Rifleman Archive

Thread: Current Issues *11-11-03*

Pwa
Wed Nov 12, 2003 1:56 am
#40

1. Mob warping and pathing.
2. AoEs hitting mobs that are not in the room/cave in dungeons.
3. Reasons given to nerf the T21 are contradicted with current available weaponry of other professions. A dev response on the issue would be appreciated.
4. Damage types of the Tusken Rifle and Spraystick.

Issik
Wed Nov 12, 2003 2:40 am
#41






CaLVines wrote:
Maybe you can just tell TH and the devs:

"The same list that we gave you 3 month ago, and that you yet have to comment about".





/agree


Khyras, On Bria.
Master Doctor/ Novice Rifleman
Rifleman for life. No pets, no spice.




Khyras
CANCELLED. Last day Dec 5th.
Retired Bounty Hunting Hawtness

"Don't think, just shut-up and listen" -Wookash

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Voivode
Wed Nov 12, 2003 3:13 am
#42

1) T21 needs to get unnerfed.
2) Bowcaster - needs to be improved.
3) Mind cost on specials is way too high.
4) Conceal line has no use in pvp (pvp sneak would be nice).

I belive lots of our problems have been adressed already on a test center, lets see what happens when the patch comes live.

Wookiee Master Rifleman/Combat Medic



Voyevode - ICE Dragons officer


The last pvping wookiee ...
/wookieeroar
kpr
Wed Nov 12, 2003 7:52 am
#43

I'd say lower the mind cost, creature warping, and damage output are my top.


Next down the list would be weapons cost, especially the t-21.


But the last not would be that the death penalty on item decay will kill me in cost, simply put my guns are more expensive than anybody elses in the game.







Nevek
Master Rifleman(retired)
Master Marksman(retired)
Master Creature Handler(retired)
Master TKA (retired)
Master Squad Leader(retired)
Master Commando(retired)
Master Medic(retired)
Master Doctor(retired)
Master Swordsman(retired)
master lightsaber/master enhancer/healer4/4/0/0
WayneInAustin
Wed Nov 12, 2003 8:00 am
#44






DuelsenD wrote:

no XP beyond 64 meters!


i use a t21 exclusively and very often in prone at 60+ meters, when my target reaches almost no health it runs. Pet kills it at +64 meters. No xp for me. LAME




I believe you are supposed to be getting XP at up close to 80m... at LEAST 75m. This was working for me the last time I checked (but in all honesty it's been a couple of weeks).




____________________________________________
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!)


Vaedross
Wed Nov 12, 2003 8:33 am
#45


Vopn wrote:
3. Startle shot should be changed to posture down, not posture up.


The problem with that is that it's an "anti-sniper" move. The problem is that pistoleers and carbineers are right at home when standing up. The only use startle has is in PvE or against other riflemen.

It deffinately needs a more universal effect. Perhaps intimidate and posture up?



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
Fred_Skinner
Wed Nov 12, 2003 9:04 am
#46


  1. 250% melee damage has to go. They cannot seem to get rid of warpage and not tenable in places like The Warren. I'm sorry but using this for "dev blackmail" is not going to work. Trust me, it WILL NOT WORK!


    1. Why would holding a pistol give you more melee defense... this is so unreal it hurts my brain.

    2. We should have "riflebutt" in the same vain as "pistol whip". You ever seen videos of infentrymen and a bayonett charge?

    3. The original reason for this was to compensate for kiting melee. Make the rifle an encumberance instead, at least for the "big" rifles. Let the melee guys catch up to us. Making PvE unbeleavably BAD is not the way tomake PvP "balanced".

  2. Un-nerf the T21. There is a 50+ page on the main SW:G comment forum that details all the valid reasons for this. In fact, pretty much ALL the rifleman problems are there, with all the trolls being successfully responded and rebuffed and all thecool ideas as well.

  3. This is being adressed but I put it here because it is this important. Social critters with "clairvoyance" that all see what you target cannot see. Please follow up and make sure this truely DOES get fixed.

  4. Damage types are seriously messed for rifles.


    1. Tusken should be Kenetic.

    2. Spraystick should be Acid.

    3. T21 should have part blast and part energy, not sure if that is diable though...

    4. There should be a cold and heat rifle (plasma?).

    5. There should be a lightning rifle.

    6. There should be an uber kenetic called Gauss

  5. We should have ether a KD attack like all the rest get or fix how dizzy interacts with posture change. Perhaps startle should toggle poster, kneel if standing, Stand if kneeling. Make dizzy FAR more suseptable to this poster change and last longer. It's a joke as is and confers nothing more than another AoE with different damage.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Waste93
Wed Nov 12, 2003 9:22 am
#47

1) MOB warping -Common occurance, known cause, no real comment from the Devs.


2) Accuracy - The drop off in rifle accuracy is excessive. A laser rifle will be +21 at 60m and -50 at 64m. That's a drop of 71 points for 4m (12 feet). Smooth it out so it'sa steady curve like the pistol. My FWG5 has a curve of about 1.17 per meter. The rifle has this curve from ideal to min but has this "spike" from ideal to max where it's about 10X higher. Four meters shouldn't make such a difference.


3) Snipershot - Give it some use for PvE also. Not everyone PvP's and as it's a Sniper IV box skill it should have dual usage. Maybe give it a dual status effect in PvE. Blind and dizzy would make the most sense and say 3X damage random or make it 2X mind targeted. Something along those lines.


4) T21 - Change resource requirements for it. Give it more general requirements like what was done for Commando weapons. This will allow better T21's than are currently available (if available at all). Or give it better stats (un-nerf it).


5) Tusken and Spraystick - Give these weapons the correct damage type.




Colonel Waste - The Wookiee Crusader
Seflyn
Wed Nov 12, 2003 9:33 am
#48

I've taken the time to explain most of these, the Devs have seen most of them before, it's getting old fast not having any feedback. If we don't see answers this time I don't think I'll bother posting in another one of these threads.


There is a lot of “we” in this; I was getting tired of waiting for TH to appoint a correspondent so I wrote out some of itin the styleI would do a state of the profession. I hope no one minds me posting it in this state but frankly I doubt any Dev will ever read it. This isn’t a report, it’s simply what I think is wrong with the rifleman profession.


1.) Mob warping.


If you're a Rifleman you already know and hate this. If you're a Dev and you don't know about this then there is no hope for any of us. This problem has led to many people calling for the removal of the 2.5x melee penalty. While I feel the penalty is justified it is neither fair nor right to leave it in place while mobs continue to teleport to players, often leaving the player no chance of defence.


2.) HAM cost.


Riflemen rely on food / spices a bit too much, we should not be able to spam specials all day long like other classes, but having less than 10 shots using some weapons is a bit silly. The high HAM costs also make it hard for riflemen to use armour, which leaves riflemen far too vulnerable, we already have the 2.5x melee there is no need to stop us wearing armour as well.


3.) Weapon problems.


(a) T21 is too hard to craft for the end result and the HAM cost on it is a bit much as well. This is made worse in light of the recent changes to weapon decay. Currently a T21 is one of the most expensive non charged weapons on most servers; many riflemen feel the current stats of the T21 mean that it is overpriced. Currently there are at least two servers which do not have T21s available, the prospect of having Jedi running around and yet no T21s does not please some of the riflemen on those servers.


(b) Tusken should be kinetic, why it was changed to energy I don't know.


(c) The spraystick should be acid damage type? (I can't remember what damage type, but someone pointed out energy was wrong.)


(d) Most rifles need too many power handlers compared to other weapons in the game.


(e) The way krayt tissues work leaves riflemen at a distinct disadvantage due to a flat damage increase; this should be changed to a percentage based increase to bring the benefits different weapons get in line.


(f) The accuracy on some weapons seems weird, having an ideal range of 63 but -50 to accuracy at 64m seems wrong to me. Seeing as rifles are a long range weapon there should be very little penalty for using most of them at 64m. This can be seen at http://www.zen23690.zen.co.uk/screenShot0118%20-%20619%20Laser.jpg


(g) The armour piercing bug. Last time it was tested the 1.25* bonus to damage per AP over the targets AR was not functioning if the target was vulnerable to the damage type being done. The AP bonus was not being applied toplayers wearing no armour in PvP. This greatly undermines the value of the high AP weapons that riflemen have access to.


4.) Broken / worthless specials.


(a) Surprise shot states it has to be used from cover, it doesn't. We don't even know what surprise shot is meant to do, it has never really worked since release. Considering you should have to be in cover to use it, one would hope it would be rather impressive, which it isn't.


(b) Startle shot 1+2 seem to be worthless, flushing shot has the exact same effects as startle shot except it also stuns the target. They both do x4 damage, posture up, cost the same amount of HAM and have the same delay effect, so why does a lower skill have a stun effect while the higher skill only has the posture up effect, an effect of very questionable value. Startle shot should be changed to something useful, leaving flushing shot with the posture up and stun effects.


(c) Sniper shot seems to miss an awful lot, the person is laying incapped on the floor so missing them would be quite a feat for a Master Sharpshooter.


(d) A lack of a single target high damage attack, we have a 5x multiplier attack (this is without the 1.5x auto attack damage) and 3 skills with a 4x multiplier and yet every one of them is an AE attack. While some of us love the AE attacks there are certain times when a 4x or 5x single target attack would be very useful, and not out of place at all considering some of the skill titles riflemen are granted.


(e) While Block not a special it seems to best fit into this category. Currently block does not seem to work, while I am very happy at the increases to block on the TC it would be nice to know exactly what block can “block” and if it is working correctly.


5.) The difficulty at Novice Rifleman.


Some riflemen feel that the profession is a bit too hard at novice level, while many feel that the master box should still be the main aim for a rifleman. A compromise would be to move some of the accuracy from sniping 4 down to the novice box and some of the speed from rifle special abilities 4 to the novice box. This would have the effect of making novice a bit easier while retaining the worth of the master box.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
jjsmit1
Wed Nov 12, 2003 9:42 am
#49

In order, with most important issues at the top:



  1. Fix mob warping and leave the 2.5x damage modifier alone. The 2.5x damage modifier would normally be fine if creatures didn't warp on top of our heads. This is critical to our survival.

  2. Un-nerf the T21. Reduce the number of Krayt tissues needed for a T21 (11 is ridiculous). Make the T21 a coveted weapon; at least make it far superior to the Laser Rifle.

  3. Give us a Dizzy + Posture Down combo. As it stands, Dizzy + Posture Up is just about worthless.

  4. Give us a powerful attack against a *single* opponent. I love my AoE attacks, but I really want a good single attack too....which leads me to #5 (below).

  5. Make Sniper Shot useful for something. I can't even use this attack in PvE vs. NPCs(in fact, I've never used it because I don't do PvP). Make Sniper Shot a devestating attack against a *single* target (and get rid of this DB-From-a-Distance hooey).

  6. Since #4 and #5 above are really the same thing (kinda), here's one last comment: as others have said, make spraystick do acid, make tusken do kinetic, etc.


klawlegna
Wed Nov 12, 2003 10:03 am
#50

This is all great feedback and wonderful progress. We'll soon have a great list of issues to take to the development team.



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


vaalenko
Wed Nov 12, 2003 10:38 am
#51

1) HAM Costs: We are the only class that can fight for very limited time. A Master rifleman can empty his mind in 5-9 Special uses.


2) Doctor Buffs. All classes can use doctor buffs to reduce the cost of their specials. However we are forced to have a Musician with us, which is unrealistic and silly.


3) Mob warping and melee penalty .


4) Headshot: DPS is too low.


5) Take Cover. It either doesn't work or is not effective at all.





-------------------------------------------------------------------------------------
Vaaleria - Master Sharpshooter / Ranger
Vaalen Sinax - Master Weaponsmith / Merchant
Gorath Galaxy
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meeuki
Wed Nov 12, 2003 10:39 am
#52

i think selfyn pretty much hit the nail on the head.



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