Rifleman Archive

Thread: PETITION : Remove the 2.5x melee damage penalty for rifleman

Captiva
Sun Sep 07, 2003 12:39 am
#40

God, can weban the non-riflemen out of the forums LOL



in-game giavona RIP jilabolic
Senzafine
Sun Sep 07, 2003 1:02 am
#41

/sign
PsychoticChipmunk
Sun Sep 07, 2003 1:24 am
#42

I say do the posture thing, and let us attack from 128m away so if a melee guy can get in range then he deserves the 1 shot. Also fix creatures so they can't do melee damage from the bottom of a cave attacking me on a ledge 50 meters above them.


/JOHN HANCOCK




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Dragonkat
Sun Sep 07, 2003 7:23 am
#43

/sign
Drakonar
Sun Sep 07, 2003 5:00 pm
#44

/sign!



Drakonar of the Watchers of the Storm
Master Marksman
Rifleman 4-0-4-3
LonelyKnight
Mon Sep 08, 2003 2:51 am
#45

/sign


im a master doctor/ (working on)master rifleman, even with huge buffs i get taken down as fast if not faster than a normal pistoleer would against a melee. granted i get more grace time to run or heal myself but its silly howmuchmelee hit me for. whats worse i dont have the skill points to put into another weapon, so i can switch while running away. so i either run away empty handed or pray i get one surpression shot off.


(scenerio where 2.5 melle damage would make sense) after the targets freinds see you after one conceal shot you hastily get up to run. you accidentily shot your self in the foot. As the creature gets neare you turn to warning shot it away. not looking where your going, run balls first into a tree. after falling down you roll to your back pick up the rifle to shoot the creature that is now right on top of you, but at the last nanosecond before you pull the trigger you realize, youre holding the gun backwards. and you die.


maybe then the 2.5 melle damage would make sense.

Alexander_Kerensky
Mon Sep 08, 2003 12:43 pm
#46

/sign
Troplar
Mon Sep 08, 2003 4:10 pm
#47

Has anyoneon the dev or design team evertried to explain this?


I imagine the design philosophy was something like "rifleman would rule from afar, but catch one at melee and they're toast" That actually sounds likethe philosophy my friends and I signed on for. Fair enough! The problem of course is that we aren't any better than anyone else from range and we're arguably worse than many.


That modifier is clearly meant to offset somehuge advantagefrom range as compared with everyone else.


What is it??

godares79
Mon Sep 08, 2003 4:17 pm
#48


/sign




Ezekiel
SocialConformer
Mon Sep 08, 2003 4:19 pm
#49

I'll /sign this. Any comment I would have had has been made, so I'll save it for later.


The key is to not overcompensate when making balances, and I think that all the suggestions made my the level-headed people on these forums are far more reasonable and workable than what I have seen in game - especially with regard to how "unbalanced" things are "fixed".


Keep up the good thinking





Denzien, Bria server
Artisan 3/0/0/4 Scout 4/0/4/2
Brawler 4/0/0/0 Smuggler 1/0/1/0
Marksman 4/4/0/4 Rifleman 4/1/3/3

SRTSniper
Mon Sep 08, 2003 6:41 pm
#50

How about this. We all walk into SOE and hit two random people. Then we can ask each one on a scale of 1 to 10, how much did that punch in the face hurt? Seriously, we already have almost no chance of hitting anything at a couple meters (well not much of a chance nowadays at 50). Why are we taking more damage? A punch in the face is a punch in the face. OK, maybe hand to hand combatants take less. A pistoleer, or a carbineer aren't much different than us, just a different type of weapon. Heck, apparently a dancer is better trained than us for melee combat (must be the pole dancing(just kidding)) since we are the only one's that have this modifier. x2.5 melee damage is not balancing, it doesn't even make sense. Get rid of it.


/sign




Colonel StAnger - Imperial Freelance Operative
TKM/MasterRanger

"You can run, but you'll only die tired"
SRTSniper
Mon Sep 08, 2003 6:46 pm
#51

By the way when you go into SOE, you have to hit two people of different professions. Or else you have no basis for comparison.




Colonel StAnger - Imperial Freelance Operative
TKM/MasterRanger

"You can run, but you'll only die tired"
SocialConformer
Mon Sep 08, 2003 7:12 pm
#52

I'll /sign this. Any comment I would have had has been made, so I'll save it for later.


The key is to not overcompensate when making balances, and I think that all the suggestions made my the level-headed people on these forums are far more reasonable and workable than what I have seen in game - especially with regard to how "unbalanced" things are "fixed".


Keep up the good thinking





Denzien, Bria server
Artisan 3/0/0/4 Scout 4/0/4/2
Brawler 4/0/0/0 Smuggler 1/0/1/0
Marksman 4/4/0/4 Rifleman 4/1/3/3

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