Rifleman Archive

Thread: So, hows rifleman for pvp in the test center?

HarlequinMK19
Tue Apr 19, 2005 9:01 am
#40


I've been very optimisitc about the CURB, and perhaps "profession-range-restricting' non-Rifleman specials is the best way to go, but to gimp Rifleman as a whole is utter BS. If they're gonna do that, then demand that melee' combat have an effective range of one meter, and that will include the removal of any lunge attacks. Well, they can maybe have a 3 meter lunge...maybe.


Perhaps other ranged prof correspondents have been rallying against us, but I imagine it's coming more from the melee' community. Ranged players have always at least had some unity in the fact that under the current system, melee' decidedly has had the advantage.


I've been hearing mixed reports from TC, and a good deal of ranged-players I've talked to have been b*tch-slapping melee' templates. Good, I hope this is a true, because melee' needs to get slammed by range when it comes to RANGED combat. That's the whole concept of a gun...using it to stop a person before they get on top of you. Obviously this is a lost concept to the dev team and has been since day one. I'm not even going to get into how deadly a gun actually is in melee' combat...as that would unbalance everything, and I respect balance.


At any rate, I'm not going to rant any more than I have. Simply here to offer my support to Ackehece in hopefully stopping this absurd idea. Again, I've been very open to the CURB, but if ranged once again gets the nerf bat and this continues to be a game of D&D and Kung-Fuin space (like it is now), well...

Message Edited by HarlequinMK19 on 04-19-2005 12:06 PM



-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
KundoJet
Tue Apr 19, 2005 9:29 am
#41

All of the above concerns with minimum ranges are legitimate. Oddly, the solution is to reinstate the model used in Live (the removal of which made no sense to me whatsoever): have weapons gain/lose accuracy at different ranges depending on their type. Pistols are more accurate at close range, rifles more accurate at long range. Makes sense.


Oh, but wait - to do that accuracy would have to mean something -skills and mods in general would have to mean something, but at present they don't. If they DID, and the range modifiers were signficant, it would be a far more accurate reflection of reality.


I can still shoot someone 5 metres away witha rifle (I can also shoot someone at 500m away, but I won't go into that). But it's a lot harder to do (especially when either you or the target are moving) thanit would be with a pistol... or better yet a submachine gun firing on automatic.



Celebriel Inle
Black Rabbit
Kippos
Wed Apr 20, 2005 7:38 am
#42

I think rifleman tmeplates wouldn't be overpowered if people knew how to play against them. At the moment every melee player I duel just runs straight me, and I win 90% of those fights just by cycling KD/snare/root. Carbineers and pistoleers just stand in front of me, trying to outdamage me. If those kinds of tactics are supposed to be competitive against riflemen, then sure, riflemen are overpowered.

If, however, the new combat system is supposed to make different combat proffessions use different tactics, then a nerf isn't called for. For example,I already spend ALL my action taking down a full melee templater, and against CMs my health usually runs out 10-30 sec after the duel has ended, due to the DoTs. What if the melee folks used cover to get to me? What if CMs laid in their DoTs and ducked behind a corner to heal while my health drops from fire/poison? wouldn't necessarily mean I'd lose every time, but I'd be forced to counter their tactics.

Action and reaction, different combat roles....that's what the new combat system is supposed to be about, not going straight at your opponent to get it over with.



----
Rippo Tuta-Monta, Starsider
Drrlirarl, Europe-Chimaera
Xoreshear
Wed Apr 20, 2005 8:30 am
#43

I tried master rifle with TKM on Test. Prone is not that big of deal. I could pop things with a kneeshot then do a 2.6k snipershot, followed by a fairly sick headshot. This was with an L50req rifle. Don't remember which one. I don't see a thoughtful rifle weilder having any problems.


I also tried MBH/Master carbs, sick sick medium AOE.



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
Pahaddino
Wed Apr 20, 2005 12:23 pm
#44






KundoJet wrote:

All of the above concerns with minimum ranges are legitimate. Oddly, the solution is to reinstate the model used in Live (the removal of which made no sense to me whatsoever): have weapons gain/lose accuracy at different ranges depending on their type. Pistols are more accurate at close range, rifles more accurate at long range. Makes sense.


Oh, but wait - to do that accuracy would have to mean something -skills and mods in general would have to mean something, but at present they don't. If they DID, and the range modifiers were signficant, it would be a far more accurate reflection of reality.


I can still shoot someone 5 metres away witha rifle (I can also shoot someone at 500m away, but I won't go into that). But it's a lot harder to do (especially when either you or the target are moving) thanit would be with a pistol... or better yet a submachine gun firing on automatic.






It is very clear now that accuracy and defense mods get you the initial damage value of your attack.

The miss is only a random event.


What I like is the fast pace of combat in pvp, I love that the conflict is resolved in less than 1 min (sometime 30 sec). And even with that short battle, I m able to use about 4 times more different skills than in live currently, where fight last for 15 min. The ratio is just amazing.


Since fight are so fast pace, a minimum range wouldn t hurt that much a rifleman. If he is caught at CQC with a sniper rifle, he is in danger, that s normal. In pvp.


However, in PVE, there is a need of weapon that can help the rifleman at CQC, and then the problem comes back in PVP...


KundoJet
Wed Apr 20, 2005 1:36 pm
#45

Must admit, I got invited to a duel by a melee stacker, so I started out goign to range, just to see how well +snared+ and +rooted+ results did for me (currently M rifle / M Pistol). Needless to say, they worked well enough that the melee player had no chance.


Soooooo, we tried the same duel with me staying in CQC. Opponent in Marauder Recon armour. Fencer/Swords/Doc. Much closer fight, obviously, but I itll managed to beat him each time. Among other things, I seemed to have more luck sticking my state effects (notably stun and intimidate) than he did, and while he was able to kd me a couple of times, he wasn't able to stick a dizzy (don't know if he had one, or just didn't use it, or what), and I bounced back quickly enough to dish out just enough punishment. The regen rate made a huge difference (we were both frog buffed), as I'd be down to asingle hit left, then my health would pop back a chunk. Actually, I found the HAM movement jumpy and difficult to monitor accurately...


Anyway, I think PVP is the area where the current combat system of timers and such actually works best, in terms of picking the right sequence of actions to affect/hurt your opponent and protect/recover yourself. I'll have to try some against a ranged template to see how well it works.



Celebriel Inle
Black Rabbit
Kona_Combine
Thu Apr 21, 2005 8:37 am
#46

Well my other post in this thread got deleted, how lame.



Here's an idea, equip a rifle untilyouclose into Pistol range, since all the new Rifles are based on LvL and not Rifleman tree boxes. No need to nerf the Rifleman class, we have already lost a lot in the CU.


I dont understand why we lost our AoE Shots, hello! Rifleman, rapid fire weapons.


Any chance on us getting an AoE attack added back to our profession, Corrispondent?





Cona
Intrepid Server
http://www.The-Combine.net
Ackehece
Thu Apr 21, 2005 8:50 am
#47






Kona_Combine wrote:

Well my other post in this thread got deleted, how lame.



Here's an idea, equip a rifle untilyouclose into Pistol range, since all the new Rifles are based on LvL and not Rifleman tree boxes. No need to nerf the Rifleman class, we have already lost a lot in the CU.


I dont understand why we lost our AoE Shots, hello! Rifleman, rapid fire weapons.


Any chance on us getting an AoE attack added back to our profession, Corrispondent?







nope T_T


AOEs are not our province anymore (I fought this for 6 months- bascially not going to happen)


as for equipng pistols when we lose rifle range



  • master level weapon > cross cert'd weapons

  • this means we are nerfed in damage

  • and in speed and accuracy (using generic mods vs rifle + generic)

  • this means also that when we enter POI locations and content locations that we will always be underpowered to those around us

  • we also can not use cover effectively in small rooms etc so our nuke without return fire is nerf'd

  • basically we can no longer fight indoors at all




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




KundoJet
Thu Apr 21, 2005 9:21 am
#48






Ackehece wrote:





Kona_Combine wrote:

Well my other post in this thread got deleted, how lame.



Here's an idea, equip a rifle untilyouclose into Pistol range, since all the new Rifles are based on LvL and not Rifleman tree boxes. No need to nerf the Rifleman class, we have already lost a lot in the CU.


I dont understand why we lost our AoE Shots, hello! Rifleman, rapid fire weapons.


Any chance on us getting an AoE attack added back to our profession, Corrispondent?







nope T_T


AOEs are not our province anymore (I fought this for 6 months- bascially not going to happen)


as for equipng pistols when we lose rifle range



  • master level weapon > cross cert'd weapons

  • this means we are nerfed in damage

  • and in speed and accuracy (using generic mods vs rifle + generic)

  • this means also that when we enter POI locations and content locations that we will always be underpowered to those around us

  • we also can not use cover effectively in small rooms etc so our nuke without return fire is nerf'd

  • basically we can no longer fight indoors at all








If they go ahead with making rifles only work at ranges of greater than 25m, then you're right. But surely they see that's just plain silly? Less effective, yes. (They are, it's a fact, no point arguing it). But useless? Of course not. Make it harder to hit, or something that has some bearing on reality. But how could they possibly rationalize arifle not being able to fire at all unless its target is more than x distance away? The energy bolt needs a running start? O.o


Too many things in the CU to date seem to defy rational explanation, and that's a concern for me both because it means they weren't all that well thought out in the first place, and because they are counter-immersive (immersion being one of the key goals of any RPG - and I ain't talkin' Rocket Propelled Grenade...).




Celebriel Inle
Black Rabbit
Ackehece
Thu Apr 21, 2005 9:26 am
#49






KundoJet wrote:





Ackehece wrote:





Kona_Combine wrote:

Well my other post in this thread got deleted, how lame.



Here's an idea, equip a rifle untilyouclose into Pistol range, since all the new Rifles are based on LvL and not Rifleman tree boxes. No need to nerf the Rifleman class, we have already lost a lot in the CU.


I dont understand why we lost our AoE Shots, hello! Rifleman, rapid fire weapons.


Any chance on us getting an AoE attack added back to our profession, Corrispondent?







nope T_T


AOEs are not our province anymore (I fought this for 6 months- bascially not going to happen)


as for equipng pistols when we lose rifle range



  • master level weapon > cross cert'd weapons

  • this means we are nerfed in damage

  • and in speed and accuracy (using generic mods vs rifle + generic)

  • this means also that when we enter POI locations and content locations that we will always be underpowered to those around us

  • we also can not use cover effectively in small rooms etc so our nuke without return fire is nerf'd

  • basically we can no longer fight indoors at all








If they go ahead with making rifles only work at ranges of greater than 25m, then you're right. But surely they see that's just plain silly? Less effective, yes. (They are, it's a fact, no point arguing it). But useless? Of course not. Make it harder to hit, or something that has some bearing on reality. But how could they possibly rationalize arifle not being able to fire at all unless its target is more than x distance away? The energy bolt needs a running start? O.o


Too many things in the CU to date seem to defy rational explanation, and that's a concern for me both because it means they weren't all that well thought out in the first place, and because they are counter-immersive (immersion being one of the key goals of any RPG - and I ain't talkin' Rocket Propelled Grenade...).







well I am glad to say I have not seen it pop up for a couple of days again and even the devs are divided on the wisdom of it so for now... hopefully we can breath easier (if it does pop up again I will attempt to squash it again(/emote pulls out "Bug Killer MarkVII Hammer"))



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




valetman
Thu Apr 21, 2005 9:38 am
#50

To squash the rifle range limitations for good, quote TH.

'solo levelling is not being removed from the game, it will always be possible'

To do that , and give us a 25m min range, they would have to chaneg every piece of AI in the game to force all creatures and npcs to use ranged attacks at greater than 25m range only, and no mellee attacking at all.(how melle would level, I have no idea)

Without this change, a range limited rifleman could not ever level solo.

Not opinion, not a rant, simply how the game works.



(by the way, for me I beleive the stopping shot should be restricted to its own class, dabling is what makes it so powerful, and I think giving specials like snipershot and conceal a minimum range it would negate any calls for nerfs farther down the line)

Message Edited by valetman on 04-21-2005 05:40 PM




VOBLAT [REJEK]-FARSTAR
Vobbucca - Test Center Wookiee
Light travels faster than sound. This is why some people appear bright until
you hear them speak

Vicotnik
Thu Apr 21, 2005 9:50 am
#51






valetman wrote:
To squash the rifle range limitations for good, quote TH.

'solo levelling is not being removed from the game, it will always be possible'

To do that , and give us a 25m min range, they would have to chaneg every piece of AI in the game to force all creatures and npcs to use ranged attacks at greater than 25m range only, and no mellee attacking at all.(how melle would level, I have no idea)

Without this change, a range limited rifleman could not ever level solo.

Not opinion, not a rant, simply how the game works.





Yup. To add such a minimum range limitation, they would also have to make sure that riflemen can kill their targets before they get within 25 meters to get proper XP. But that would be rather counter-productive.


Honestly, it does not seem at all like people are complaining about riflemen using rifles and rifle specials, rather cross profession specials. So... Why would riflemen have to be nerfed because of specials in other professions? Things like this boggles my mind, especially since riflemen are not the highest DPS ranged profession currently (which they should be according to the design documents).





--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
valetman
Thu Apr 21, 2005 11:04 am
#52



Vicotnik wrote:


valetman wrote:
To squash the rifle range limitations for good, quote TH.

'solo levelling is not being removed from the game, it will always be possible'

To do that , and give us a 25m min range, they would have to chaneg every piece of AI in the game to force all creatures and npcs to use ranged attacks at greater than 25m range only, and no mellee attacking at all.(how melle would level, I have no idea)

Without this change, a range limited rifleman could not ever level solo.

Not opinion, not a rant, simply how the game works.


Yup. To add such a minimum range limitation, they would also have to make sure that riflemen can kill their targets before they get within 25 meters to get proper XP. But that would be rather counter-productive.

Honestly, it does not seem at all like people are complaining about riflemen using rifles and rifle specials, rather cross profession specials. So... Why would riflemen have to be nerfed because of specials in other professions? Things like this boggles my mind, especially since riflemen are not the highest DPS ranged profession currently (which they should be according to the design documents).






agreed, and thats what my commnet was meant to say.

If its 'balanced' so we can kill anything before they close to within our min range, there would be nerf calls, and with good reason. To put out that much damage to take a level 80 mob(assuming same level player)within 2 hits, whioch is all you get between 64 and 25 m if a mob charges, it most certainly would be overpowered.

The only way to still have solo levelling would be no mobs in PvE ever close to melee at all, and stayed using ranged attacks at a range greater than our minimum.

Of more concern to me is the fact that nothing in the game can tank for us, a TKM cannot hold aggro whilst a single rifleman hits a mob at max dps, my pets as a CH have no tank role at all.

given our fragility in defence, this is the serious issue and imbalance of the CU, not a broken pistol special(which I beleive the root should break after the target takes damage).




VOBLAT [REJEK]-FARSTAR
Vobbucca - Test Center Wookiee
Light travels faster than sound. This is why some people appear bright until
you hear them speak

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