Rifleman Archive
Thread: Speed Cap, Lack Of Resources, Range, Ham Costs
Pistoleers are already hitting me for a total of 1200+ damage in *less then a second* (not a bit of exageration here) IN PVP!!! (usually takes 2 shots of around 600 damage)
some of them have exploited weapons but (supposedly) most are legit weapons.
They are hitting as hard as a rifleman only they can do it every .5 seconds.
I'm not saying increase pistoleer's speed cap (well I wouldn't mind, but...) but a higher speed cap for rifleman would not be pleasing to me for these circumstances.
I personally vote: leave it alone
I hate the idea of a speed cap. There is not rational explanation for it. Think about it. If you are firing a semi-auto rifle and an semi-auto pistol which one fires fater? They generally fire at the same rate. The mechanics for the two are the same so the mechanical fire rate is about the same.
Now I know we are talking lasers and such here and not real weapons. But the same principles apply. A laser pistol and laser rifle will have the same mechanics. Some will say that the pistol uses less energy so recharges faster. Yes, but the rifle is larger and would have a larger energy capacity to draw from. Which should make it recharge just as fast.
I know some have said that pistols should fire faster. But my questions is, based on what?
Plenty of changes while I was on 'vacation' for a bit. Glad to see our Top 5 finally got some attention.
I have to say what I always do in regards to any sort of speed cap (2,3,5 seconds- no matter). A cap will be fine ONLY if we receive an enormous damage boost.(And I mean freakin' huge)
One thing that I really want to see is the proper damage types applied to our weapons: Spraystick and Tusken Rifle certainly. However, I'd also like that E11 I never use to have Heat damage if it should or could while still keeping us balanced (Heard a while back it had such damage once-upon-a-time)- If not, no big deal.
What I do fully advocate for is the T-21 getting Blast damage. I hate seeing our poor T-21 being neglected by all until MR(rightfully so too
) This would also help greatly against them turrets which are still only targetable by Commandos, correct? In any case, we need our 'elite weapon' to be our elite weapon
I don't use Laser Rifles anymore, but lots of folks do. ![]()
I've said the exact same things Calvines is saying, back when rumor first broke about a speed cap.
Pistol will get their DPS DOUBLED if their cap is lowered. Carbines will stay the same (they still need a HAM fixin, their specials seem to take double the expected ham; my brother's carbine has a base cost of 38, and it takes him 96 action to do a leg shot 2. That's not cool!) and Rifle DPS will be halved, assuming a 2 sec cap.
Pistol vs Rifle: 4x increase in favour of pistols. As Selfyn said, Pistols themselves have problems. Pist/Smuggler and Pist/BH's don't. They get better specials and speed/accuracy increases. That's the issue with pistols.
As for Rifles, I LIKED the 2.5x. It feels weird without it. If they DO nerf our speed, we will require some kind of adjustment, either to damage or HAMs. I doubt a damage increase, given they don't want One-Shots in PvP, which happen anyways in other classes. The DEVs should have said they don't want Rifles doing one-shots
. A HAM change is more likely, but unlikely still.It would probably be in the weapons, not on the specials where itbelongs.The best odds are on a good old fashioned RifleNerf!.
Sidenote: I could deal with a 2 second cap. As long as we get SOMETHING to compensate.... maybe change Startle2 to lower HAM 5x single target. I could deal with that. In fact, that would be cool. Or maybe a 3.5x or 4x Mind Pool shot. That would be sick! The combat spam name, instead of Master Headshot, could be Skull**edit** or something cool like that. Rifleman Skull**edit**s a Pistoleer for 2500 damage ![]()
In reply to: Waste93
I dont mean to troll, but heres my take on why something should be done with rifleman, a profession which I have alot of respect for, because to level in it well, you have to be wise.
At master level, a rifleman fires as fast as a pistoleer(faster even sometimes even if the pistoleer is a master), and a carbiner. You outdamage every class in the game, except mabe TKA(in DPS, althought I do think you squeak past TKA's in DPS) per second. The reason this is something to be conserned about is, with your 2.5X dmg multipuly to melee hits gone, you have no REAL down side. I realise mind drain is a slight problem, but again, no other profession can spam the living crap out of its best specials, and not drain something with an insane quickness. I realise you cant heal mind, but keep in mind, you do outdamage EVERY OTHER ELITE COMBAT PROFESSION IN THE GAME(sorry for the caps).
Master rifleman claim they are terrible at close range, and this isnt really true. Yes, at close range you miss more often, but with your speed, you hit almost as often at close range as a master pistoleer. I realise that missing 4 out of 10 shots at 20m or less may seem like a problem when say a master pistoleer is hitting 7 or 8 out of every 10 shots at 20m or less, but remeber in PVP your hitting for quite often, double our(yes I'm working on pistoleer/smuggler right now, I was a BH before this, and I have a rifleman on another server, although he just became one, litterally days ago, and I dont play him that much). dmg.
So, why does something have to be done? I leveled the rifle tree in Marksman just as fast as pistols, because I figured out how to do it, yes it requires perhaps mroe patience then just running in and gunning, but in the end, it goes just as fast if you keep your head on strait. You profession costs the same as every other elite non-combined combat profession. It takes no more, or perhaps a little more then any other profession.
So what we have this is. Rifleman is a profession which fires the ebst at teh safest range, fires almost as well, if not as well at the closest(most unsafe, because of melee attacks) range, has the highest damage per second, and whose only down side is perhaps more down time if your not careful because you use mind instead of action. That seems like a pretty bad arse profession to have, with no more cost or investment then pistoler, carbiner, TKA, fencer, swordsman or pikeman. Its a base, no combined profession. ITs a thing called balance, something this game has never had, and I'm hoping will, although I'm not holding out.
You cant fire as fast, as accuratly, and as damaginly as you do, and not think of yourself as overpowered. NOtice the speeds on your rifles, numbers ranging from 3-9's. This in and of itself should be a tip that your ability at master to fire as fast or faster then a pistoleer, someone who has to "swim with teh sharks" so to say, is slightly overpowered.
Now, I recall reading somewhere at the devs have said, haivng speed caps being in the half numbers would mess things up on the servers, for some reason(maybe because they dont have any coders capable of doing fractions?). I dont pretend to know the fairest way to balance the base elite profession. I really dont, and I'm not going to suggest any either, because I have no idea how to do it. But I think even the most die hard rifleman has to realise that they have to have a major down side. Pistoleers have to deal with melee, or miss at longer ranges while kiting, carbineers have to deal with high ham, and poor accuracy while moving, fencers/swordsman and pikeman all have to deal with tka, and tka has to deal with kiting. Riflemen as it is, really only have to deal with diminishing their mind, which is easily fixed by popping a gold, sliding a mindmg powerup in your rifle, spaming a special or 3, and then waiting a few seconds to fire off another round fo specials. This gap of power is especially apparent with damage mitigation in play, where pistoleers, and carbiners are routinely and regularly hitting for evne with specials, at no more then 300 dmg, while rifleman are consistently hitting for 400-600 a special or more.
I'm not calling on a nerf on you guys, obvisouly there needs to be balance. If you get a speed hard cap at say 2 or 3 seconds, then you shoudl perhaps have your range incrased, or other professions ranges decreased. BUt something HAS to be done. And speed caps are really the only thingI can think of, but like I said, I'm not gonna lay any ideas on your guys. I think it should be up to your community to properly balance yourselfs if your looking for a real game, as oppessed to unmitigated ownage of the highest, and most supreme levels, with little worry what so ever.
I understand what you're saying. However, here is why Rifleman should not have a new speed cap:
Pistoleer and Carbineer professions can dabble in BH (pistol can dabble in a multitude of professions, enhancing it to its fullest). You can master Carbine or Pistol and still have enough skill points to gain all of the speed in the carbine/pistol columns of BH.
That gives a HUGE advantage over normal pistoleers/carbineers (not to mention rifleman)
RIFLEMAN CANNOT DABBLE ANYWHERE ELSE. We have no way of enhancing our speed/other stats.
I PVP constantly and believe me, we are getting smoked by pistoleer dabblers/ carbineer dabblers.
Increasing the speed cap would put us at even more of a disadvantage. Keep it where it is please.
Coln,
Yes a Master Rifleman is as you say for the most part. However not everyone is a master. You can't balance a class based solely at master level. If you are going to balance it has to be through out the profession.
You mention a Master Rifle can outdamage any other Master elite combat profession. Yet what at non-master levels?
The problem with Rifle is that it's backloaded. There is a big jump in speed and accuracy once you hit Master.
From some testing that was done it was shown that a Master Rifleman is basicly just as accurate at close range as a Master Pitoleer is at max. Yet this is only for Master. What about Novice? On average a Pistoleer will be more accurate at long range than a Rifleman will be at short.
You also need to look at damage over time. As you say the rifle uses mostly Mind which is not really healable. Or I should say not readily healable usually. Just about any other combat profession can spam their specials, use a stim to bring it back up, and keep going. This is not an option for the rifleman. Which is why most are glutanous, alcoholic, drug addicts. So while a rifleman may have higher DPS when firingwe also have a longer down time. Which is where the damage is made up by the other classes. Look at damage over say ten minutes. Not just a snapshot.
As another poster has already said. Rifleman doesn't stack with other classes. You mention you are a Pistoleer/Smuggler. Don't they have pistol mods that stack? You also had a BH. Those pistol mods stack with Pistoleer too. So it is possible for a pistol or carbine user to stack stats and improve in ways that a rifle can not.
You mention the rifle speeds being 3-9. I still don't understand how you say this shows that firing fast is overpowered. A rifle take more time to aim than a pistol generaly. As you gain in level your ability to aim improves so you are doing it faster.
That was the point of my post. The speed isn't a mechanical limitation. If it was a mechanical limitation then a person improving in skill wouldn't be able to fire it faster than the mechanical limitation. In RL a pistol is generally a bit easier to use. Mostly because it's smaller. A rifle though is more accurate. A person learning both will generally fire the pistol faster than the rifle. The reason being there is more aiming used for the rifle. Also the ranges are longer.
But a RL master Pistol user and Rifle user will fire accurately and with confidence at the same rate. However the rifle by its nature will do more damage on average than a pistol.
I don't quite buy into the balance arguement. It seems that people are thinking of balance as everyone being equal. And doing so for the Master level. This leads to some problems as I see it. It leads to imbalance at levels other than Master.
You talk about PvP and say Pistoleers aren't hitting for more than 300. I got eyeshot spammed for 390 damage per hit. You say pistols are hitting for less damage than a rifle. A rifle generally does more damage the a pistol. But I notice you didn't mention heavy weapons. They generally do more damage the rifles, as they should.
I also look at the classes as not suppose to being equal. If they are suppose to be equal than a Pistoleer or Fencer should be just as good against an AT-ST as a Commando. The way I see it each class has a niche to fill. A speciality they excel at. For the BH it's the ability to do various status effect to their target to keep them offbalance. Pistoleer is the SWG version of the first person shooter type. Keep moving and kite the target. The rifleman is the long range heavy damage dealer. Either as the sniper or machine-gunner. Which is why you can't balance them straight across the board.
What disadvantages does the Rifleman have? You mention that Pistoleers have to deal with melee. So does the Rifleman. At Novice it's harder for the Rifleman than the Pistoleer to do so. Very low firing speeds and horrid accuracy at close ranges or while moving makes it difficult. You mention Carbineers. Yes they have high HAM costs. But so does the Rifleman. Plus the Rifleman primarily uses a pool that can not be eaily healed. Fire a 100 Mind cost special at Master level means a drained mind pool in about ten seconds. Or ten shots.
You say a Rifleman can just pop a Muon, spam some specials, wait a bit, then contine. Well any class can do that, they just don't have to wait. Also please try waiting to regen a pool while your target is chasing you down. In many cases if you are waiting to throw specials in combat you are dead or incap'd.
I notice you said you just made Rifleman with one character. Go play him for awhile to see how it is. Try it withough pet tanks for a bit. Try solo. Then compare it to how you did with Pistoleer or BH at a similar level. You'll more than likely see that Rifleman is not quite as good as you think at this level.
Here is something else to consider. If there is a two or three second cap. The devs have already said they will more than likely increase damage to compensate for this. The reason is simple. Rifleman fires at target but doesn't drop it at 60m. Now the target has three full seconds to close the distance. In those three seconds they will probably be well within the rifles bad accuracy zone. Or they can run and gun which is also not their forte. So you'll have rifleman become one or two hit wonders. After that they will have to play to all their weaknesses. Close range, shooting on the move, etc.
The devs have already said they will not increase range. Also if they did the kiting possibilities against melee are rather extensive. So this is unlikely to happen. For the same reason they are unlikely to decrease the ranges of other classes. Plus with the ranges limited to 64m it's rather easy to close the distance. The trick to taking out a rifleman is getting close. Just as the trick to taking out a TKM is to stay far away.
You can't balance the classes to be the same. They aren't. Each has a role to play. Each has their nemisis depending on the circumstances. Want to take out a Rifleman in a city? Use a TKM where the short ranges help them out. Or any other short range specialist.Want to take out the Commando from long range in the open? Use a Rifleman that can hit them far off. You get the idea.
Yes rifleman is backloaded, but so are all other base elite combat professions, carbiner is absolute utter trash before hitting master, or getting very very close. So that argument is mute.
ANd the fact that you claim you cant balance a class at master level only, and then base all balances on the master level, shows that I dont think you much understand why the devs have said they are looking at combat, and are radically changing it(its already based on balance not at master, but at novice). Its because there was almost no need to master certain professions, to get their best stuff. In reality, the goal should be to either A, become a monster of combat using a specific weapon, like the rifle, or be ok at several different weapons, the ubber dabbler who dosent master any combat professions but takes stuff from almost all of them. So obiviously you HAVE to balance all elite combat professions at master, and then use that balance, as a cascade effect throught the profession. It would cause alot more problems, infact, its apparently how its done now, in terms of balance if you attempted to balance all combat professions from novice up, instead of master down.
Also, simply put, there are no "niches" for combat professions to get into. As of right now, without a shadow of a doubt, at range, rifleman own all comers, period, especially with mitiagtion in play. TKA own all comers in melee period, once again, especially with mitigation. The problem is, was, and always will be unless the devs really do radically rethink combat in general, that theres no need to be a pistoleer, or a carbineer, AT-ST's are a joke, and can be almost as easily taken out by a TKA or master heavy swordsman, as by a commando. Thats the problem. Rifleman are not long range deadly support, they work almost if not as well up close at master. Commandos in PvP are one shot takers, not because they one shot, but because thats all they get, because they have to get in melee range, they will get ripped to shreds, so in an age of PvP where the TKA is a veritable great white, no ranged class, just in and of itself(with no other melee professions taken) is not going to play squad combat just because they have one commando who has to go suicide running to get a decent hit.
Which is why again, the devs are looking at combat in a supposedly "radical" new way. Rifleman, as were all combat professions, was balanced at the novice level, so a novice rifleman, even one wiht 3-3-3-3 is merely ok, while a master rifleman is such a huge leap that its almost insane. A pistoleer at 3-3-3-3 is also only ok, yet, at master he only becomes good, and not GREAT like a rifleman, the exact same can be said of the carbiner, the fancer, the heavy swordsman, the commando, and the pikeman. Infact, as I"ve been saying, there are only 2 professions that without a doubt OUTCLASS in every respect, all others, the rifleman who remains balanced untill hitting master, and the TKA who becomes unbalanced as soon as he get around 1-2-3-1.
I would think to anyone whose actually seen a small group of master rifleman, that it would be clear that your profession isnt balanced with other professions. I understand your argument that they shouldnt be, but I think you missunderstand the word itself. I, and many many others are not asking for you to be a pistoleer with a longer gun, what we are saying is, there needs to be a reason to be one profession over another. There must be bonuses and weaknessess. As it stands now, there is no reason to really be a pistoleer or carbiner, unless your like me, and just enjoy the roleplaying aspect of a desperato type pistoleer. So osmeth9ing obviosuly has to be done. A novice rifleman vs. a novice pistoleer, if both play their professions as you woudl imagine them being played, are a good match agasint eachother, a master rifleman vs. a master pistoleer however, is a whole nother ball game. A master rifleman, unless he fears the almost never working melee defense 1, can run all over the place, and eve get point blank with a pistoleer, and still easily win(taking the master pistoleer soley as a master of pistols, and not as also a smuggler, or BH). So like I Said, I'm not some genuis, so I'm not going to pretend to know a fair solution to the balancing problem. I can understand everyones fear of a "hardcap" on speed at master, I really can, but like I said before, rifleman is heavily unbalanced, the ranged wargods of the battlefield. For a equal skill point investment, an equal grinding time if done right, its just very odd that in the end, you have no equal. PErhaps again,w ith a speed cap, a raised range, and a slight damage boost, things would be fairer overall, perhaps not, I dont pretend to know the far reaching effects of a change like that, but I can easily see that as things are now, something does need to be done for balances sake, for sanities sake. You need look no further then your own profession boards to see that your quite frankly, godly in combat.
A two second cap doesn't hurt so bad. However:
1) Headshot3 should do between 2.5 and 3k with a T21
2) Crawlspeed needs to be added back in.
3) We could really use some morerange (Given CMs throwing poison at 74 meters) OR give us a stealth mod to not appear on enemy radar right away.
4) T21's need a slight damage bump.
5) Does /takecover even really do anything besides make us take more damage? This skill needs to be reviewed big time.
coln wrote:
Yes rifleman is backloaded, but so are all other base elite combat professions, carbiner is absolute utter trash before hitting master, or getting very very close. So that argument is mute.
Not all other professions are backloaded this way. Pistoleer isn't. As for Carbineer I can't say as it isn't a profession I've checked out.
ANd the fact that you claim you cant balance a class at master level only, and then base all balances on the master level, shows that I dont think you much understand why the devs have said they are looking at combat, and are radically changing it(its already based on balance not at master, but at novice). Its because there was almost no need to master certain professions, to get their best stuff. In reality, the goal should be to either A, become a monster of combat using a specific weapon, like the rifle, or be ok at several different weapons, the ubber dabbler who dosent master any combat professions but takes stuff from almost all of them. So obiviously you HAVE to balance all elite combat professions at master, and then use that balance, as a cascade effect throught the profession. It would cause alot more problems, infact, its apparently how its done now, in terms of balance if you attempted to balance all combat professions from novice up, instead of master down.
Not sure what you are talking about here. Yes I said you can't balance a profession on Master level only. But I never based any balances on Master level only. I specificly said that you can't balance in fact.
The system it seems you are talking about is something the Devs have specificly said they don't want. That is class system. Dabbling will be part of the game. As such you will have combo templates that are great for certain aspects. In one post someone called these "gladiator" templates. A very apt description I think. Because of the ability to "dabble" you will always find people that will cherry pick skills from various professions. Making "balance" something that really can't be obtained unless they went to a class system.
Still don't agree with you that you have to balance at Master only. You can't because of the "dabbling" ability. It won't work.
Also, simply put, there are no "niches" for combat professions to get into. As of right now, without a shadow of a doubt, at range, rifleman own all comers, period, especially with mitiagtion in play. TKA own all comers in melee period, once again, especially with mitigation. The problem is, was, and always will be unless the devs really do radically rethink combat in general, that theres no need to be a pistoleer, or a carbineer, AT-ST's are a joke, and can be almost as easily taken out by a TKA or master heavy swordsman, as by a commando. Thats the problem. Rifleman are not long range deadly support, they work almost if not as well up close at master. Commandos in PvP are one shot takers, not because they one shot, but because thats all they get, because they have to get in melee range, they will get ripped to shreds, so in an age of PvP where the TKA is a veritable great white, no ranged class, just in and of itself(with no other melee professions taken) is not going to play squad combat just because they have one commando who has to go suicide running to get a decent hit.
No niches for combat? With the damage mitigation and some other changes the role of the melee is becoming one of th tank. Replacing the pet. Their niche is close combat and soaking up damage. Your example of rifles owning all comers at range proves my point. You notice you said "at range". That is their niche, their strength. You don't go against someone elses strength. You go against their weakness. The weakness is close combat. Which is the strength of the melee fighters.
Your advocating the old Soviet style of taking out a machine gun nest in effect. Sending lots of men over open ground is going to get them mostly killed. Because the strength of the machine gun is heavy firepower at range. You have to attack their weakness. Not go blindly into their strength then wonder why you got wiped out.
The Devs are radicly rethinking combat. Yet at this point we don't know what effect it's going to have.
Which is why again, the devs are looking at combat in a supposedly "radical" new way. Rifleman, as were all combat professions, was balanced at the novice level, so a novice rifleman, even one wiht 3-3-3-3 is merely ok, while a master rifleman is such a huge leap that its almost insane. A pistoleer at 3-3-3-3 is also only ok, yet, at master he only becomes good, and not GREAT like a rifleman, the exact same can be said of the carbiner, the fancer, the heavy swordsman, the commando, and the pikeman. Infact, as I"ve been saying, there are only 2 professions that without a doubt OUTCLASS in every respect, all others, the rifleman who remains balanced untill hitting master, and the TKA who becomes unbalanced as soon as he get around 1-2-3-1.
Disagree with you that all the combat classes were balanced at Novice. A Pistoleer has a bit of an easier time at lower levels than a Rifleman does. If all other things are even of course. But again that is going to depend on what the target is.
I would think to anyone whose actually seen a small group of master rifleman, that it would be clear that your profession isnt balanced with other professions. I understand your argument that they shouldnt be, but I think you missunderstand the word itself. I, and many many others are not asking for you to be a pistoleer with a longer gun, what we are saying is, there needs to be a reason to be one profession over another. There must be bonuses and weaknessess. As it stands now, there is no reason to really be a pistoleer or carbiner, unless your like me, and just enjoy the roleplaying aspect of a desperato type pistoleer. So osmeth9ing obviosuly has to be done. A novice rifleman vs. a novice pistoleer, if both play their professions as you woudl imagine them being played, are a good match agasint eachother, a master rifleman vs. a master pistoleer however, is a whole nother ball game. A master rifleman, unless he fears the almost never working melee defense 1, can run all over the place, and eve get point blank with a pistoleer, and still easily win(taking the master pistoleer soley as a master of pistols, and not as also a smuggler, or BH). So like I Said, I'm not some genuis, so I'm not going to pretend to know a fair solution to the balancing problem. I can understand everyones fear of a "hardcap" on speed at master, I really can, but like I said before, rifleman is heavily unbalanced, the ranged wargods of the battlefield. For a equal skill point investment, an equal grinding time if done right, its just very odd that in the end, you have no equal. PErhaps again,w ith a speed cap, a raised range, and a slight damage boost, things would be fairer overall, perhaps not, I dont pretend to know the far reaching effects of a change like that, but I can easily see that as things are now, something does need to be done for balances sake, for sanities sake. You need look no further then your own profession boards to see that your quite frankly, godly in combat.
I could say the same about anyone that saw BH's spamming eyeshot. Or Commandos using a flamer. Or Smugglers with their feign death, etc. There are other reasons than roleplaying to play differenct classes. A rifleman has no knockdown. So if you want that ability you'll need to take a profession that does have it. If you want to be able to spam specials with little to no down time then rifleman isn't for you.
If you want to have to think about combat then rifleman is for you. Someone once described the rifleman as requiring more thinking than most combat professions. The reason being you have to go long range, prone, then take your time with your shots. At least at the lower levels. This requires patience.
Lets look at your speed cap idea. Cut rifle to 3 seconds and pistols to .5 seconds. Net effect is 2X increase in DPS for the pistol and a 1/3 for the rifle. In otherwords Pistol just became 6X more effective in regards to the Rifle. Right now rifles do more damage than pistols. However it isn't anywhere near a 6X difference.
You mention increased range. Read prior post. It isn't going to happen. Devs have pretty much declared this as gospel. So you can toss that idea out too.
Not sure where you got the idea of rifleman being Godly in combat. You much not be reading the same boards I do. I've seen lots of good posts by rifleman and how they think the class is pretty balanced. Some saying how the rifleman did very well in some particular combat. But there are also just as many saying how poorly they did.
Another thing to take into account when you read these supposedly "Rifleman are Godly in Combat" posts. What other professions does that person have to augment their combat abilities? Are they a medic that can heal themselves? Are they using a creature to tank for them? Do they have some melee skills for those bonuses? Are they wearing armor? In PvP what was their opponent? Who got the first shot? etc.
There are to many variables to take your proclamations at face value.
Rifleman / TKM used to be the own all PVP combo but this is no longer the case with the stelth nerf to stacking defences so there are lots of very good reasons to be a pistoleer or a carbineer if PVP is your goal.
While rifles provides a good bang for the buck for crafters it no longer is going to be top of the stack in PVP due to no stacking whatsoever. Pisoleer and Carbineer both have great profs on which to stack and will be the PVP professions of choise for that reason. Pistoleer 0041, BH 0400 and dirty fighting line of smugler come to mind with great accuracy spd caped no mater how low the pistolspd gets droped too, with nearly foolprof ranged KD and delay shot along with targeting 2 out of 3 pools. Or carbineer 2444 BH 0040 with non-timed KD dizzy shot spd capped on a medium AP weapon with insane accuracy.
There are lots of hard core pvp builds out there but there will no longer be any realy based on rifleman as the only posiblity is doc/rifleman but buffs are plentifull anyhow so you can be just as effective with weaponmsith/Rifleman
No one denies that rifleman is good at master but my last prof was pistoleer and It was MUCH faster to lvl due to the diverse damage types avalible ( went from 0031 to master in 2 days) and as a pistoleer I did almost as good in PVP without the worry of always watching my blue bar and haveing my specials take 100-130 each shot. In addition as a 0032 rifleman i often would swithch to my pistol 4 skills to kill stuff that jumped me on the way to harvestors cause its much more effective untill master.
To Coln,
As obviously you aren't truly a rifleman, and are just bitter at the fact that one or two riflemen/women have owned you in the past, please stop harrasing our profession. I dont see riflemen knocking down the bh/pistoleer/smuggler pros forums and bitching and moaning. SO STOP TALKING ABOUT WHAT YOU DONT TRULY KNOW.
I have been goin at rifleman for the past few months, unlike others i cant do it in one day or whatever, im sorry i just dont have the time to sit in front of the computer for 24 hours straigtht shooting at little furry animals. We are a profession that is supposed to be balanced out in the PVE and PVP world, and we are balanced in everything but the PVP world, until master. So it is a reward for trying that we are allowed only at master levels nearly to PVP.
Thank you,
Oryaka Drake