Rifleman Archive
Thread: This made me sick to see... a LLC does this well??
SilverLobo wrote:Aden your numbers are correct but in this instance you are trying to compare apples to oranges.
Was that in reference to my screenshot or to my calculation? If it was in reference to my screenshot, I don't want to HEAR the 16 meter excuse. Why? Because Riflemen have less than a 16 meter range in which to use any of their attacks as well. It's called "extreme range" and until we hit Master, the firing rate is abysmal.
If it was in reference to my math, that's the base damage on the weapon, FACTORING for the AP. I FACTORED IN THE AP when I did that calculation.
It's too early in the morning for me to do this.
Qizoot wrote:
In any PvP I do I only, repeat only use a pre patched t21, there is zero point to using anything else. I know a lot of you don't even have t21's yet, let alone pre nerfed ones. But I was showing a bounty hunter in my guild last night my t21, its 9.8 speed with a slice, and max damage powerup that does 174-834 damage, and in pvp all my hits are above 700 damage, which means incap, incap, incap, and I have a macro set for that goes strafe shot 2, sniper shot, all you see is a corpse shooting across the ground cause of the cool latency affect. I tried my new t21 once, yeah and I will never do it again, so my new goal now is to find more prenerfed t21's from people that don't want them cause they have gone another route, or try to keep mine in good condition. So far I have two prenerfed t21's, and its the only way to pvp. Fought in the imperial outpost on talus there, was standing in the med center in four imps came in, took all four down with four seperate shots, then incapped every one of them, that was with them standing no less then 10m away. We are not gimped in anyway I'm sorry.
Qizootie
"No, we're not gimped because I'm a master with a Pre-nerf T21, shooting a 5x damage multiplier AE shot once per second. Screw you all"
Why don't you drop some rifleman boxes and try PvP then. Are you man enough?
That being said, I am still a little miffed that the AP-factored damage on the LLC can so dwarf the T21, even if you DON'T calculate for the weapon speed. We non-Masters are getting the gimp's share of the XP in groups. Especially those of us that had to re-start Novice Rifleman. Ahem.
First of all, let me start by saying i'm a BH/rifleman, so don't give me any "you wouldn't understand crap". Yes the LLC is strong as hell, but it is even less accurate than my T21. To the guy who got worked from 64m, I'm sorry that you were that unlucky. I've missed as many as ten times in a row fromthat range with my LLC. To the guy who got hit with lightningsingle2, that only works within 16m of someone. Why in the hell did you let someone with a heavy weapon get that close? Know your class, keep people away from you. I can understand being pissed about the increased damage, but hopefully that will be fixed soon. Any self respecting BH thinks that it's unfair. Anyway the point of this wasn't to get in a pissing contest. People just don't seem to realize that every class has it's benefits and drawbacks. Obviously I wouldn't do a BH/rifleman combo if I didn't find rifleman valuable. Stop complaining about other classes and make yourself better.
Ahhh yes I am a troll. A troll that refuses to join the mob and scream NERF on every post.
Sorry to interupt the topic of this post but drax said that t21's got an average max damage for 314 max, i am sorry but a person in my guild got a 588 max. and this is after the nerf.
SilverLobo wrote:
Aden anyone who PvP's as a Rifleman, Novice or Master that comes here and has a problem with non TEF comando's getting with in 15 meters to use their special needs to go ahead and stop PvP'n. Why I said trying to use the comparison between auto attacks of each class does not prove why the T-21 needs improvement. You are trying to spin, and it wont work on someone who knows what it is to PvP as a Rifleman.
That is nonsense.
With the current damage modifier in effect, LLC Bounty Hunters and Commandoes do not need to use attack styles to easily butcher a Rifleman. It is style range which is only 15 meters; the weapon can attack normally at much greater range. As a Master Rifleman, I cannot even attack AFK Bounty Hunters, because their LLC autofiring back will assuredly kill me; much the same for Commandoes, though I might have a somewhat greater change of surviving (meaning: time to run before I die).
As it is, I am routinely autoshot by Commandoes/LLC BH's for 600 damage or more, and I simply cannot compete with that damage output. The difference is between 90% chance to lose at 60 meters and 100% chance to lose at 15 meters for the Rifleman. Spinning? Hardly.
SilverLobo wrote:
Ahhh yes I am a troll. A troll that refuses to join the mob and scream NERF on every post.
We are not asking for a nerf, we are asking for the melee damage bug to be corrected (do you honestly think that is justified? Do you "swing" your LLC at the enemy? Apparently the game believes you do). We are also asking for a moderate increase in the damage of the T21 to the levels SOE had previously intended. Which will come no where close to the base damage of the LLC.
The community is frustrated that we are somehow more vulnerable to the proliferating Heavy Weapons than any other class in the game. Why is this so?Anyone wielding a Vibroaxe or a Vibro Lance or a Vibroknuckler or a Two-Handed Sword or even their bare palms just eviscerates us. Our accuracy is genuinely godawful, the only Riflemen who are not completely unviable are Masters (and being finally functional makes Masters overpowered, I suppose, hahah), we are shredded by melee opponents, and now every Bounty Hunter and Commando out there should enjoy a 2.5x damage modifier against us as well? 2/3 of the other combat professions in the game currently enjoy a 2.5x damage modifier against us. That is mind-boggling.
We will not begrudge you LLC's that break 1000 damage sliced, or brutally powerful specials which will incinerate anyone within 15 meters (I suspect the melee classes might protest, though . . . ) . However, what we do object to is being affected by a hefty damage modifier by someone who apparentlyswings a Rocket Launcher or stabs with a Heavy Acid Rifle or slashes with a Light Lightning Cannon. There is absolutely no reason why Riflemen should be affected so disproportionately by Heavy Weapons.
The extent of the changes we desire is the removal of the 2.5x damage bug on Heavy Weapons and a restoration of our T21 stats to competitiveness.
And as for saying that the bug is a moot issue, that the Developers will attend to it . . . this bug has been well known and well documented for a month now and it still remains in full force. If we assume this is moot, then, almost certainly, nothing will change, and the bug will become accepted canon of the Star Wars Galaxies universe. Which will be another nail in the coffin of this class.