Rifleman Archive
Thread: -=State of the Rifleman Address=- AUG 8 2005
QuantumArtist wrote:
Drythax wrote:
I'd like to see the aim warmup shortened a little bit. I'm not sure how it compares to CoB, etc. Maybe I could see it staying this long if they did improve the duration or bonus, but as is it just seems too long to me.
This is one skill that I agree could use some minor time adjustments. The bonus is just fine as far as I'm concerned.It takes what? About 2-3 seconds for aim to wind up and lasts barely 10. Its not something thats really handy in a pitched fight... then again, thats kind of the reality of an aimed shot. In reality it can take quite a bit of time and a zen focus to steady a shot, particularly over great distances. If you're interrupted, it could completely ruin the shot.
So while I see that it would be nice, I am not really sure if this suggestion reflects the reality of "in your face" combat.
I'd like to see it changed to a guarantee of hits for the time period it's up, or just a larger bonus. That would make the skill worth using for the warmup and short duration (they could then balance it further by putting a longer cooldown on it if it became too much).
When I was a BH using rifles in my template, as much as I wanted to use aim to help me hit those master defenders (and it did help when I did it) it usually wasn't worth the risk/danger of being placed again in melee range of said jedi while trying to hit them (and still missing cause of saber block more often than not).
Blixtev wrote:
Not all professions have everything theywant locatedin their 1 profession. This is why you have 250 skill points.
QuantumArtist wrote:
Try smaller tweaks instead. This major 40% type overhaul is whats whacked our combat system out in the first place. We can learn something from the PlanetSide team who does very small and constant tweaks to the game system. Nothing major like a 40% damage increase to 1 profession.
amen, brother.
if the devs would only understand this one point, they would be able to balance the game very nicely. they have never made small, incremental adjustments. that has been one of the root causes for many of the failures here. (the other being lack of a consistant, coherent vision for the game.)
Drythax wrote:
I'd like to see the aim warmup shortened a little bit. I'm not sure how it compares to CoB, etc. Maybe I could see it staying this long if they did improve the duration or bonus, but as is it just seems too long to me.
This is one skill that I agree could use some minor time adjustments. The bonus is just fine as far as I'm concerned.
It takes what? About 2-3 seconds for aim to wind up and lasts barely 10. Its not something thats really handy in a pitched fight... then again, thats kind of the reality of an aimed shot. In reality it can take quite a bit of time and a zen focus to steady a shot, particularly over great distances. If you're interrupted, it could completely ruin the shot.
So while I see that it would be nice, I am not really sure if this suggestion reflects the reality of "in your face" combat.
Blixtev wrote:
LxKane wrote:
The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.
Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.
I see it this way either give us back our run speed or take away the close range nerf and give us aboost to accuracy and damage at close range.
What is this "close range accuracy" nerf of which you speak? I suspect someriflemen have been hanging out with the BH "omg they nerfed our loot" crowd. M Rifles is a portion of my template, and am of the opinion that Rifles are pretty well balanced.
Not all professions have everything theywant locatedin their 1 profession. This is why you have 250 skill points. You can mix and match what one profession is lacking with what another has.
Blixtev while you may be entitled to your opinion it still sucks, just like the CU which is also better in your opinion.
Anyone ever just want to slap a Dev?
X_Wedge_X wrote:
Blixtev wrote:
LxKane wrote:
The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.
Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.
I see it this way either give us back our run speed or take away the close range nerf and give us aboost to accuracy and damage at close range.
What is this "close range accuracy" nerf of which you speak? I suspect someriflemen have been hanging out with the BH "omg they nerfed our loot" crowd. M Rifles is a portion of my template, and am of the opinion that Rifles are pretty well balanced.
Not all professions have everything theywant locatedin their 1 profession. This is why you have 250 skill points. You can mix and match what one profession is lacking with what another has.
Blixtev while you may be entitled to your opinion it still sucks, just like the CU which is also better in your opinion.
Anyone ever just want to slap a Dev?
Its better in my opinion also, but no, its not perfect, and yes, I have wanted to slap around a few devs on occasion. Still, you have to give them a break, there are alot of politics in their environment, a lot of people in high places that are convinced they're right... period. There are alot of things they just cant help. I blame the real issues on the leaders. The guys in charge are the ones that direct the development efforts. They have huge sway and are so arrogant as to think the customer or the development staffdoesnt have a say over them.
I've seen this personally. They're so arrogant at SOE. Its super ripe with self importance. It makes me sick.
I've proven thatthe customer can have a sayin the past, but it didnt really prove lucrative enough to continue pursuing it. Its a shame. Perhaps it just wasnt the right time for GR to become a reality in the game industry. Time will tell if it will ever be a reality.
QuantumArtist wrote:
Your carbine has nothing up on Trando rifles. They do kinetic damage too.
WRONG!
Blixtev wrote:
LxKane wrote:
The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.
Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.
I see it this way either give us back our run speed or take away the close range nerf and give us aboost to accuracy and damage at close range.
What is this "close range accuracy" nerf of which you speak? I suspect someriflemen have been hanging out with the BH "omg they nerfed our loot" crowd. M Rifles is a portion of my template, and am of the opinion that Rifles are pretty well balanced.
Not all professions have everything theywant locatedin their 1 profession. This is why you have 250 skill points. You can mix and match what one profession is lacking with what another has.
I agree we are a balanced profession and the short Range accuracy is not a problem, it is a necessary sacrifice for the long range we have BUT (Always a 'but' because I'm a pain):
Message Edited by PyscoJuggalo on 08-22-2005 06:21 PM
Blixtev wrote:
LxKane wrote:
The one thing that trully annoys me about being a MRifleman is the close range accuracy nerf.
Like it's been said we don't have a way to keep targets at range, and we can't run faster than melee so they will always catch us.
I see it this way either give us back our run speed or take away the close range nerf and give us aboost to accuracy and damage at close range.
What is this "close range accuracy" nerf of which you speak? I suspect someriflemen have been hanging out with the BH "omg they nerfed our loot" crowd. M Rifles is a portion of my template, and am of the opinion that Rifles are pretty well balanced.
Not all professions have everything theywant locatedin their 1 profession. This is why you have 250 skill points. You can mix and match what one profession is lacking with what another has.
OK I agree there but our snare does nothing good. A snared critter runs just as fast as us due to speed reductionand does not allow us to get out of melee range. Maybe make the snare slow them down just a little more.