxilX on 09-05-2005 02:33 AM
srotre wrote:
SMUGGLER'S REVAMP OPPS WRONG FORUMS BUT HEY IM A RIFLEMAN TOO.
Jasef wrote:
QFE
erli wrote:
Ranged Deathblow - If the stupid cyber arm can have it so can Riflemen. Even 40m is alot to cover before the incapped person gets up. Triple incapping is one of the least fun ways to die, not that any of them are terribly fun. I would at least push for longer incap timers if Ranged deathblow is an impossibility, force people into making another food choice (Cavellian creams) if they want to get up really quick. Incap Timer of 10-60 seconds decided randomly with damage taken at death playing a strong role in relation to duration of incap, if you eat cavellian creams it is a flat 1-10 seconds.
Hey that sounds like a good idea....
Ackehece wrote:
significant changes are happening to the aggro system with the SL update. SLs have the ability to modify the level of aggro vs various players. Some can have the aggro they create increased and others decreased. lets see how this affects the game for a bit.
I saw this amongst the SL update notes, but I'm not sure I would qualify this as a significant change to the aggro system. At present melee players already have a taunt ability that is supposed to increase aggro on them, and it quite simply does not work. When any of my guild's melee players taunt a MOB all it takes is one advanced headshot or critical shot from me to get the aggro right backon me. If they dev's insist on keeping this absurd hate system(which I still have yet to see a reason for implementing in the first place) these aggro modifying abilities need to be given aserious boost.
There are many more melee players than there are squad leaders, and if the abilities that already exist for modifying aggro don't work, I have no reason to believe the new ones will perform any better.
Message Edited by Penguinzx on 09-05-2005 07:51 PM
Penguinzx wrote:
Ackehece wrote:
significant changes are happening to the aggro system with the SL update. SLs have the ability to modify the level of aggro vs various players. Some can have the aggro they create increased and others decreased. lets see how this affects the game for a bit.
I saw this amongst the SL update notes, but I'm not sure I would qualify this as a significant change to the aggro system. At present melee players already have a taunt ability that is supposed to increase aggro on them, and it quite simply does not work. When any of my guild's melee players taunt a MOB all it takes is one advanced headshot or critical shot from me to get the aggro right backon me. If they dev's insist on keeping this absurd hate system(which I still have yet to see a reason for implementing in the first place) these aggro modifying abilities need to be given aserious boost.
There are many more melee players than there are squad leaders, and if the abilities that already exist for modifying aggro don't work, I have no reason to believe the new ones will perform any better.
Message Edited by Penguinzx on 09-05-2005 07:51 PM
Sorta reminds me of when I played Anarchy Online as a Doc.
They changed how agro worked with regards to healing.
No amount of taunts from the tanks could save my life.
My heals were doing more agro generating than the specials from the enforcers.
People said well get upgraded versions of taunts, not realizing they had the highest version already.
A borked agro system will take a long time to fix.
I agree with Ack's ideas. Snare is useless, T21 is useless, and Rifleman aggro is only outdone by Medic.
Did they ever fix the cover bug in pvp where the target would immediately target you when you shot them? Haven't tried it lately
well after readign through this, and having giving up on a ranged DB and a root, and feeling that our "snare" is probably working as intended, i.e. it slows atargetto ourrunning speed with rifle equiped, i would agree the most realistic thing we can push for is:
1. shorter aim warmup or it lasts longer (or both!
)
Lots of great ideas here.
On the note of weapons,how about make the berserker a master weapon and give it the same cap as a alr or t-21?