Rifleman Archive
Thread: What I posted as our Top Issue
This is our top issue and it's well worded.
It really covers the major problems with our class. The issue isn't the 2.5x penalty directly, it's all the contributing factors that make it such a problem.
Our biggest problems boil down to the fact that we're a long range class in a short range world. Either they need to make us better as a short range class or they need to come up with a way to let us keep fighting at long range without mandating that all riflemen must also be creature handlers or a group-only class.
Bringing up the 2.5x melee penalty is as good a method as any. That is the highlight of our issue: that we suck at short range and with the way the game is engineers, we need to not suck at short range.
The 2.5 is good for issue #1
But honestly.....the T21. They're supposed to be better than laser rifles? 8+ secs, lower max damage. How is this better? I can put out twice the shots with a laser rifle. The gun is the biggest gun in the game!!!! I dont even do 2000! but commandoes do 3000+! I mean, if its gonna be a huge gun, make the power of it accordingly. Right now its like a shotgun doing the damage of an air pistol! Or...if you're not gonna fix it.....make the **edit** resources more available because its not worth it!
Pecos wrote:
This is our top issue and it's well worded.
It really covers the major problems with our class. The issue isn't the 2.5x penalty directly, it's all the contributing factors that make it such a problem.
Our biggest problems boil down to the fact that we're a long range class in a short range world. Either they need to make us better as a short range class or they need to come up with a way to let us keep fighting at long range without mandating that all riflemen must also be creature handlers or a group-only class.
Wow.. Pecos nailed it on the head.
I've heard people say it's not us it's the pistols that are too accurate at long range.. These are two different issues.Most riflemen will agree with the fact that it takes very little time for a MoB to reach you and attack you with melee attacks. This is because of 2 things, lack of working cover and a very short max range of 64m.
Because of broken cover we are spoted after the first shot. If aggro'd, a MoB will reach us well before they are close to dead (equivilent diffeculty to your Riflemen level). This leaves us with no option but to run because of our 0m accuracy penalty and 2.5x melee damage penalty we can't defend ourselves at all. If this isn't obvious to you riflemen out there then you haven't been riflemen for very long or you use other skills to help tank such as CH or switch to another skill (pistol, unarmed, sword, etc).
If we have more distance we'd have a much better chance of killing a MoB before it reached us. We might even get a 2nd or 3rd shot off before the MoB is inside our penalty area.
I play a carbinier as an alt on another server and i know the difference between rifle and carbine. It's disturbing how easy one is over the other.
You should try pistol.
UniSmurf wrote:
I play a carbinier as an alt on another server and i know the difference between rifle and carbine. It's disturbing how easy one is over the other.
I think the second issue should be T21 availability, resource requirements for the weapon should be tweaked or resource less rare. It is unfair that a lot of servers out there haven't even seen a T21. Secondly, if the T21 used fewer rare resources, the chances of overall quality would be far better. This would lead to T21's that are:
1. Cheaper, T21 is by far the most expensive weapon in the game, 100k as opposed to 15-20k for a flamethrower/LLC. We're not all rich, and money is very hard to come by these days.
2. Lower ham costs + higher damage. I don't know how low the ham costs could be, or how high the damage could be with a rifle made with 900+ OQ resources. But considering how poor the quality of resources are on my server, the T21 has a mind cost of 77. I would be very very happy if better resources could drop the mind cost to 67.
The third issue is a bit hazy i agree, lotta runners up. What do you guys think?
a) accuracy on T21 at 64m should never miss, increase the accuracy to +30 like the laser.
b) Weapons variety (personally, i'd like to see all rifles with a minimum of AR1, or at least make another AR2 weapon for variety). Maybe something like a rifle with massive damage, massive delays and massive costs, a rifle for that 1 shot kill or that "finishing touch" on a Kimogila.
c) patch up HS3 to make it worthwhile. Perhaps make it the same mind cost as HS2.
Most people want the 2.5x damage multiplier removed or changed. Becuase most people are not Master Rifleman, and are still leveling. As you can see most of the people on here that have said its not our number on priority are master rifleman. But the problem with 2.5x melee damage is while XPing, we get one shot, or 2 shot by nearly every mob we need to do to get decent XP. Since Im Master I dont PvE often, so its not as important to me, but it is to all the Novice Rifleman. The only time I really experience 2.5x melee damage is when a TKA runs up to me after I sent him to the cloning facility and revenge TEFs me.
Hell, my friend who is a novice rifleman(just novice) ran into a group of kreetles and died. Hes a master cm, and a doctor to though. We still make fun of him about that.
- The accuracy numbers need to be adjusted. I have a rifle that's +21 at 60m, -44 at 64. That's plain silly. At worst, 0 at 64 if there's some code reason. Also, the rifles should be decent all the way down to 10-20 meters. I'm not talking about real life - it just should be hard for a rifleman or carbineer to find a sweet spot where they can shoot at us, but we can't hit them easily due to accuracy.
-Jeff
Pecos said: "The issue isn't the 2.5x penalty directly, it's all the contributing factors that make it such a problem."
Aldeon said: "Most people want the 2.5x damage multiplier removed or changed. Becuase most people are not Master Rifleman, and are still leveling. As you can see most of the people on here that have said its not our number on priority are master rifleman. But the problem with 2.5x melee damage is while XPing, we get one shot, or 2 shot by nearly every mob we need to do to get decent XP"
I agree completely. Currently the 2.5x dmg mod is a huge issue, not because it by itself is totaly unbalanced, but because of all of the other factors that make it such a problem. The 2.5x mod would be tollerable if it was not for the warping, teleporting, heavy weapons considered melee damage,much of combat is melee (30% of players, all pets, 50% or more of NPC's, almost all mobs)... I did not have a major problem with the 2.5x until the teleporting/warping became more of an issue. They have said that the teleporting/warping was hard to track down and not a high priority, if that's the case they could at least disable the 2.5x dmg mod till they figure it out, like they are having to do with insurance.
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fire first shot at NPC from 63m
/blink you have teleported backwards to 78m from target, you are out of range
/blink your targets friends and family all teleport to within 5m slap slap, you have been incappacitated
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