Rifleman Archive
Thread: How do the rest of the longer term rifle users feel about...
Accuracy bonus for our opponents is agreat idea. Also you can give us a bigger accuracy penalty at PB range.
ga2 wrote:
this thread is full of haters that either used to be rifleman or have gotten killed by rifleman, it has no validity IMO. I hope the devs don't fall for it. Our weakenesses couldn't be anymore obvious.
I see the complete opposite. This thread as full of some of the older and more respected vets who've been using rifleman since the beginning and have a vaste experience of the ins and outs of the class..
The points raised are valid.
ga2 wrote:
this thread is full of haters that either used to be rifleman or have gotten killed by rifleman, it has no validity IMO. I hope the devs don't fall for it. Our weakenesses couldn't be anymore obvious.
this isnt the sort of thing we are looking for. please input some ideas and stop the trolling. this thread is about hashing out ideas on what our weaknesses are and where the community thinks we should go. it is an honest look at ourselves and can be painful at times.
please dont just naysay, throw out your ideas without flames the merits of your thoughts will stand on their own without flaming.
ga2 wrote:
this thread is full of haters that either used to be rifleman or have gotten killed by rifleman, it has no validity IMO. I hope the devs don't fall for it. Our weakenesses couldn't be anymore obvious.
I've got two master riflemen and have been master for a LONG time. Just because you can't see an imbalance in the game does not mean it is not there.
I've also been posting on these boards for a long time, as have many other of the posters on this thread, I'm sure most of us would rather suggest a weakness that we find acceptable rather than have the Devs impose a weakness we wouldn't be happy with.
With the bug that means riflemen are harder to hit with melee attacks instead of easier rifleman is FAR too good at close ranged combat. A master rifleman should not be harder to hit in melee than a TKM or Fencer, end of story.
Sandzibarr wrote:
I see the complete opposite. This thread as full of some of the older and more respected vets who've been using rifleman since the beginning and have a vaste experience of the ins and outs of the class..
ga2 wrote:
this thread is full of haters that either used to be rifleman or have gotten killed by rifleman, it has no validity IMO. I hope the devs don't fall for it. Our weakenesses couldn't be anymore obvious.
The points raised are valid.
that's right.
do we want to be like the CM's? their profession is insanely overpowered in pvp, and none of them can admit it.
why do you think there are so many bandwagoners now for rifleman? we're borderline FOTM, and certainly will be once the defense stackers are nerfed. why is that? because master rifle is one of the best pvp professions by far. we deal more damage per second at range than anyone else. the penalty is melee vulnerability, but if you kill the guy before he gets to you, how much of a penalty is that? remove defense stacking and grouptefs, and i think master rifles are nearly invincible in pvp. anyone disagree?
don't get me wrong... i love this class. i'm a master rifle on two different servers, have been for quite some time, and through 14 different holo professions, i've refused to drop it. but, i think we should be clear headed enough to look at our class as Barb suggested. when i did that, i concluded that we shoot too fast. that's my opinion, and i feel like it's hard to refute logically or unemotionally.
For me rifleman is a long ranged profession, as such we need to have a very strong incentive to stay at long range. Even if it worked, not being missed by melee doesn't really cut it in my opinion.
wiy_tee wrote:
I was a former TKM and Master Rifleman had no problem taking me down if I wasn't in my melee range. With somebody KD'd I would hitover 800+ dmg/secwith VK's (people with no melee mitigation). If you're going to put a 2.5x on that, that's what, close to 2000 dmg a second? That's just way too much.
Wow, a TK coming to our defense, maybe 2.5 is a bit harsh, definitely should either have less defense, or a negative to hit mod when holding a rifle instead of the positive one we appear to have now, or maybe a melee damage penalty a bit less sever than 2.5, maybe 1.5-2.