Rifleman Archive
Thread: Rifleman issues/thoughts/concerns for the upcoming Correspondent's Summit
XaverriJade7 wrote:
Pathetic agrument. Prove to me DPS is 3x higher than anyone else. It is not. A person with just Rifleman will get destroyed by any melee class that knows what they're doing regardless of weapons and armor. A person with just basic weapions and armor is of little threat too. You need high-end equipment to compete in this game. Give me any class with the best equipment there is and you can take just Rifleman with basic equipment. You won't stand a chance. You really think Rifleman has the defense to stand up to anything without heavy buffs/armor? They don't. Why do I try? Why do I succeed in proving my points to people that don't know any better? Because I care. I care about our profession, about the other professions, and about the game. That's why. Excuse me if that offends you. Enjoy 'utterly destroying' any profession in the game as a Rifleman without any secondary profession and without armor and buffs(because either/or just doesn't cut it with this class).
SirLightHeart wrote:
XaverriJade7 wrote:
The imbalances are due to the poor standing of other classes, not due to us being 'overpowered' or 'imbalancing'. CMs were not keeping us in check. There are several classes that can beat us if people use their brains. You may not have said 'destroy', but that's definitely the impression left upon me. If you don't agree with fixing the other professions to balance things, what do you suggest?
SirLightHeart wrote:
XaverriJade7 wrote:
This part just really upset me- We are thinking about the future of the game. Our profession is a part of that too though. We do want the other professions fixed, but that means not nerfing ourselves to achieve some false sense of 'balance'. I don't even want to have to tell you to take your own advice, but that attitude of yours has got to go.
SirLightHeart wrote:
I mean come on, think about the future of the game and get over yourselves.
No sorry, I was a rifleman and I know the imbalances we are facing now that combat medic has been nerfed. Balance not destroy, I never said that.
Damage per second being 3x higher than any other profession through armor is balanced? From any range? While moving? Please. I agree other professions need some boosts but a person with JUST rifleman and basic weapons/armor will completely and utterly destroy any profession in the game. You can't argue that, I don't know why you'd even try.
Message Edited by XaverriJade7 on 08-12-2004 09:09 PM
LoL ok I said against any other profession without buffs/armor and basic weapons but whatever you say. Still waiting for you to justify the accuracy of a rifle at 1m.
PsychoticChipmunk wrote:
SirLightHeart wrote:
XaverriJade7 wrote:
The imbalances are due to the poor standing of other classes, not due to us being 'overpowered' or 'imbalancing'. CMs were not keeping us in check. There are several classes that can beat us if people use their brains. You may not have said 'destroy', but that's definitely the impression left upon me. If you don't agree with fixing the other professions to balance things, what do you suggest?
SirLightHeart wrote:
XaverriJade7 wrote:
This part just really upset me- We are thinking about the future of the game. Our profession is a part of that too though. We do want the other professions fixed, but that means not nerfing ourselves to achieve some false sense of 'balance'. I don't even want to have to tell you to take your own advice, but that attitude of yours has got to go.
SirLightHeart wrote:
I mean come on, think about the future of the game and get over yourselves.
No sorry, I was a rifleman and I know the imbalances we are facing now that combat medic has been nerfed. Balance not destroy, I never said that.
Damage per second being 3x higher than any other profession through armor is balanced? From any range? While moving? Please. I agree other professions need some boosts but a person with JUST rifleman and basic weapons/armor will completely and utterly destroy any profession in the game. You can't argue that, I don't know why you'd even try.
There are other threads to discuss this (and where all of your points have already been debunked) rather then fill up our concerns page to be taken to the summit, by your correspondent no less. We have high pro's in the realm of DPS but huge weaknessess and cons in terms of longevity and defenses. That balances us.
If you never played rifleman at master without buffs then you don't understand what it is like to actually play a rifleman and if you have never seen a master rifleman unbuffed in any form of combat you can't comment on how "overpowering" we are. Buffs that negate any and all negative modifiers of anything imaginable in the game overpower us, overpower everything. Get rid of those and you bring sanity back to the game and things work out a lot better. Now back to the topic at hand if you would be so kind.
When I joined the game just over a year ago, I started working on Rifles for my main combat profession.
Message Edited by Kelkyen on 08-13-2004 12:14 PM
Message Edited by Feynan on 08-13-2004 03:06 PM
I agree with everything you've said, currently we're the only working ranged profession, carbineer is working up there, since they have gotten love a few publishes back, at least their specials mostly work now. Pistoleer needs some work, also carbineer needs some more defenses, etc. Pistoleer will be pretty well rounded once they have specials that work and mean something. Other than removing/reworking specials that are not used in rifle, everything is working well. The 2.5x to hit bonus is fine by me. The 2.5x damage modifier in the past was a bit over the top. Block seems to be broken/unuseful, would be nice if that did work, but comparatively speaking we're not too bad off at all. We really need no new weapons. I'd like a more powerful single target shot, but then again we're more about raw damage to groups, so it all balances out.
Waste93 wrote:
Gawzeera wrote:
Combines and Pistols are getting new guns in pub 10. will rifleman be getting any extra weapons added??
with the mind pool now becoming easier to heal does that mean we will do more damage to it, to compensate for the healing?
other than those 2 questions I cant really say anything that has'nt already been said by everyone else
Riflemen really don't need any other weapons right now. There are some professions that have very few weapons and they should get some attention before they need to add any to us. Especially the melee classes. We currently have 14 weapons. So we have the fourth most. Commando has the most but then again most of those are pretty worthless or broken. Pistoleers have one more weapon than us. Carbineer has four fewer.
So we can do without for a bit while the others are brought up to speed.
Edited to correct an error in Stamina statement
Message Edited by Waste93 on 08-14-2004 10:54 AM
This is kinda what I expected to see when I first installed SWG. I'd be thrilled to see this(or some other sensible version) implemented at any time
Waste93 wrote:
Another idea.
Have secondary stats act like stats do in most RPG's. Have them increase/decrease things based on the stat.
For example.
Strength : Melee damage bonus
Constitution : HAM regenerationand resistance to poison/disesase
Quickness : Weapon speed bonus and movement speed
Stamina : Lowers HAM costs on specials/abilites and duration of burst run
Focus : Ranged accuracy bonus and increased experimentation sucess
Willpower : Resistance to posture changes/state effects andcrafting failure rate
Or something along those lines. It would make stats more important than they presently are especially if they balance out the two buff systems.
If they go with something like this I would also suggest that the bonus only apply to the base stat and not to it's buffed state.
Most of these are combat related so some advantage for non-combat type acitivities would be nice here too. I've included a couple but it could probably use more for non-combat.
Message Edited by Waste93 on 08-14-2004 07:07 AM
XaverriJade7 wrote:
This is kinda what I expected to see when I first installed SWG. I'd be thrilled to see this(or some other sensible version) implemented at any time
Same here. I think it would make for some more interesting characters and allow people to tweak to fit their character. Also give a reason for some of the high limits on stats for certain species.
Of course they would also have to fix the Human stat bug that has been going on for about 9 months or so now.
*scurries off*
Waste93 wrote:
XaverriJade7 wrote:
This is kinda what I expected to see when I first installed SWG. I'd be thrilled to see this(or some other sensible version) implemented at any time
Same here. I think it would make for some more interesting characters and allow people to tweak to fit their character. Also give a reason for some of the high limits on stats for certain species.
Of course they would also have to fix the Human stat bug that has been going on for about 9 months or so now.