Rifleman Archive
Thread: Q & A With The Devs
- Damage types.... Why is this STILL a problem?
- Are we going to be snipers or rifleman (in the marine sense)? Pick one, augment its strengths, give it weaknesses. We're getting a halfassed nerf because We have some of the strengths and weaknesses from both lines, and we can choose not to use the weaknesses. (Cover/prone, slow fire shots etc.)
- Can we get more rifles, and weapons in general? The Disruptor is a good start... but I feel its going to be an Acid damage T21 when it goes live.
- How about an Armor revamp? This effects all professions, both for wearing and attacking against. I'd like to see people actually USING Chitin, Padded, and Tantel. What this means is: ditch the überresists of composite. It's nearly as good as the "legendary" RIS.
- What good would padded armor be? It'd be the only really good defense against our fixed T21 which would do blast damage. I can look past the fact that just about every T21 is the same (because of resources). I can look past the fact that it has high HAM, it should. I can look past the speed. Why on earth did you make the Rocket Launcher and Launcher pistols the only Blast damage guns though? This consigns rifleman to one task in a big battle. /snipershot
- Can we get more low level and midlevel skill attachments AND have the skill attachments we have fixed? +1-+5 rifle speed tape is very rare. Just about as rare as +25 speed tape. I'd like to see more of the minor stuff, so that it isn't selling for 3-4million credits plus.
- Can the weapon and armorsmiths get more experimentation effects for their guns... and fewer resource constrictions? Like I said earlier, nearly every T21 is the same... high level laser rifles are so common that you can pretty much bet the attributes are going to be the same, regardless of the shop you go to. More flexible experimenting and more variety in the resources would take away the cookiecutter effect.
- Any thoughts on making rifleman a more "elite" profession? I'd like to see Hunting IV, Ranged Support Abilities IV, if not Master Scout as a requirement. Giving up available skill points would justify our higher damage, and our higher defenses. Snipers have a lot in common with rangers. Machinegunners have a lot in common with Master Marksmen. Just a thought.
- Can we get some experimentation for the smugglers for spices and slices? Every muon I take does the same thing... however if you go out on the street and get crack, each crack rock is not the same. Some last a little longer... some get you a little higher... etc.
- Can we please... please please please please please... finally have some definition to our combat role in big battles, beyond /snipershot and /startleshot2
PsychoticChipmunk wrote:
Oh the waiting game sucks, let's play candyland.
2. If 1 is yes, why are you doing a hard cap instead of cutting some of a master rifleman's +90 rifle speed?
3. If 1 is yes, will the spraystick be changed to relfect it?
4. When will tusken/t21/spraystick all be changed from energy? We already have about 7 rifles that do energy, then 1 stun, and 1 ap0, low damage cold weapon. Can we see some variety?
5. Will rlfemen ever see crawl speed again?
6. Is cover ever going to be effective?
1. Will we ever be able to hide from radars?
2. Will you make each professions abilities unique instead of just simply different variations of stun/dizzy/blind and different damage modifiers?
3. What do you plan to do to make us "real" snipers?
4. Can you fix the GCW and make it fun yet?
Okay, last one doesn't really have to do with Rifleman (#2 doesn't really either, it's more general), but I think #1 and #3 and very important to Rifleman.
Kalic wrote:
I can only think of a few as of now:
8. Why do we have +40 (or so) at 60m with a laser rifle, and then -50 at 64m? So if we take a few steps back we lose -100 accuracy? Please. Ranged mods on several rifles are bogus.
I'll come up with at least two more for 10, and more after that later
Why doesn't Block work?
What exactly is Block supposed to do? Does it block all the damage, send half the damage to the armor, or send half the damage directly to the player bipassing armor? If the damage bipasses armor, can each player opt to "not block" since all armor reduces damage by more than 50%? Does Block work against Melee and Ranged attacks or just Melee?
KardenTyrell wrote:
11) ooh....and the shooting animation for specials that shoot on the cap are stll bugged..plus when using /aim..most of the time there is no shot fired