Rifleman Archive

Thread: Nerf This.

Veustuh
Tue Jul 20, 2004 7:46 am
#27






Talkawa wrote:

I havent seen anyone point out that Carbineer's and Pistoleer's have other proffesions to improve they're base weapon, unlike Rifleman who cant pick up anything after Master RIfleman to improve rifles, I was a Pistoleer/BH and I owned plenty of Rifleman, and no BH takes a helluva lot less SP then it did before, not they can even get some smuggler Pistols, never been a carbineer other than in BH and theres no reason why you cant pick that up and improve tremendously in offense if you add up all the speed mods and accuracy mods etc etc it comes up higher then Rifleman






Actually a master carbineer will completely benefit from picking up the BH line of carbines. This line from BH brings up the Carbineer's accuracy up to some +190 (rifleman standard is +160) and will cap the speed (+115) for specials without needing tapes or plates. Themain issue with Cabineer aside from high ham costs is the fact that they have the lowest defenses from any pure combat elite. This excludes Commando, Smuggler, and BH as the first two offer no defenses and BH defenses are far better than a Carbineers.


So at Master Carbineer and BH carbines 4 you now gain the following benefits:


Marksman 4/4/4/4 (master)
Bounty Hunter 0/4/0/0
Carbineer4/4/4/4 (master)



  • Carbine Accuracy +190

  • Carbine Accuracy while moving +30

  • Carbine Aiming +25

  • Carbine Speed +115

  • Counter Attack+105

  • Defense vs. Knockdown +15

  • Melee Defense +2

  • Range Defense +42

The only thing you need to do at this point is figure out how to bring up your Counter Attack to the cap and try to bring your KD, Melee and Range defenses up as high as possible using your left over skill points. Actually your best bet would be to pick up as much TK as possible for their added bonus plus some useful melee skills for added flexibility.


Brawler 4/0/0/0
Marksman 4/4/4/4 (master)
Bounty Hunter 0/4/0/0
Carbineer4/4/4/4 (master)
Tera Kasi 3/0/0/4



  • Carbine Accuracy +190

  • Carbine Accuracy while moving +30

  • Carbine Aiming +25

  • Carbine Speed +115

  • Combat Equilibrium +10

  • Counter Attack+105

  • Defense Acuity +71

  • Defense vs. Knockdown +15

  • Melee Defense +64

  • Range Defense +87

With this build the player now covers all but blast, cold, and lightsaberdamage for weapons along with gaining more defenses. Swordsman would stack for Counter Attack but the Defense Acuity from TKM works with all professions and basically enhances your chances at successfully Counter Attacking a shot. By having the 3 blocks in meditate you can cure your poisons and diseases along with getting the option to power boost. Using doctor buffs, entertainer buffs and food you pretty much negate the HAM costs from use of the carbine.


Oh and just a side note here's what a pure rifleman gets defenses/offenses just for comparison:



  • Block +80

  • Defense Vs. Blind +10

  • Defense Vs. Dizzy +10

  • Defense Vs. Posture Change (up) +30*

  • Defense Vs. Stun +10

  • Melee Defense +40

  • Range Defense +72

  • Rifle Accuracy +160

  • Rifle Accuracy while moving +10

  • Rifle Aiming +100

  • Rifle Speed +90

Sure we have 3 state effect defensesmore than Carbineers but our posture change defense is for posture up. The only class who has any posture up attacks are rifleman so this defense is only effective against other rifleman. Rifleman speeds don't cap until +95 which can be obtained at either Master Marksman or by adding in skill tapes and/or plates. One more thing to keep in mind is that use ofany skill enhancement tape or plate will never go beyond +25 as almost all enhancements to skills cap at this level (bio clothes included).


One thing we can't do is an offensive stacktowith another professionand use attacks from one class with another. The most flexable class being pistoleer as there are many ways now to build on this class. One that we've recently completed and tested is a Pistoleer/BH/Smuggler/Commando combo. This was never possible until recently thanks to the BH requirement changes. One downside to this build is that there isn't any way to self heal but other than that the combo can deal out some decent damage.


Brawler 4/0/0/0
Marksman 4/4/4/4 (master)
Bounty Hunter 0/0/4/0
Commando 0/0/0/0 (novice)
Pistoleer 4/4/4/4 (master)
Smuggler 0/0/4/0
Tera Kasi 0/0/0/0



  • Combat Equilibrium +10

  • Defense Acuity +15

  • Defense Vs. Blind +40

  • Defense Vs. Dizzy +40

  • Defense Vs. Knockdown +50

  • Defense Vs. Posture Change (down)+20

  • Defense Vs. Stun +40

  • Dodge +105

  • Melee Defense +49

  • Range Defense +22

  • Pistol Accuracy +155

  • Pistol Accuracy while moving +30

  • Pistol Accuracy while standing +15

  • Pistol Aiming +16

  • Pistol Speed +129

This build will allow one to torso shot with a launcher pistol, eyeshot with the DE-10 or Geonosian Blaster, Low Blow with a scatter pistol, Fan Shot with the launcher for turret destruction in under 2 minutes (healer needed), and many more combinations. Really this build is completely deadly in PvP as there areseveral mind shots in this build. Low Blow and Eyeshot both target the mind and if you're lucky enough to find let say a Mind Fire Geonosian Blaster you could also drop a Torso shot (adds Fire to health) for the repeat incap beyond 3 times bug.


The real sad part here is that to gain the best of our classes we must stack up attacks/defenses and worse yet this game allows us to do so. Any pure single combat elite (meaning they are just Master Pistoleer or Master Fencer with no other combat profession) is at a huge disadvantage when compared to these builds. Add in the fact that after Publish 10 people will be able to dabble in Force Sensitive Defenses it's likely that we'll see an even greater imbalance between classes for the near endless stacking possibilities.


What the real issue/problem is with combat and the imbalances it has caused was ushered in late December and early/mid January as buffs (food and doctor) became a viable option. Without buffs it was hard to find any rifleman wearing armor and especially a full suit of composite armor. Currently the worst part of the buff system is the fact that you can get a +1400 - +1800 secondary standing after equipping heavy composite. It's these high secondary pools that negate any damage dealt by any class outside those who do AP3 at high rates of speed. Also, being that you can get your health and action secondary pools well over 3.8k (buffs, food, and meditate) the mind is still the weakest as many specials drain from this pool.




Veustuh - Rifleman/Carbineer
Geno - Old School MD/MCM
Hunter'a - Dark Force Wielder
Kardo - Smuggler Extrodinare - Retired

"Stop trolling
your post has no merit and is just plain trolling"
Garva

rjbacigalupo
Tue Jul 20, 2004 8:31 am
#28

this is a very incorrect post, taking a sample of data and changing it into some fake flame.

The mind pool can be healed (CM tree 0400 I think)

As a rifleman I suck because the weapons needed to be "good" are so expensive I will never own one myself.

With new 40% stun armor, buy a helmet and chestplate and they have to have an "uber" jawa to hurt you

Dancer/Musician mind buffs make it difficult to kill you if you have armor on.

Try kiting them. Kite a rifleman? Oh yea, if the rifleman keeps moving it makes it terrible hard to hit you, especially if both of you are moving.

Stay close to them, hide in your useless factional base, or a public structure that a tef will not eject you, its very hard to hit anything at close range.

Use mind food such as canape, brandy, and muon gold

Rifleman are not so tough, before I was one I was un-buffed and loaded into a SP on correlia, oh crap a buffed overt rebel (no this was not coronet ) and Im un-buffed without armor. So I pop a pixie (my mind stats are highest and tka specials are similiar to the /kill command in cs) and what do you know, I kill him because he is stupid enough to walk into the sp right after me at nearly point blank.

No rifleman are not CM where the only "strategy" is to go doctor, rifleman you use strategy against and you win.

If anything needs to be nerfed, it would be the weaponsmith that makes the guns.

P.S. Devs need to fix sevral attacks that are literraly useless in the rifleman skill trees



CriscoCube
Waste93
Tue Jul 20, 2004 10:08 am
#29






GutsTheBerserker wrote:

The major issue with rifel man is, they are to damb fast thats the only part that needs nerfing. yes rifelman are supose to be high damage, and yes they are supose to be high range, but there not supose to be able to hit you as fast as a friggin TKM with 2wice the friggin damage.


and if you say there not overpowered go to dath and follow one on an enranged raincore mission dont help him let him do it. now watch as his finishes the mission in 30 seconds....... notice something rong yet no other profetion in the game can kill enranged raincor layers with all the spawn in 30 seconds, i timed it. they need a speed nerf plain and simple and then people wont complain anymore. im not saying a rediculous number 2.5 would be good





That is a myth. Rifles are as fast as they are suppose to be. The Rifleman speed mod has been there since launch.


I have done Rancor missions on Dath. Both with just Rifleman and with TKA. I can do both with about equal ease. I may take a bit longer using TKA but I also take a lot less damage in return. I've also seen other professions solo MOB's that I would be hard pressed to survive against. Some professions are good against some MOB's. That is the why it is suppose to be. No all professions are suppose to have the same chance against every target.


There is no need for a speed nerf. Nor does the constant comment that "rifles fire slow" make any sense. They fire as fast as any other small arm. Which is why militaries use them. Even in SW.


The advantage of the Rifleman is damage. They are weak in other areas such as defense. Other professions are high in defense but weak in damage. The other thing is that Rifleman is one of the few mostly working professions. You can't compare a broken one with a working one and say the working one is overpowered. The fact is in that case the broken one is underpowered because it is broken.


It's about every profession having a role. A weakness and strength that can be used and exploited.





Colonel Waste - The Wookiee Crusader
darkhawk1138
Tue Jul 20, 2004 10:22 am
#30






DavidGX wrote:
Just an extra note... most rifleman you meet in combat are NOT just rifleman. No matter how uber they seem, it's probably rifle/doc, or rifle/fencer, or rifle/tkm, or some combination of rifleman and other profs that raise their defenses making them seem stronger than base rifleman really are. Never assume that standard base master rifleman are as uber as the one that just pwned you. There's a 9 out of 10 chance that it's not just master rifleman and nothing else.





sorry daivd if they nurfed tk for being too strong then rifleman has to get nurfed. it is too uber no a days so nurf it!




LOWIEBACCA
FIRST WOOKIEE DARK KNIGHT


LiakyK
Tue Jul 20, 2004 11:18 am
#31

You wanna see a tough riflemen do Master Rifle/ Master Fencer 4/0/0/4 TK. Those are the riflemen you must fear.

Message Edited by LiakyK on 07-20-2004 02:19 PM



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
Sotaudi
Tue Jul 20, 2004 11:29 am
#32






GutsTheBerserker wrote:

The major issue with rifel man is, they are to damb fast thats the only part that needs nerfing. yes rifelman are supose to be high damage, and yes they are supose to be high range, but there not supose to be able to hit you as fast as a friggin TKM with 2wice the friggin damage.


and if you say there not overpowered go to dath and follow one on an enranged raincore mission dont help him let him do it. now watch as his finishes the mission in 30 seconds....... notice something rong yet no other profetion in the game can kill enranged raincor layers with all the spawn in 30 seconds, i timed it. they need a speed nerf plain and simple and then people wont complain anymore. im not saying a rediculous number 2.5 would be good







First, a Master Rifleman firing his best special (Strafeshot2) using a typical 7.5 speed T21 does fire at, guess what:


Actual Speed = WeaponSpeed x SpecialDelay * (1 - (PersonalSpeedMod * .01))


Actual Speed = 7.5 x 3.5 * ((100 - 90) * .01) = 7.5 x 3.5 x .10 = 2.6 seconds per shot.


It sounds like we are already firing at your preferred speed.


Without speed enhancements, a Master Rifleman cannot hit the speed cap with his highest damage weapon with Strafeshot2 or even Flushingshot2 (his next highest damage special).Besides, you need to quit comparing apples to oranges. The reason a Rifleman can take down an Enraged Rancor lair so fast is that Rancors are most vulnerable to Acid damage, and guess what? Riflemen have an AP2 Acid damage rifle, the DXR6b. They are vulnerable to one of our best weapons, so, guess what?That means we are supposed to take them out fast. Even then, without speed enhancements or speed slices and speed powerups, the typical 5.8 DXR6b will only fire Strafeshot2 at about 2 seconds per shot.


Second, every profession...every profession... is capable of hitting the speed cap with the right buld from other professions and/or speed enhancing attachments or the right combination of powerups and speed slices or their weapon. Especially with the changes to BH, Carbineer and Pistoleer can do it without evenusing speed tapes now ... and still have points to spend. Outside of getting Master Marksman to pickup +5 to speed and a couple of minimally useful specials from Ranged Support (minimal at Master, that is), rifleman cannot do anything to improve their skills directly other than picking up speed or other skill enhancing attachments. Add to that the fact that Riflemen have virtually no status effects. They have a delay that only works against other riflemen, and only then if they use the /TakeCover command, which no one in their right mind. Their posture change up shots are useless in PvP. And Dizzy only works for a KD if you can get someone to voluntarily change posture once you dizzy them. Thus, Stun is the only effect that has any real use for a Rifleman. Therefore, speed and damage are all we have.


But at the same time, we have poor defenses as a Rifleman. Yes, we get +40 to melee defense, but it is completely negated by the to-hit bonus against us if we are holding our rifle. We have no KD defense and our posture change defense is against, agains, posture changes up. And when that TK, which you are claiming is supposed to be faster than us, gets within melee range, what is the first thing he does? He does a Dizzy/KD on us. Tell me, then, what is my DPS (damage per second) with my high speed and high damage rifle while I am Dizzy/KDed? While I am holding my rifle, what is that TK's chances of missing me, and what is the damage being done to me?


While I am KDed, my DPS is 0. While he is in range, whether I am KDed or not, if I am holding my rifle, that same TK has about the same chance of missing me as he does missing the side of a barn at 1 foot. And while I am KDed, I am taking two times the damage, and he can blind me, stun me, make me dizzy, and even attack my mind.


You simply do not understand the game mechanics if you think that everyone is supposed to have all that they have, and the same DPS as we have. All we have is damage, and that comes, not just from high damage weapons, but from speed as well. That is all we have.


Besides, as I said, you are comparing apples to oranges, but in more ways than even what I mentioned. A Master Rifleman does not hit with his highest damage specials at the speed cap without 1) sacrificing damage for speed slices and speed powerups or 2) getting help from speed tapes or from Master Marksman plus speed tapes.




Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



smolotov
Tue Jul 20, 2004 1:44 pm
#33

Umm...Veustuh...I read the statement below in your post and It is Hilarious.


BH defenses are far better than a Carbineers.


yeah, Were you aware that other then Ranged damage mitigation, BH provides no defenses? 0...zippo...none..


Rifleman get block

Carbineers get counter

Pistoleers get dodge


BH get....killed.


Status defenses, ha! We don't have that either. It would be nice though.


Vix

BH

Ahazi


SickSix
Wed Jul 21, 2004 8:36 am
#34

I'm a fairly new player, around 30days old. I can say that for me, in the begining, getting Rifle points is HARD. In the begining as a novice Marksman a rilfe is practically useless after your first three shots from kneeling or prone. So i think Rifleman is pretty hard to even get to. I have about 95k carbine points and only aobut 20k rifle points now because my LaserCarbine was WAY more effective on animals than my rifle. Unless i can kill a thug or something with my first two Headshot2's my rifles were useless. But now with a SprayStick crafted by a Master WS and spliced by a MasterSmuggler, i have a rifle that fires at 1.4. It's pretty sweet. I agree with David. You do not fix things by breaking others. That makes no sense. I don't do PvP because, well i'm unskilled for it and dont have composite. I wear Ubese cause i hunt. From everything i'm reading, it sounds to me that we don't need a combat rebalance. We need to get rid of Buffs, or nerf them, and get rid of composite armor. How is it that Composite armor is in the game, never in the movies and is better than ST armor or Bobba Fett's armor??? Just fix what doesn't work for current Proffession skills, and get rif of buffing and Comp armor and i think many people would be happy. This is my opinion formulated from what i'm reading from experienced players.



SickSix
MASTER INVISI-PUSS
HadesNNHellriders
You're supposed to sit here
and die while I poison you.

DK_CRAKER
Wed Jul 21, 2004 1:35 pm
#35

Auto wrote:

I have to disagree, Rifleman are overpowered in that they are more powerful than the other ranged professions in every situation.


Higher AP

Higher Accuracy

Higher Dmg Weapons

Higher DPS


Anyone who says Rifleman arent overpowered has never been a Carbineer, Rifleman in the past was much better, there were reasonable penalties for the great dmg now its practically flavor of the year along with cm.


Combat balance will solve this though.

are you kidding me? hiher Damage weapons.... have you checked the flame throwers latley? 487-998 dmg? gtf out of here



all I know is that I don't know
all I know is that I don't know nothin'






I'm still going through Moun Gold withdrawl
LiakyK
Wed Jul 21, 2004 2:02 pm
#36

You want to kill a rifleman? Unless they are stacked with another profession just KD/Dizzy them.



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
Cpl_Fisher
Wed Jul 21, 2004 3:24 pm
#37

One note, I do 2 pts of damge to my own mind for every 3 I do to my target, I always go for damage slices just to give my mind a break. Also, riflemen can't eat KD food because it takes up to much space in our stomaches, which we need for canape. My standard PvP load is I eat a synthsteak, wait for it to empty out of my stomach,(the effect from it last around 35-45 min after it is gone), a canape and 2 brandies, I have to keep enough room in my stomach to eat another canape after my first one wears off. For any one who says riflemen are uber, be a human master rifleman with all their pts in mind, now drink 2 434 brandies, I7 shots, and you don't have any mind left, 20 if you don't wear a helmet. What other proffesion Only has 17 shots? It takes a LONG time to heal the mind, have a CM heal it? Have you seen the wounds they take when they do that? Esp if the fight has been going on a while and they have a high BF? My solution is to fix carbineer and pistoleer, carbineer needs better weapons, Period. At least give them a decent AP2 weapon. Pistoleer, As a 4/3/3/4 pistoleer I feel for your lack of damage, but on the other hand, the defenses are so much better, plus you don't incapp yourself.Having said that pistoleers just need there specials to work. Pistoleers is a defensive profession, Something I whip out when themelee classes start whupping on me from 1/3 of the riflemans max reange.I would love for disarming shot to work, and actually damge youropponents weapon enough to make someone think twice about attacking them,Healthshot to do a noticible bleed on my opponent, and for healthshot3 to do SOMETHING.Sad that a pistoleer's best shot comes at novice.Correct me if I'm wrong, but shouldn't healthshotwork like Mindshot? Do some damage to your targets pool, but destroy there secondaries? so you healthshot them 5-6 times to destroy there regen, then bodyshot 3 them to death. that combo destroys people with rifleman, but with pistols, the bleed doesn't even come close to negating a buffed person health regen and bodyshot 3 well.... you have to look at your combat log to make sure you we in fact hitting them anf\d that wasn't just a jitter on your screen when you watch your targets health bar. carbineers, as i see it, you complement a rifleman. I have worked with a master carbineer and WOW. 1+1 = 20 The rifleman aoe stun and aoe dizzy untill the enemey gets to 40m then the carbinneer aoe's kd. It was insane. then we just sat down while the 2 TKM's and the Mfencer in my guilds stepped in and had a field day against 12 kd'd opponents. After i guess my point is, riflemen have VERY high damge, but can be decimated by Melee, Pistoleers take FOREVER to kill but can dish out very little damage in return, and carbineers are the bastar children, and stuck n the middle, usless unless the work with either, and then they shine.One finale though. I kill 2-3 people in every engaement I meet, and then I die. If I kill one and then run, I just die tired.Once they notice you, Rifleman are done............



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Cpl_Fisher
Wed Jul 21, 2004 3:27 pm
#38

One last thing ever tried kiting in a large fight? (more than 5 people on each side) good luck, all you do is run into an enemy that lag hid from you......



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
BadDawGe
Wed Jul 21, 2004 3:43 pm
#39

Sorry to correct you here man..


Rifles having longest range? Well, last time i checked, pistols, carbines, AND rifles all could shoot up to 64m and no further.

Rifles having low defense? Have you looked at the total ranged/melee defense of a rifleman? Carbineers dont have any of those (like 25 total) and pistoleer has only melee defense.

Pool damage is the problem, the ability to repetitively hit the ONLY unhealable pool is what sets them apart. If pool damage was removed and the shots were used to target the weakest parts of the body and just do random HAM damage it would balance a lot of combat out. You could still kill someones mind pool off but it would be much more difficult.

Leave mind unhealable also. If you made mind healable by anyone then everyone would become a doctor and use the stims that cure 2k+ to every pool. There is no way in hell that someone could die if they could just keep healing every HAM bar. Thats part of the problem nowadays is that people who CAN heal H/A bars can heal them for so much.


Rifleman aren't fully overpowered, but yes, overpowered to an extent. There ability to perform actions faster and much more damaging than the other ranged professions makes them more powerful than the other professions. If you put a buffed/unarmored rifleman vs. a buffed/unarmored carbineer (both of them at least a little pvp-smart), with no other secondary skills, the rifleman would always win. Thakitillo food prevents the carbineers KD, carbineers lower damage and damage that mainly targets healable pools cant compete with headshot to any degree. They could try to move closer but they sacrifice their own accuracy by doing so and it still doesnt compare to a rifleman's accuracy.

A lot needs to be done to professions and there is no telling exactly what needs to be done.. But in the mean time we can stick with what we have in hopes that we survive in the long run.




Taji
That's right, I'm back with an effin' vengeance... Zacky Vengeance!! (my alt duh!)

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