Rifleman Archive

Thread: Maybe this will help you deal will 2.5x melee dmg

Sotaudi
Mon Oct 06, 2003 3:45 pm
#27

RyunosukenKnT,


I am a Rifleman 1301 and Ranger 3020. There is hope for you with the takecover/permawalk bug. First, I just got the Sneak ability by getting Expert Concealment Tactics (Concealment III). This not only allows you to move while under cover, but since I got it, I have not had the permawalk bug. I can go under cover and when I stand up, I now move normally again. Hopefully, that will not change now.


But even with out it, you do not have to shut down to clear it. There are two workarounds. First, if you target a second creature and fire, the effect apparently goes away. But I never use that since there are not always two targets available. The better way is to quickly spam several standup and go prones in a row. This clears the bug as well and only takes a second to perform.


So there is both hope, and a workaround so that you can use TakeCover without having to shut down.




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

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



nihilix
Tue Oct 07, 2003 12:30 am
#28

You guys are missing the big picture, here. The 2.5 is not reason Riflemen suck; it's merely an incentive to keep us at long range, and thus identifies our role at long range.


---The real issue here is that our role is smeared over by many otherclasses, is vague, and we're ineffective at it.- - -


It's been said before, and it will be said again... pistoleers can do just as well as us in long range, do more damage because they can heal their specials, generally shoot faster, and easily solo anything... which completely negates our "long range" bonus. For all intents and purposes, we are gimped pistoleers: Our accuracy is only good in a <10m range,while theirs is better from every range and they do ridiculously moredamage than us. So we don't fullfill this role, and others do.


Then there is eye shot. We're supposed to have the "mind" advantage, being the only ones to attack the mind. First off, it still takes at least4 shots with a pre-nerf t21 to take someone out. Don't assume it's a 400 hit every time. On top of that, we're using over 125 of our own mind pool to use headshot 3 (Oh, and we miss 40% of the time. I did some tests, while moving at about 55-64m). Being a Bothan Rifleman (I was one of the "lucky" ones to get on the first day. Being so excited, I did not wait to test out the best Rifleman species... Now I can't change. We should be allowed one change... That's all I want) I have to have 600 forced, uselesspoints into quickness, so I can only afford to have 1000 mind points. That's <8 shots in a fight before I have to wait for my pathetic 500 willpower to regen me. Now, not only can a BH (who, btw, should not be a god because he mastered two novice proffesions. that's nothing)do massive mind damage with eye shot, but he can do it with a pistol, and all of the advantages that that entails. Thus, that role is taken from us, just as the range role was.


Then we have combat medics who can poison minds... It's a good counter to us (but then, what isn't?), and sure, they need some love too. However, this negates us even further, now that they are springin up all over the place.


-Here's how riflemen/snipers are in almost every other game out there. We are weak, with little ability to survive once we start taking damage. This holds true in SWG. Taking the 2.5 out will just put us in some dumb role we don't want, leading to further nefing on our already weak class, trust me.


-We are supposed to act as ranged support for tanks. This kind of goes with the last one. We kind of are atm in SWG, but because we can't heal out mind, our DPS is way too low for this. Thus, we are just gimped pistoleers. (Worse in: Accuracy, speed, movement, damage, down time... I know I'm missing something... or a few dozen somethings)


-We have a -distinct- range advantage. Not true in SWG for reasons above. We need to be extremely accurate at anything at 50+ (with normal rifles, like laser and t21). We should, and we do in swg, suck at anything below 40 to make up for our advantage at long range.


-Riflemen/Snipers are supposed to target the weak points in strong enemies to take them down faster. In SWG, because it can't be healed, the mind pool is weak. As mind buffing comes into effect, we are practically toast as a class. We'll incap ourselves way before we can touch anyone else.


So, to sum up, removing the 2.5 is only removing us further from our intended path... We need to focus on accuracy at range, while reducing other classes ability at range, and also on our damage output.


On a personal note, I'd like to see one species change per character allowed...




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Previously Taidan Nihilix, Grumpy, Bitter Master Weaponsmith/Master Rifleman Bothan
Currently Taiden Nihilix, Grumpy, Bitter Master Doctor/soon to be Master Rifleman Human.
Selling newbie melon for 20 million credits
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