Rifleman Archive

Thread: What do you feel is our most urgent issue -=Sept 02 05=-

miodac
Tue Sep 06, 2005 9:40 am
#40

The number one issue from my point of view is that we dont fit our role, plenty of professions out there out nuke us.






IGN: Tuxatl
Musicmaestro
Wed Sep 07, 2005 7:47 pm
#41






PyscoJuggalo wrote:


OK Ackehece this might be a solution to our "urgent issues"(Yeah I know I get repetative, so shoot it down if it's a definate no-go).


#1 OK Aim, increase it's duration (I don't think they want to give us a 500 accuracy boost, though if they did that would be nice as well). Aim - 20 seconds, Improved Aim - 40 seconds, Advanced Aim 60 - seconds.


-OR-


If they want to do what is in the parenthesis, Aim 250 for 15 seconds, Improved Aim 500 for 15 seconds, Advanced aim 500 for 30 seconds.


#2 Us having a snare is taking away from our Damage dealing, and I rather have that as a true 5 then our Crowd Control becoming a true 3 so:


Change Kneecap shot into a Leg Shot or Head Shot like DD shot with noWarmup timer.


#3 Your #3, should probably be something all Corrs push for all professions, just makes sense to me and would give more diversity to this game.


-Edit Warmup for cooldown, even though a DD without a cooldown period would be itchin


Message Edited by PyscoJuggalo on 09-03-2005 11:57 AM





QFE


Agreed.Additionally the warm-up timer for Aim and Sniper is too long.


Also, fix the snare so it is actually worth using or make it an armour break ability.



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Musicmaestro
Wed Sep 07, 2005 8:13 pm
#42






Karbal wrote:

Also, Adv sniper shot is almost a useless master special. The long warm up, prone position,and 20m range make this a never used special other than for a first shot only. Without a root, you will never be able to use this shot again after combat has been initiated.


We now have two master specials that have been nerfed with no compensation.


We are supposed to be a nuker class. The one shot we have the defines us as nukers is adv sniper shot .. and we can hardly ever use it.








This is a good point. Adv. Sniper is supposed to be our great damage dealer but due to slow wind-up and cool-down actually reduces DPS compared to Headshot/Adv. Critical or Legshot.


I'd like to see Adv. Sniper an extreme high damage shot that can be fired from standing/kneeling with no warm-up. (keep the long cool-down).


Why does both Adv. Critical and Legshot out-damage Headshot?


Snare, hehehehehe.


Startle shot duration is too low. I need to test this but I'm also finding that mobs are attacking me when it's still up.. might be lag combined with short duration timer though.


Lots of great ideas though.



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AdmiralSeer
Thu Sep 08, 2005 5:40 am
#43

We're Nukes? LOL since when?


Ok, my philosophy is a little crazy, but here goes...


MAKE RIFLEMAN A TRUE NUKE!! Right now, in PVP i have to rely on healing, tricks, specials from other proffesions in order to get the job done. My buddy the Carbineer can deal out damage loads faster than me without any uber weapons. Since when should a Carbineer be able to out damage a Rifleman?


Honestly, I don't care about the snare...seems to fit the carbineer role better anyways. Get rid of it or see my other idea on it (below).


Make Sniper shot available to kneeling. Give aim bonuses like +200 for kneel and +400 for prone.


Make Aim last longer. If I have to waste time on a dang yellow bar, make it MEAN something.


Make our weapons more powerful (our master lvl the T21 is a joke...I can loot better weapons) and if you won't give us sniper while kneeling then give us a master shot that is at least as powerful as any other ranged proffession...you know...that whole NUKE thing....


Snare idea: What's the first thing you do when a sniper shot comes down on you in RL? Hit the deck! (if you're still alive) Add a snare or kd to sniper shot. Now that would make things interesting.





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Thraxor
Thu Sep 08, 2005 6:04 am
#44






AdmiralSeer wrote:

We're Nukes? LOL since when?


Ok, my philosophy is a little crazy, but here goes...


MAKE RIFLEMAN A TRUE NUKE!! Right now, in PVP i have to rely on healing, tricks, specials from other proffesions in order to get the job done. My buddy the Carbineer can deal out damage loads faster than me without any uber weapons. Since when should a Carbineer be able to out damage a Rifleman?


Honestly, I don't care about the snare...seems to fit the carbineer role better anyways. Get rid of it or see my other idea on it (below).


Make Sniper shot available to kneeling. Give aim bonuses like +200 for kneel and +400 for prone.


Make Aim last longer. If I have to waste time on a dang yellow bar, make it MEAN something.


Make our weapons more powerful (our master lvl the T21 is a joke...I can loot better weapons) and if you won't give us sniper while kneeling then give us a master shot that is at least as powerful as any other ranged proffession...you know...that whole NUKE thing....


Snare idea: What's the first thing you do when a sniper shot comes down on you in RL? Hit the deck! (if you're still alive) Add a snare or kd to sniper shot. Now that would make things interesting.








Yeah a couple of harder hitting specials wouldn't be too bad along with a bump in accuracy for different firing posistions. Gotta say I'd like those to be added also.


BTW cut down the sniper warmup, other than first strike its hard touse due to long warm up, having to be prone, and 20m range restriction.





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PyscoJuggalo
Thu Sep 08, 2005 8:18 am
#45

I know this is a crazy happy in the pants dream, but I would love to see Sniper Shot without a warm up timer, I mean we already have a 20m min range with it and we have to be prone...........



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
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NeeAnderTall
Thu Sep 08, 2005 12:37 pm
#46

Rifle timer warm up settings for Sniper Mode: The length of time invested in the Aim cuts down on the cost to fire the weapon. The more time selected for the warm up in the Sniper shot, the less the movement and mind ability point cost and the greater the damage inflicted. A true Sniper shot...but balanced so as not to exploit the one-shot one-kill fear the CUpurged. Three settings, are enough. Hi Med and LO. time/range/damage/cost. I suggest 12,8 and4 second Aim time intervals.


I compare this new feature to the same as the survey tool range settings for Artisan. Radial dial select the rifle in inventory to bringup the menu to set the special sniper mode setting. All other shots are default cost and warmup/cooldown times.




AxilX
Thu Sep 08, 2005 9:13 pm
#47

hmm, and extreme accuracy bonus (would have to be the 400 suggested or more) while prone might actually go a long way towards balancing us.... add the 400 to the 240 aim, and the 200 from accuracy drink, and we just *might* get off our minimum when facing a master defender, we're still no where near a 1 hit kill unless our target has no armor, and it pins us down, making us extremely vulnerable... can't heal while prone, except with stims. Personally i'd prefer knock aim to 500 for 40 seconds, and give us an extreme cooldown on snipershot (hell make it 2-3 minutes) but allow it to be fired while standing, no warmup... and before anyone tells me how overpowered be, we currently do less damage with snipershot, than a swordsman can do with his plain old critical shot, when he applies his armor break. No, not more damage over time, but more damage in a single hit, assuming he's using a quality powerhammer, and the rifleman is using a damage capped rifle.


Warmaker01
Fri Sep 09, 2005 12:36 am
#48

My problems with Rifleman:

- Damage Output does not seem like a rating of 5 (IAW the CU docs). My Master Carbineer can clean the house of opposition faster.

- Not being able to use Sniper Shot while in Cover.

- The T21, the Master Rifleman certified weapon, and a Star Wars icon, is inferior to many Master / CL54 Rifles.

Also, Knee-Cap Shot isn't an issue. If you want better multiple / single target control, take up Carbineer or Pistoleer. Rifleman somehow needs to live up to the "5" Damage Output Rating that we supposedly deserve.

Message Edited by Warmaker01 on 09-08-2005 12:38 PM

ZeigBalthazar
Fri Sep 09, 2005 4:58 am
#49



  1. Lack of special shots. A dizzy or stun would be nice.

  2. Lag Lag Lag Lag Lag. It seems to get worse with each publish.

Message Edited by ZeigBalthazar on 09-09-2005 04:59 AM



Z e i g B a l t h a z a r
I'm a peace activist that specailizes in violent protest.
Ackehece
Fri Sep 09, 2005 7:54 am
#50

Combined New Issues Thread:

General Issues


  • Hate

  • PvP damage reduction vs Heal Power

  • Incap Timers way to short


    • No allowing Ranged Deathblows means that on average a person recovers before ranged person closes for the db

  • Posture


    • Give aim bonuses like +200 for kneel and +400 for prone.


Rifle Issues


  • Aim


    • decrease timer (not so neccesary if length is increased)

    • Increase size of accuracy buff x2

    • increase length of buff x2


      • suggestions from the community


        • OK Aim, increase it's duration (I don't think they want to give us a 500 accuracy boost, though if they did that would be nice as well). Aim - 20 seconds, Improved Aim - 40 seconds, Advanced Aim 60 - seconds

        • If they want to do what is in the parenthesis, Aim 250 for 15 seconds, Improved Aim 500 for 15 seconds, Advanced aim 500 for 30 seconds.

  • Kneecap Shot


    • increase effectiveness

    • increase length of debuff

  • Headshot


    • remove accuracy debuff

  • T-21 vs ALR debate

  • Startle Shot


    • posture change?

  • Cover useability


    • Timer on aggro - really needs to go

    • more then one special needs to be able to be used under it

  • Snipershot


    • used once per fight if at all due to to many restrictions on it


      • 20m min range + timer + huge cooldown + can't be used undercover = no use except in rare places

    • Outdamaged and lesssac to fire two regular damage shots


      • Player suggestions:


        • make it so it can be fired standing up

        • remove the warmup but leave the long cool down

  • Damage Dealing


    • We are not the nuker profession - we are outdamaged by BH and Carbineers regularly

    • Our headshot does less damage (and is less accurate) then Legshot or critical shot

    • our alphastrike attack is ineffectual

    • cover is pointless in most places in the game due to los issues and and effective minimal range

  • Running speed with rifle encumbrance??? (if our kneecap worked, not so much of a problem)




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dalessit
Fri Sep 09, 2005 8:44 am
#51







Ackehece wrote:

Combined New Issues Thread:

General Issues


  • Hate

  • PvP damage reduction vs Heal Power

  • Incap Timers way to short


    • No allowing Ranged Deathblows means that on average a person recovers before ranged person closes for the db

  • Posture


    • Give aim bonuses like +200 for kneel and +400 for prone.


Rifle Issues


  • Aim


    • decrease timer (not so neccesary if length is increased)

    • Increase size of accuracy buff x2

    • increase length of buff x2


      • suggestions from the community


        • OK Aim, increase it's duration (I don't think they want to give us a 500 accuracy boost, though if they did that would be nice as well). Aim - 20 seconds, Improved Aim - 40 seconds, Advanced Aim 60 - seconds

        • If they want to do what is in the parenthesis, Aim 250 for 15 seconds, Improved Aim 500 for 15 seconds, Advanced aim 500 for 30 seconds.

  • Kneecap Shot


    • increase effectiveness

    • increase length of debuff

  • Headshot


    • remove accuracy debuff

  • T-21 vs ALR debate

  • Startle Shot


    • posture change?

  • Cover useability


    • Timer on aggro - really needs to go

    • more then one special needs to be able to be used under it

  • Snipershot


    • used once per fight if at all due to to many restrictions on it


      • 20m min range + timer + huge cooldown + can't be used undercover = no use except in rare places

    • Outdamaged and lesssac to fire two regular damage shots


      • Player suggestions:


        • make it so it can be fired standing up

        • remove the warmup but leave the long cool down

  • Damage Dealing


    • We are not the nuker profession - we are outdamaged by BH and Carbineers regularly

    • Our headshot does less damage (and is less accurate) then Legshot or critical shot

    • our alphastrike attack is ineffectual

    • cover is pointless in most places in the game due to los issues and and effective minimal range

  • Running speed with rifle encumbrance??? (if our kneecap worked, not so much of a problem)







Nice, that pretty much sums it up, no whining to make us uber or anything, just fixes and small adjustments. Should you add the fact that critical slices only work for BH, or would that be just a general ranged issue?



Message Edited by dalessit on 09-09-2005 11:46 AM



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kdwarp
Fri Sep 09, 2005 9:50 am
#52

Ranged needs more defense.


And i cannot hurta melee figter. (Stacked melee fighter).


Our defense and accuracy need to be raised.




I am Master Rifles/BH





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