Rifleman Archive

Thread: You convinced us

BeamerXL
Wed Aug 20, 2003 1:53 pm
#27

this seems acceptable. are we still getting the speed and accuracy increases as well?



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Eilsc Nrogara
Novice Ranger, Novice Rifleman
Starsider
Darth_Lewis
Wed Aug 20, 2003 1:53 pm
#28

Thanks Holo... The only thing I would ask for at this point is a lower ham cost.... if the dmg stays the same (today patch) and the speed stays the same(todays patch) can you please lower the ham costs because if the speed was increased from yesterday I am only going to run out of mind faster. Just a suggestion. It really stinks to run out of mind before you kill something and it just turns on you and mind incaps you because you cant get healed and come back you are pretty much on the ground for the whole time.


Thanks again for the AP back....

Aden_Nak
Wed Aug 20, 2003 1:55 pm
#29

AP3 is a huge step in the right direction. Personally feel that the T21 should at least havethe highesttheoretical MIN/MAX stats of any Rifle, even if it's not by as much. I mean, those things were slicing up to 550-600 MAX, and I can see that being a little sick, especially with the AR3 thrown into the mix. If there's no jump to the damage, though, how about some obscene Chance To Wound?


Bwahahahahaha!


Sorry, couldn't resist.




Esparta Crane
Ace Alliance Pilot


(X)==\__/==(X)

Y-Wings Are Old School

RebalScum
Wed Aug 20, 2003 1:55 pm
#30

Holocron take your time. Sit down and do all the math factors.




Brain Storming:

Was the following factored into the math on total DPS:

Rifleman's normal shots dont hit mind, only our specails.
-Pistol users normal shots hit health as well as there specials. So, if they arent hiting you with Health specials, they are normal shotting your health.

- Did the DPS factor in that rifleman can keep spamming specails like pistol can. We can heal mind pool. So after 4-5 specails we have to shoot normal shots. Which will be a diff pool and normal damage.
ViaSWG
Wed Aug 20, 2003 1:56 pm
#31

CHEERS! That's all we ask, that's all!
WayneInAustin
Wed Aug 20, 2003 1:58 pm
#32

I agree with A-Pac: Please Post the Proposed Changes!

I'm not sure where the damage and speed are ending up.....




____________________________________________
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!)


Caijal
Wed Aug 20, 2003 1:59 pm
#33

AP3 is a good start.

However the HAM Cost/Speed vs Damage issue needs to be addressed on it's own.

You need to:

a) Increase the damage moderately, and reduce the speed moderately.

or

b) Decrease the HAM costs dramatically.

I think:

AP3
Min 80-115
Max 200-375
Spd 6.5-10.5
Current(High) HAM Costs
-70@0m, -20@50m, +10@64m

Would be more in line overall. That's not back to the way it was, it's somewhere between the two. The problem with just raising the AP back to 3 is that AP isn't working VS Factional targets or unarmored PvP targets.

We don't want to be *like* pistoleers. If we wanted low ham cost weapons that fired quickly we'd BE pistoleers. We WANT a slow thunderous weapon. Gambling it all on a few shots is what we enjoy. The MAX damage is the real issue on the special moves, because it works like a multiplier. In some cases, strafe shot 2 can multiply the max damage on a rifle by in excess of 10. However, as any Rifleman will tell you, for every time They've hit something for over 3k damage, they've hit something for sub-500.
Incarnation
Wed Aug 20, 2003 2:00 pm
#34

get an inch and you are all fighting for that mile



"I can not properly describe the wound Terrel's tone has opened within me: the way he says stinking Jedi tells me more than I want to know about what Depa has doen to our Order's name on this planet. It was not so long ago that every adventurous boy and girl would have dreamed of being a Jedi.

"Now their heroes are bounty hunters." --Mace Windu.
Waylay
Wed Aug 20, 2003 2:00 pm
#35

then how able lowering the HAM costs on it a little with the increase in armor peircing it would be a better weapon all around. for mind shot 2 the cost should be a little closer to 150 and head shot 2 somewhere around 50 to 75 i would even be willing to go around 100 for head shot. this wont go a long ways into cutting down on the down time after fight. still would keep up from spaming it.




Waylay Darkmoon
Section One
Bounty Hunter
Shadowtalker
Wed Aug 20, 2003 2:01 pm
#36

Wow devs actually listened...
Wookie1985
Wed Aug 20, 2003 2:02 pm
#37

Good to hear Holo.



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J'Dawg

-Rifleman-Swordsman-Creature Handler-
"Duct tape is like the Force; it has a light side and a dark side and it holds the universe together."
Kona_Combine
Wed Aug 20, 2003 2:02 pm
#38

In my opinion NO AP is not enough, the weapon should be returned too its full state, after the Fix and Before the MMORPG Record for Fastest Nerf Bat Smack. SOE Nerfed the weapon on bad information totally pissed off the Rifleman Community, and now only want too give an Elite Profession a Laser Rifle with AR3 and with HUGE HUGE JOHN HOLMES HUGE HAM Costs.


Sorry devs, fix what you broke and return the T21 too its state as Hard Hitting Powerful weapon not a Laser Rifle with Double to Tripple the HAM and AP3




Cona
Intrepid Server
http://www.The-Combine.net
Seflyn
Wed Aug 20, 2003 2:02 pm
#39

If they were to buff it up anymore than its current proposed state I would rather see the HAM cost for the T21 lowered than the damage put back on.


Also I hope this does not mean the Devs think the Rifleman is "fixed". We still have quite a few problems, although this does go some way towards addressing them.


Overall I'm happy with this compromise.




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Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
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