Rifleman Archive

Thread: DAMAGE CUT by 75% in PVP!

CloseHauled76
Thu Aug 07, 2003 8:42 am
#27

8 knockdowns? how many do you think you will need?
TaskSniper
Thu Aug 07, 2003 9:08 am
#28

GAY all the classes with knockdown and spam it and never let you up this is so dumb



Task (Master RifleMan) 3rd on Tarq Server
TaskMasta (Master Rifleman) 4th on Tarq Server - yes i did it again
Seflyn
Thu Aug 07, 2003 9:22 am
#29






AldeonAvardulin wrote:

There is still hope left if they fix the T21.







Um you mean they might not fix it? I was hoping they were just busy fixing other bugs, this is a real let down if they arn't going to fix the T21.


Our best gun having less AR than some pistols is a total joke.




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Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
AldeonAvardulin
Thu Aug 07, 2003 11:16 am
#30

I meant, when hehe, they will fix it, its jsut a matter of when. I hope when this patch goes live it will be fixed.



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TekDragon
Thu Aug 07, 2003 11:43 am
#31

Aldeon, could you post the letters your sending to the devs on the forum? It wodnt be breaking the rules as just about every other correspondent is posting dated letters to/from the devs.

Personally, id like to see what word usage your using when describing the problem of the T-21. Im hoping a few 4 letter words found their way in there

Regardless, i think we'ed all like to see the letters going from you to the devs and, perhaps more importantly, the responces the devs are giving back to you.



TekDragon DeSol
Duke Of House Atreides
Hoabob
Thu Aug 07, 2003 12:57 pm
#32

You may take a hard hit from it but you can just as easily get a couple more points of damage with the 50% bonus. If you really need to kill something or nullify a medic with limited fire power knockdown is still going to be the way to do it.


This is going to bring some real interesting changes to PvP especially for riflemen. In a gunfight riflemen are going to chew each other up. Hit and run tactics are going to be viable with stacking bleeds and will make people who took Scout and Ranger a little more effective. Snipe gets hosed, it wasn't very likely that 50 damage would finish off a standing target but 12 - 13 is even less likely.


I think if range was balanced we wouldn't have to worry about pistol wielding bounty hunters, we could just kite them before they got to us.

Flyojumper
Thu Aug 07, 2003 1:53 pm
#33

Aldeon, in your T21 argument, not only we need the T21 AR to be fixed but we also need the bonus over non ermored enemies to be fixed in PvP, remember that lil thing I keep talking to you about? You will never get your 50% extra dmg in PvP until they fix it.


You are using the 50% extra damage from the T21 over armored opponents as if it was a given, but to this day, I still have no hopes or any answer that it will be fixed...


Oh, and the 2400 dmg of the T21 is on the very upper end of the dmg range. A T21 with base stats150-425 AND sliced for 25% dmg (putting it at 187-531)doing headshots3 will do from840 (187x1.5x3) to 2389 (187x1.5x3).


So the averageheashot3 of that very nice T21 will be at 1614. Now adjust that for 75% damage reduction in PvP andyou get403, then thereis a 10-20% spread on the action and health pool and you will end up with around 40 health dmg, 40 action and 320 mind dmg from that almighty powerful T21 headshot3.Oh and did I mention that all those numbers are on an opponent wearing no helmet at all? Until the AR on the T21 is fixed (still hoping it will be, but I still have to hear ANY official word from SOE on the subject) that mind dmg from headshot3 against an opponent wearing a helmet will be an average of 160 (320x0.5)...


Fix the AR of the T21, Fix the AR bonus damage against non armored opponents in PvP!!

AldeonAvardulin
Thu Aug 07, 2003 2:04 pm
#34

Dont forget experimentation, you can get it well above that.


Tek, there in the current issues thread, I have posted them there.




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WayneInAustin
Thu Aug 07, 2003 4:07 pm
#35

Sorry to sound like a complete *Idiot*... but could someone add a quick reply that answers this question: What do you mean by "spamming" when talking about Knockdowns and such?


Way'ev-Da on Eclipse





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


AldeonAvardulin
Thu Aug 07, 2003 4:09 pm
#36

Non stop Knockdowns, meaning when you stand up, before you can react, he knocks you down again.



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WayneInAustin
Thu Aug 07, 2003 4:12 pm
#37

Thanks for the very quick reply, Aldeon.
I appreciate it.


Way'ev-Da on Eclipse.





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


Daunti
Thu Aug 07, 2003 4:54 pm
#38

From what I have read from the test center. Knockdown HAM cost is about 3x's what it used to be. So instead of costing the BH 47 points action it would be around 141 points. That is significant. So he will most likely get one of two knockdowns in, but the other special shot will also cost HAM. This is a plus IMHO.


Buffs like food and spice are temporary and spice will be used less since fight will last longer. The coming down off spice will render that PC useless. Food doesn't give that much and wears off faily quick also.


Stim's are going to be key to us especially. We do mind damage which cannot be healed so that is huge. Bleeds will become more effective. When the BH or whoever has to heal himself he/she loses a round and hopefully we get a shot off. Eye shot will be devestating though. Since they can fire it off so fast.(this one worries me)


Teamwork and combat medics will be crucial.(which is what it is meant to be) A T21 bleed then switching to DLT20A or Spraystick(this gun still does mind right?) will be a good switch.


I didn't know about the warning shot for pets BTW( I just bypassed them before and went for the master) this will be nice. Whip a Scout out on a pet and warning shot it, then back to rifle.


Brawlers will be more effective now I think as they could run people down before getting kited and endcapped. I bet they are happy. The 2.25 dmg factor is fair.(Have you ever tried running with a rifle and/or tried shooting at point black while defending; impossible in RL)


Most BH's and TKA'shave huge action bars and small mind bars so this will help.


I BTW have used evry type weapon in PvP and switch in the middle sometimes. The knockdown change will be to say the least, the most interesting change. If they don't have a combat medic healing they will be in for a hurtin at long range. The alternative is to take the medic out and/or have you teamate/s do it. That will solve that problem.


Mindshot2, Mindshot1 combo will be great if you get it off. Bleeding damage hehe. Even if you don't get the DB they will go down again since first aid takes so long and uses mind to work.(heck, I am not even sure you can apply first aid to mind bleed)



Donte Veloce


AldeonAvardulin
Thu Aug 07, 2003 5:00 pm
#39

If its only 3x its nothing then, especially since WCers are going to experiment on HAM costs, to almost nothing, but that would waist points that could be used in damage.



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