Rifleman Archive

Thread: What do you feel is our most urgent issue -=Sept 02 05=-

LecheHombre
Sun Sep 04, 2005 5:34 pm
#27

Interestingly enough, the 2 changes/ideas I like the most are "general" issues rather than being rifleman-specific:

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.



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1110100101101110011110101100010000100000 Kitigruqe - Officer
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0100110101110101000011001110110100010010 Ikoro - Medic
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1111100101100100111101010011100110111010 Kylista - Spy
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Elder Creature Handler


Jasef
Sun Sep 04, 2005 6:21 pm
#28

I honestly don;t see what would be bad about bringing back a Ranged Deathblow... It only leads to more tripple incaps with out it, I hate having to close range, and likely get myself killed in the process of trying to deliver a deathblow to a knight or some such, who if I don;t DB will get up and wreak total havoc. Make it Master only.



<-----------Roll it
Lorelai_Seabreeze
Mon Sep 05, 2005 1:04 am
#29

T21 is a joke
Other than that havent any issues.




Lorelai Seabreeze------Annalize Seabreeze
Jedi MLS Mdef healer 3xxx enhance xxx2
Tri Master Ent Dancer Musician


gnn[[[[[[[[[[]nnnWXggggggggggggggggggggggggggggg)
Karbal
Mon Sep 05, 2005 1:08 am
#30

The warm up for improved aim is WAY too long. It would be fair to either lower the the warm up timer or increase the duration.



Karbal
Former Jedi Hunter
Karbal
Mon Sep 05, 2005 1:20 am
#31

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.





Karbal
Former Jedi Hunter
AxilX
Mon Sep 05, 2005 2:32 am
#32


First of all.. you've mentioned they shot down the Armor Break idea, but haven't mentioned why. If it's for the sake of preserving uniqueness of the melee professions, which i suspect is the case given the devs track record of clinging to vague conceptual design ideas instead of balance, than i don't believe it was presented correctly. Rather than an armor break special attack, what many of us would like is for the T-21 to be 'armor piercing', negating a portion of the targets armor each shot, this would preserve the uniqueness of melee, and as it's an attack buff, rather than a defense debuff, we will not be at all effecting thier role, their armorbreak opens up the target to an entire group, armor pierceing would only work for the rifleman firing the T-21.

That said, the other ideas listed in my previous posts would work, just not as elegantly. I also want to note that lengthening aim without increasing it's bonus to 500ish, won't really solve the problem we're facing, when confronted with jedi or melee with cob. /aim often has no effect on my damage whatsoever against these templates, because the added 250 accuracy isn't enough to get me off of my minimum damage when compared to the 800-1000 defense they're able to muster.


*edit* Again, we do not want armor break, we want armor piercing, this is not a matter of semanics but a real difference.

Message Edited by AxilX on 09-05-2005 02:33 AM

Ackehece
Mon Sep 05, 2005 12:24 pm
#33






srotre wrote:

SMUGGLER'S REVAMP OPPS WRONG FORUMS BUT HEY IM A RIFLEMAN TOO.






Stay on target... this is after all the rifleman forums and this is for rifleman issues.



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




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Encoded as per Garva




Jasef
Mon Sep 05, 2005 7:17 pm
#34






Jasef wrote:




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.




QFE






Hey that sounds like a good idea....



<-----------Roll it
Penguinzx
Mon Sep 05, 2005 7:51 pm
#35






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
{Master Rifleman/Former MCH/Compulsive Interior Decorator}
Corbantis

Lorelai_Seabreeze
Mon Sep 05, 2005 8:47 pm
#36



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.




Lorelai Seabreeze------Annalize Seabreeze
Jedi MLS Mdef healer 3xxx enhance xxx2
Tri Master Ent Dancer Musician


gnn[[[[[[[[[[]nnnWXggggggggggggggggggggggggggggg)
dalessit
Tue Sep 06, 2005 6:25 am
#37

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






Omaplata
Guild Leader: New Dawn Adventurers
Mirage City, Dantooine
What is best in Life?
To crush your enemies, to see them driven before you, and to hear the lamentation of the women, ha, ha ha!


Zaax
Tue Sep 06, 2005 7:52 am
#38

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! )






p ~~~ Your Life is in My Hands~~~ p
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shotgunjoe
Tue Sep 06, 2005 8:38 am
#39

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?





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0 Ekahab Shotgunnis

00101000000010010110000111011000001101110000110101Imperial Commando
11010011000100010110011101001000001000001110110111 Dark Warriors of Valor
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