Rifleman Archive

Thread: Novice Rifleman

TheShagVirus
Tue Sep 16, 2003 8:12 pm
#27

Rifleman = nuna killaZ...


groupin is sooo sad.....damage per sec yeilds low XP.


2.5 melee damage modifier is retarted.....if wedamage creature to 1/4 left of health i say ya but few hundred pts then we get beat to death...


I can deal with the 6.0 or higher speed but we need to hit target and for good damage..





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LeXusValenTine - Master BountyHuntress
ShaoTzo
Wed Sep 17, 2003 1:20 am
#28

Hey AldeonAvardulin,



I appreciate you starting this thread! I hope the DEVs see it & offer some feedback! I think Rifleman is very broken at this point, and the changes that I see making me want to log on everyday & play, but are not unbalancing, or unfair to other classes are as follows:


On all Rifles, drop the max speed, maybe to 6 second max. It is very rough to get off 1 mindshot & then a headshot before the critter you shoot sees you. You then have to either run, or switch weapons to avoid the 2.5X damage multiplier. Which brings me to the next point...


I think the 2.5x should remain, however... NOT FOR DAMAGE! I think it should be a chance to hit multiplier. As in, the creature attempting to hit you gets a 2.5x multiplier to the chances to hit you, thus you are almost guaranteed to take constant damage in melee range, just not 500+ shots over & over every 2 seconds from some critters.



I am not sure on any specials, or anything else, as I am a 0000 Novice Rifleman thus far.




Shao'





Shao' Tzo
MRM/???/4xxx CM



Sheli Tzo
Master Chef - Master Architect - Master Artisan
Shop is 1300m outside Mos Eisley at 4175 -3675

Hoabob
Wed Sep 17, 2003 12:09 pm
#29

Novice Riflemen need a greater DPS to compete with other players or more utility to be effective in PvE. If that can't happen we need to be a stronger solo profession.


Toincrease the DPS sonovices can compete with other professions it might be better to increase the speed of the lower level weapons. This way Master Riflemen are unchanged and it doesn't lower the incentive to master the profession.


Conceal Shot needsdirection. It's not reallygroup friendlyand it's not that effective for soloing either. It would be nice to see itnot causing BAF or changed to an ability to pull single mobs. Being able to pull one mob at a time lets smaller groups take larger prey and also shortens the fight which is a double bonus.Since single pulled mobs would cause shorter fights the damage divide between players would be smaller and exp would be more even. It would also give Riflemen an extra shot and every bit of damage helps.


I think those changes would be suffecient and would cause much disruption to the game. Adding in precession attacks to all HAM bars completely changes the Riflemen's philosophy. A change this big would cause a major backlash as our increased utility would have to be balanced out somewhere else. It also wouldn't help the Novices gain exp as these specialty attacks are purely opportunistic moves. Their damage suffers because of their reliability (they always hit what you want them too) and what Novices need is more damage output.

joydiv66
Wed Sep 17, 2003 2:58 pm
#30

It's almost unanimous...the 2.5x multiplier has to go.


Conceal Shot should work better against BAF's also.


Can you imagine how much just these 2 things would help?




Thoth Amon, TKDS
Master Rifle/Master Combat Medic
-Pie- Faction
Iruc
Wed Sep 17, 2003 3:37 pm
#31

ok well, I'm just gonna cut and paste my comments from another thread just so teh correspondant gets to see them.


I'm going to focus on my biggest issue. Later,We can work on other issues like lack of groupability, conceal not working, being a solo only class, using an unhealable bar for our specials, doing MAYBE 1/4th the damage of a novice marksman with a pistol...et friggin cetera. But for now this is really the most annoying


GET RID OF THE 2.5x DMG! and I repeat; GET RID OF THE 2.5x DMG! and a third time for good luck; GET RID OF THE 2.5x DMG!


I'm not even going to bring real life into this, that dead horse has been beaten to the point that its justa big red smear. I am going to point out in terms of gameplay that There is no logic to this whatsoever. NONE! as a matter of fact I should be able to bash your brains out or ward off your blows with the stock of my rifle! In all honesty, a pistol should have that 2.5x dmg cause they can't use thier wepon for melee while a rifle can make a pretty useful cudgel if nessisary. Hell I'd even train in polearms if they gave me the ability to use my T21 as a cudgel and got rid of the 2.5x dmg.


Man, that wasn't ment to be a rant but it just poured out of me.I probably have a bit of anger stored up because I'm a SL and a RM...


Oh, here's a pretty cool idea. I doubt it will be done but it is a cool idea regardless. Make it so that if we cross certain profs we get advantages from it.


In this case I'm thinking of something specific. Make it so that if we are both rifleman and polearm or swordfighter (or whatever melee class can use a spear) that we can put a Bayonette on our rifles! That could make it so we don't have to switch weps AND get rid of that annoying, pointless, inexplicable 2.5x dmg modifier.


Personally I would buy the biggest pig sticker I could find and throw it on the end of my T21 just for looks.




----------------------------------------------------------------------------------------------------------------
-=Iruc=-=Yazuka Crime Syndicate=-=Naritus Galaxy=-

- Squad leader 0.0.0.1 - Master Marksman - Carbineer 1.0.0.0 -
- Medic 4.4.3.4 - Creature Handler 1.0.1.1 -
Spice Pusher - If you see me, Just ask, I got some for you.
"Want some candy little girl"
Castos
Thu Sep 18, 2003 8:25 am
#32






Del_Faan wrote:

Well maybe they could increase the attack range for rifles? I can't count how many times i've taken 2 shots and before I can stand up my target is on top of me and im incapped before I can change weapons...Also the ham cost for using a rifle is alittle steep in my opinion..here's how it plays out--> see target -- hs1-hs2-supress-ms---run to safe distance if you can : ) -- resume fight --warning shot- hs1,hs2....and after you kill that crazzed durni--- /sit for 10mins...oh the durni thing was a joke.. but it's close : )


Del'Faan


Bria.






Uh, I'm about to give me 4th intermediate box in rifleman and if I have bad luck a crazed durni will easily kick my ass.



-5000 Jawa Faction Points and proud of it.
L337speak makes God cry.
tycho566
Thu Sep 18, 2003 9:24 am
#33

Well, I'm fine with the 2.5x dmg modifier. The way I see it is, it's our own fault if the prey gets close enough to us to swipe at us.


And I'm fine with the high HAM costs. If we hit, we hit for big damage.



To balance those things out, what I would like is:


- A lot more accuracy. I do NOT want to miss 3 times in a row. That is ridiculous for anyone in the rifleman profession. Once is ok, twice should be ultra-rare, and three times should be a bug.


- Stronger concealment. Like some of these guys said in the above posts, we should be allowed to position ourselves anywhere (like rooftops, etc...) and we should NOT be seen by any of the social mobs when we are attacking their buddies.


- Longer range. I would be happy to hit a target from 80m away (novice riflemen). 90m would be ideal. 100m would be excessive IMO (master snipers). It would really separate us from the other marksman classes.


- More diverse rifle damage types. Rifleman basically have two choices right now: Energy and Energy (jawa ion rifle is ok, but just not enough firepower).



thx for listening.




Gerk McGerk - Flurry Antarian Ranger
Novice Ranger/Rifleman
Master Artisan
Smart-ass Extrordinaire
Veebrose
Mon Sep 22, 2003 9:14 am
#34

Ok, I'm going to throw this up for discussion, an idea I've just thought of reading these threads, so be kind as it isn'r fully thought out.


Now the main gripe seems to be between what the pistollers have (which seems to be great accuracy across the board, higher DPS, more weapon types, and ageneral overall ability to kick riflemans arse), and the rifleman doesn't have (good accuracy anywhere, ability to survive even a chuba attack at close range, and lack of any good weapons at all).


Now as I see it everyone has stylized ideals of what the rifleman class should be (sniper, long distance killshots, etc...) while the reality of the in-game mechainics at this time is that shooting at a distance is useless, mainly because everyone can and they get the added bonus of being able to hit close in as well.


It seems unlikely that our range to hit is going to be modified out past 64m anytime soon, and it also seems unlikely that skills such as conceal or problems like warping creatures is going to be fixed anytime soon (solely because the problem has been there since day one and is either not getting much attention or is much harder to create in game then any non-programmer could understand.. and I am the furthest from being able to program as you could beleive).


So a simple solution, one that maybe can be temporary until all the other problems are fixed and a solution that would maybe make it more fun to be a rifleman (ie: spend more time playing and less time cloning and healing)


So what I propose is that for every gun a pistoller receives on his way up to master, riflemen receive the exact same, only as a rifle.... same DPS, same min and max damage, same HAM, same all.


Now won't this make us pistollers?!?! No!!! Why? Because the one thing different about these weapons will be the distance modifiers.


Make the pistol ones only accurate up to, say 32 m. While the rifles are only accurate from 32m and up. At say 45 m pistols are completely useless and inaccurate, and below about 20m rifles can't hit anything but a mountainside (I know, already works this way for a rifle ).


Now I realize that this is a solution that no-body wants... we want the two classes to be different, not the same. However I'm looking at this as a short-term solution, one put into play that gives us the main difference between the two classes.... range. I know all the other bugs will still be there, I know we will still get clocked in close quarters before killing anything because they still warp to our location. But hopefully/maybe this will allow the Devs to make the improvements needed while allowing riflemen to enjoy the other aspects of the game, other than soloing, dying, and cloning.



As I said, an idea i'm throwing together mainly as I type it down, not brillant, and i'm already seeing large holes in it, but I will post it in the hope someone will read it and come up with a better idea or way of making riflemen work till the bugs are gone.


Enjoy!!!

MSP0
Mon Sep 22, 2003 9:43 am
#35

I'm a novice rifleman (1-0-0-0). I'm having the problems you describe to some degree, but I can deal. Nuna killers? I think not. The largest critter I've killed solo is a 9.5k HAM Ikopi stag. I killed a Shaupaut Hunter (6.5k HAM) with 3 shots this weekend.


I'm a Master Architect... You guys must be able to do better than me with a straight combat oriented character! Perhaps it is a problem of perception. I'm probably not doing the things you are doing, but I'm holding my own.


To the call to lower HAM cost I say:


- Buy a different rifle. Weapon smiths can tweak this.


- Buy power ups. Any artisan with good resources can make these.


- Invest in Focus/Willpower.


To the call for increased accuracy I say:


- Buy a different rifle. Weapon smiths can tweak this.


- Buy power ups. Any artisan with good resources can make these.


- /aim


- /prone


To the call for increased damage I say:


- Buy a different rifle. Weapon smiths can tweak this.


- Buy power ups. Any artisan with good resources can make these.


- They do need to fix AP vs Unarmored opponents in PvP.


- Know the vulnerabilities/Strengths of your adversaries.


Yes, whining did work for some classes, but Man are these boards a drag with all of it.





Makkil of Wanderhome - Assistant to the Mayor of New Defiance, Naboo
(Master Rifleman/Master Bio-Engineer)

Supreme Cuisine and BioTech, at the Market in New Defiance
-4267, 3107, On New Defiance, Naboo (1.2km SSE of Theed)
LtBike
Tue Jan 06, 2004 7:09 pm
#36

Is there an easy way to get novice rifleman. Any planet to go to for the best xp? What would be the best gun to use until i can use the T21 rifle?
klawlegna
Fri Jan 09, 2004 8:42 am
#37

Check out a few of our threads and the FAQ. Should be some good advice and tips there for you.


Good luck on your quest to Rifleman, it's worth the hard work.




--------------------------------------------------------------
Sudelaya - Rage of Carkoon
"The Villain of Kettemoor"


Skatey
Fri Jan 09, 2004 6:47 pm
#38

Dathomir's a good place with a group till you get a bit farther.



A word of advice, stick with it till Master, it may seem like Rifleman's not that great, but once you get to Master it's a whole new experiance,




Sunrunner - Bowdett - Master Jedi

Sunrunner-Eoo Master Chef-Master Tailor-Master Merchant LOCATION OF VENDOR
Fort Allegiance, Talus (near Dearic)
-1667 -813 Inside Eoo's Sleepy Cantina


"I DON'T KNOW......DRIVE CASUAL....."
Zose
Sat Jan 10, 2004 7:18 am
#39

The Frist couple boxes can be done pretty fast with creatures found outside most towns. After that do some group missions or if you have scout mask,(I had noviceranger with a cameo), use the "Reds" to help you hunt some of the bigger animals. Imanage to go up the rifle tree in avery short period of time. Iwould find "Boli's", next to tusk cats and start firing on the boli's. Once theboli starts charging I run into the tusks which "as long as they don't break the cameo"will start attacking the boli's.


The Laser Rifle is the best all around gun for the Rifleman.




Rebel
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