Rifleman Archive

Thread: Top 6 Major Issues

cydonia
Fri Aug 15, 2003 5:37 am
#53

Call me a noob if someone has allready said this but....


maybe the rifleman should not appear on radar while covered unless the sniper takes a shot


this would...


a) make cover some what useful


b) add to the sniperness that a rifleman should have (you know all that hiding in bushes crap/one shot one kill)



VERY soon to be master rifleman


Zal'hanan




Why are you wearing that stupid man suit?
Zal'hanan
Ochosi
Fri Aug 15, 2003 8:25 am
#54

I am one of those that is getting extremely tired with the "prone warp" bug. If I had a credit for every time that I have gone prone and have been warped out of max range, sometimes into some unfriendly territory, I would be a rich 'toon. Can we get a fix for this soon? Really a drag in groups as well.
Seflyn
Fri Aug 15, 2003 8:36 am
#55

I just stopped using prone for a number of reasons.


1)You don't get the free attacks against baf mobs.


2) Warping when prone is so **edit** annoying.


3) Teleporting mobs even when they arn't stuck at all.


4) Takes a while to get up when that mob uses the force to teleport next to you.


5) The acc increase is not enough.


6) You still get hit just as easily it seems.


There are far too many disadvantages to using prone at the moment for my liking and the advantages seem not to make enough difference.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Wookielicious
Fri Aug 15, 2003 9:08 am
#56

1) Pistolaccuracyvs Rifle accuracy at a greater distancethan 40-50m.


-Pistol having the same or even better accuracy than a rifle at long range while prone, kneeling or standing.


2) T21is broken/bugged.


-0AR and an ideal range of 0 I believe?


3) No AP bonus vs unarmored targets.


-It would make sense that a sniper would be able to 1-2 shot someone with little or no armor.


4) FleetCommand's Knock-down idea...


-100% resistance toKDwhile Prone, 50% resistance to KD when kneeling, 25% resistance to KD when standing, 0% resistance to KD when running.


A) Possible have this stack with the resistances certain classes have to KD.


a) For instance a TKA master who has the Expert Balance Conditioning skill would have a 120% resistance toKDwhile Prone, 70% resistance to KD when kneeling, 45% resistance to KD when standing, 20% resistance to KD when running, this is assuming the +20 defense vs KD a TKA gets at that skill tier is a % value and not something else.


5)Mind cost for special moves usinghigh tier rifles is too much.


-A rifleman'sspecial moves are supposedly where rifleman shine but the heavy mind costs makespecial movessometimes counter-productive to use in conjunction withhigher tier weapons that take moremind/special move(theT21 rifle for instance).


6) Fix Take Cover.


-MakeTake Coverincurr a serious to-hit & damagepenalty on ranged attacks against arifleman that is "in cover", a rifleman"in cover" would be unable to move without this effect expiring. Additionally while "in cover" any melee attacking the rifleman gains a damage bonus and to-hit bonus.




Garn'Ekoto - Proud Member of Darkforces & Jo Mining Corp.
----------------------------------------------------------------------------
-Sniper by heart, gimp by choice.
-If you see me from a distance, chances are I'm face up arse down.
----------------------------------------------------------------------------
TekDragon
Fri Aug 15, 2003 10:22 am
#57

4) FleetCommand's Knock-down idea...


-100% resistance toKDwhile Prone, 50% resistance to KD when kneeling, 25% resistance to KD when standing, 0% resistance to KD when running.




Pffft... i had that idea weeks ago, with pretty much the exact same numbers.


Doesnt matter though. This NEEDS to go in. As i said it the last post it would not only make SENCE (as so few things do in this game: AOE attack for master rifleman?!) it make it a useful but not overpowering/explioit attack.


That said, however, i think that the numbers should change to 75% resistance (or 25% base chance of success) for kneeling, 50% resistance while standing, and 25% resistance while running.




TekDragon DeSol
Duke Of House Atreides
Seflyn
Fri Aug 15, 2003 11:14 am
#58

I've changed number 6 on my list after reading the superb idea of changing rifles from taking mind to action on another post, sorry I've forgotten the name of the person that thought of it.


1) Pistol vs Rifle accuracy at greater than 45m.


2) T21 is broken.


3) No AP bonus for hitting a player wearing no armour. (Unless this has been fixed.)


4) Woud like to see some more defensive bonuses on the rifleman tree.


5) Getting knockdown while prone andchain spamming knockdown using spices/food.


6) Change all rifleman skills / weaponsto use action instead of mind, we are the only class that can't heal the damage we take from using specials.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Subcontractor
Fri Aug 15, 2003 11:50 am
#59

1) Accuracy ratings should have inverse proportion. If we take a big accuracy hit within say 20 M, Pistols should get big hits to accuracyabove 44M. (64M-20M)Idealy Rifle should be most accurate from long range, carbine medium range, pistol short range.(From MuRa)


2) Increase Rifle Range or shorten the other classes range. Either or will do fine for me.


3) Knock-downs. 100% resistance while Prone, 50% resistance when kneeling, 25% when standing, 0% when running.(From FleetCommand)


4)Fix the HAM costs! The costs need to be reduced and spread over all three HAM bars. It take concetration, action, and health from the strain of staying still to be accurate. Medical staff can't heal the enemys mind but they can't heal us either...


5)Speed There needs to be two types of of fire. Aimed which takes a longer time but doesMORE damage, AND you can pick which bar you want to hit. After all, that is whata sniper does, picks what they want to hit and does it. Where do you think the one shot one kill saying comes from?There should be a greater chance of missing but I would actually keep the table that they are using now since we miss a lot anyway. Rapid fire would as fast as a pistol, think of it as a machine gun type effect. It would be much more inaccurate and does less damage but you get more shots. Basically every class would be able to use the same setting but we would get the range advantage. This would increase the damage per second one way or the other.


6)Fix ALL functions that are in the skill tree including cover fire, suprise shot,T21,Headshot3, etc.


BONUS)Sniper-Nobody can select you as an attack target until after the 2nd shot. This gives the effect of they know they got shot but doesn't know from where and they are confused. Maybe a skill added to one of our boxes. This is relating to PVP of course.


Later


FleetCommand
Fri Aug 15, 2003 1:37 pm
#60

Sorry about that TekDragon, I got that idea from you, completely forgot about giving you credit. My deepest apologies...



Name: Osyro Apok
Species: Zabrak
Galaxy: Ahazi
Player Since: June 29th
barscribe
Fri Aug 15, 2003 1:50 pm
#61

Mind Cost on specials must be reduced, please.




Obb Livion -- aspiring rifleman and two-hand swordsman

I've got skin like leather and a diamond back look of a cobra;

You never hear the shot that kills you...

And, Please remember to always tip your bartender
CloseHauled76
Fri Aug 15, 2003 2:37 pm
#62

1) Rifle accuracy vs. pistol accuracy at range.


2) Defenses to knockdown. I like the immunity to knockdown while prone idea.


3) A knockdown shot of our own, perhaps? I would like this but not as much as #2.


4) Cover is useless - make it worthwhile.



Xetal
Fri Aug 15, 2003 4:37 pm
#63

1.) Riflemen having no knock-down, no defense against knock-down, and being able to be knocked-down when prone.


2.) Teleporting things


3.) Our freaking riflemen weapon, which still isn't fixed.


4.) Pistol v. rifle accuracy at 50-64m


5.) the fact that they tell us we are supposted to suck because our unique ability is unhealable damage, when both BH pistol AND Combat Medic do a better job at mind damage than we do


6.) 3x melee damage.

ZamMeLon
Fri Aug 15, 2003 4:42 pm
#64

1. Fix T21 ( that includes the recources to make them on servers)


2. Knockdown while prone, like everyone has said before - im laying down already, how the hell would i roll on my back?


3. Rifle Range : 60-80m


Carbine: 30-50m


Pistol: 0-20m




Nyii,
Shadow Gypsies
ZamMeLon
Fri Aug 15, 2003 4:51 pm
#65

1. Fix T21 ( that includes the recources to make them on servers)


2. Lower HAM. Our specials are a little high and we end up beating ourselves up more so than enemies. (Either lower special cost in general or switch to different pool that is healable)


3. Knockdown while prone, like everyone has said before - im laying down already, how the hell would i roll on my back?


4.Rifle: 60-80m


Carbine: 30-50m


Pistol: 0-20m


5. Stuttering in combat, either the prone teleport and/or the rifle stop to wave stance.


6. Fixing broken specials : Conceal shot, Block, etc





Nyii,
Shadow Gypsies
Page 5 of 9