Rifleman Archive

Thread: Expect us to get nerfed.....

ObiQuixote
Tue May 24, 2005 7:52 pm
#40


PyscoJuggalo wrote:
That was Starsider and yeah early T-21's did suck. Were'nt they AP 1?

Think they were always ap3, they were just slow and had huge action costs, which was a big deal back then. Waiting 5 to 10 minutes for mind regen so you could shot again was yet another of the early rifleman banes. It wasn't until the chef revamp with two brandies and a canape that wearing armor was a practical choice for a rifleman.

Demi_Wraith
Tue May 24, 2005 10:08 pm
#41

They were AP3 then they nerfed it to AP1 then unnerfed it back to AP3.



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Ackehece
Tue May 24, 2005 10:59 pm
#42






Demi_Wraith wrote:
They were AP3 then they nerfed it to AP1 then unnerfed it back to AP3.





and from energy to blast damageand back to energy...


11 sec rifles were common and800+ max damage T-21s could be crafted and did exist (even if they were insane slow)



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VolvoSsixtyTsix
Wed May 25, 2005 1:55 am
#43

Well you should understand that CU was intended to balance proffessions. But as it goes right now it created even more imballance. Instead of having rifleman, TKMs, Mswordmans, DOTpikemen, Combat Medics, few bounty hunters and whole a lot of jedi we ended up with 1/2 jedi and other half is MBH/MR/0003 pistoleer. There is no point in taking pistols or carabines as primary because any rifleman will outdamage you even if you equip level 54 rifle. Melee is dead, 5 meter range and constand "too far" messages combined with ROOT/Snare instantly destroyed it. It is once again a lousy job from developers, we went from one extreme where DOT and high damage were FTW to long range/superiordefense/masterhealing abilities. Balancing something is much harder than creating something sh!tty and than pretending that you are trying to fix it. And new combat system is more faulty than old one. Rifleman is highest damage dealing longest range and without any accuracy penalties at point blank proffession........now how is that balanced ?



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CrimsonCredits
Wed May 25, 2005 9:19 am
#44

Rifleman is simply too good atm. Sure there are broken skills, but every profession at the moment has some type of broken skill. Beyond that the big problem is acc of attacks. Pistols can not shot beyond 35m and carbines is what? 45m? While these are working witht he rifleman max range as intended the acc of carbine and more so rifleman when closer in then the standard firing range is just as good. This makes no point for having carbine or pistols as skills when rifleman has the abilities to replace either of those two professions. When carbine and pistols can not shoot beyond a certain point then rifleman should not either or makes the whole balance of range limits worthless. I am for all 3 professions having a 64m range like before but having strong acc reductions when they are not in their standard ranges but if the Devs don't do this it is only fair to limit rifles in some way.Saying thatcarbines and pistols can use rifles if they want the added range well the same goes for rifles. Rifleman can use pistols if they want to fire close up with acc.
PyscoJuggalo
Wed May 25, 2005 9:46 am
#45


So Our Damage and Rangeare too much, OK nerf rifles so that they have crappy damage and can not hit anything within 30m.


Then Guess what? You will move onto carbines, you will say the same things. Carbines deal too much damage and have too much range. Carbnines are then nerfed.


Then Guess what? We say, hey, we aint nukers? we do the same damage or less then a pistoleer. Pistols get nerfed.


And the cycle continues.





How to stop the cycle?Well how about this idea to make pistols useful again. I'm taking this out of the old leet loot bag. High levelcraftedpistols have DOT's on them, not crazy DOT's but DOT's that add something to pistols so that pistoleers use them instead of rifles.

Message Edited by PyscoJuggalo on 05-25-2005 12:47 PM



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SickSix
Wed May 25, 2005 10:38 am
#46

i'm sorry, but since my only combat is RifleMan, i think i am more qualified on this.


Rifleman, in its current state is FAR from overpowered. PvE is SO slow. With no snare or root shot, everything just runs up to my face and starts pounding on it. just like the old days. except i'm shooting super slow.


you can only use half (the good half) of our specials in PERFECT conditions. wich, means you'll never get them to work on some planets. Now, when this gets fixed (as they claim, but dont hold your breath) then we will be able to see if we truly are overpowered. But even when /cover is fixed, i doubt it. because sniper takes you out of cover, and with the hate system you can get what? 2 conceal shots off before they come running at you.


speaking of the Hate system, If you have rifleman in a group then tanks are useless. everything aggros to us. the least prepared for defending ourselves. what a great system that is /rolleyes


but, i must say, my view is skewed, because im a ranger, and it adds absolutely nothing to my combat effectiveness. so really i'm a lvl54 combat toon. or whatever a only master rifleman would be.





SickSix
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MrBulwark
Wed May 25, 2005 11:40 am
#47






VolvoSsixtyTsix wrote:

Rifleman is highest damage dealing longest range and without any accuracy penalties at point blank proffession........now how is that balanced ?





Offence 5.


If your professions doesn't do the damage that you want, then perhaps you should pick a profession that fits your playstyle. If you want pure damage, go rifles; if you want utility andgroup functionality, go pistols.


If everyone was Offence 5, then there would be no diversity and peole that play defence or croud control would have no class to choose.










BULWARK



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Aerous
Thu May 26, 2005 6:27 am
#48

And the eye of Sauron...


*cough* sorry.


(Personally I have a play a number of chars including a MP so i'm not in favor of any nerfing. I just think it's Ironic)


And the eye of SOE moved away from Rifles to the Pistoleers and their Stopping Shot.





Thunderheart wrote:






riotcontrol wrote:




Thunderheart wrote:

There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.




Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.




Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).


Going forward, the first and most important thing to consider is the timer associated with the root. There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.





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