Rifleman Archive

Thread: Debate

pyumeh
Wed Aug 06, 2003 7:29 pm
#27

Aldeon said:


"This makes it so the game becomes more group orientated. As much as I enjoyed it, its not that fun, when I can take on 6 people. I walk up to 6 people resting, 3 in a camp, the others spread out looking at there camp. I killed them all. How fun is that when one class can take on 6 people? I was smart, I took down the guys who had pistols first. Luckily the guys with pistols were right next to each other. No more knockdown, now I had to deal with melee. Then heal myself once, then take out the others. With a combination of mind bleeds, and AEs, I won every fight. "


can you say TEF?? the only reason you kill them all is because They probably couldnt attack you. Not because you are such a great rifleman.




In game name:
Pyu'meh Pulsaris
Stidgets
Wed Aug 06, 2003 7:35 pm
#28

Get to master, and thenlet's see if you believe your own bunkabout a DPS gulf between rifleman and pistoleer.



It just ain't there. If anything, they SHOULD have more DPS, because their damage is healable, and ours isn't. I have no problem with having more up-front unhealable damage, even if they have greater DPS on the health bar. If you are recording different results, this will all change when the T21 is flipped over to AR3.



Also, the numbers people float for DPS are generally BS, derived from what's listed on the gun. That doesn't take into account specials and accuracy issues.



Our correspondant is doing a fantastic job in being on top of rifleman issues, has been reasonable, articulate and active in these forums. Don't second-guess him unless you have hard data to back it up, and are at least fairly advanced in the rifleman tree.



Many people complain about accuracy issues at closer range, but they haven't mastered the accuracy tree yet... once you do, you'll find that missing, even at distances under 30 metres is a very, very rare occasion.



My original plan was to take pistoleer to use at close range, but I've found out as I've advanced through the tree that having a close range backup is not necessary. I'm probably going to master medic instead, because of the PvP damage changes.




Stidget Greefa
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AldeonAvardulin
Wed Aug 06, 2003 8:11 pm
#29

Also if you notice, most of the stuff people are reporting is already out of hands. Once I report it, its in there hands, and half these things I have already reported.



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CloseHauled76
Wed Aug 06, 2003 8:17 pm
#30

This nerf wil make pistol bounty hunters absolutley invincible. EyeShot ALREADY does more damage than Headshot and it can be fired every second.
pyumeh
Wed Aug 06, 2003 8:56 pm
#31

Thanks alveon for your reply and I apologize if I sounded ...rough but I was just waking up.


I do agree you a very articulate man and you work hard,very hard it seems fro the board, but sometimes it seems that you submit according to your perspective. But you maybe right and I maybe wrong.



As for the TEF issue, is just taht I have a hard time to believ that any one player can take 6 others specially a rifleman. Also I've heard Fatal are exploiters of the TEF issue, but maybe I judged you without any facts, for that I also apologize.


I do feel that we are severely nerfed, and the 75% reduction will really kill us, but I have no proof for it so I better shut up now.





In game name:
Pyu'meh Pulsaris
AldeonAvardulin
Wed Aug 06, 2003 9:27 pm
#32

People call us exploiters, becuase we hardly lose. People will attack us coming out of the cloning facility, we have no choice but to defend ourselves. We rarely fight inside AH anymore becuase of this. Only when theres no rebels out.



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TekDragon
Wed Aug 06, 2003 10:09 pm
#33




[Spatial] 12:55:22 You stand up.
[Combat] 12:55:22 You stand up.



I saw that in your test.


Were you doing this test in kneel or prone? That defeats the purpose a bit. My comment was on STANDING still at 40-60 meters.




TekDragon DeSol
Duke Of House Atreides
AldeonAvardulin
Thu Aug 07, 2003 12:37 am
#34

I decided I would add one, me and a friend were talking. Were thinking more of our regular shots should hit mind.



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Aldeon/Chadn radiant
AldeonAvardulin
Thu Aug 07, 2003 12:42 am
#35






TekDragon wrote:

Again, these 7 issues got at LEAST 80% support. Thats pretty **edit** overwhelming. There were 3 other ideas that got between 70-79% support. You might check the "Rifleman petirins" thread for more info.



80 percent of 26 posters. I receive atleast, 30 tells a day of random people Ive never even seen on these forums telling me things. Also, some of those need to br proven. I will be testing some of them, and alot of them have already been addressed. I cant do anything more, when I have already addressed some of these things.



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AldeonAvardulin
Thu Aug 07, 2003 12:49 am
#36






TekDragon wrote:

1. Change the way accuracy is handled with rifles so that at ranges of 40-63 meters a rifleman is almost guaranteed to hit his target unless he is moving. This would change the current system, where a laser rifle only reaches positive accuracy between 58-62 meters, even with master sniping accuracy. This may also include making the pistol and carbine accuracy ranges more defined as well (read as: no 2-3 pistol shots a second hitting at 63meters with pin point accuracy).




I cant ever report this. Maybe at Novice Rifleman this can be reported, but that jsut means you need to get higher up in the tree. So I tested this today, with a Jawa Ion Rifle (ideal range 40m) now this should miss sometimes at 60 meters. I was standing, and had -50 over head. With 30 shots, I didnt miss once. When I begain moving, I missed twice of 15. This is wrong, there is nothing wrong with our accuracy. Only thing wrong with accuracy, is pistols hitting at 64 meters range with supreme accruacy.



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AldeonAvardulin
Thu Aug 07, 2003 12:57 am
#37

I went ahead and did a second test, this time taking logs. On a baz nitch, now after certain amount of work you can get the bez nitch to move fairly slow. So I stood 60 meters away once I got it to go slow. (key word: warning shot) And I took a log from 60meters to about 30 meters of straight shooting.


I then did a second one of me moving around at 48 meters the entire time. Non stop movement. Ill post the logs up as soon as they save themselves.




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Dave_Gamble
Thu Aug 07, 2003 2:44 am
#38

Aldeon,


You said "Also about knockdown, winning 1 on 1 still. Remember damage was nerfed 75 percent, it will take more then 3 shots. Of course the 1 shot they can get off when your knocked down, is only 25 percent less. "


The way I understand it damage is reduced 75% overall and knockdown is incresed by 50%. Thus a 100 damage hit will now do 25 damage, and if you knowked down it will do an additional 50%, or 12.5 damage for a total of 37.5 (don't know how they round). That would be 62.5% less not 25% less. It makes you point more even more valid if this is true.


Correct me if wrong on the way it works.




Amitrov Derinth
Imperial Master Pilot (well...almost)
Master nothing, novice everything
Stidgets
Thu Aug 07, 2003 6:44 am
#39

No clue why they buffed damage while knocked down 50%. It's already an awesome skill that only needed to have its HAM costs raised and a long timer put on it...



Stidget Greefa
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