Rifleman Archive
Thread: Questions For Me?
Boborina wrote:
Here is my question.... Whats the point of suprise shot? I thought this was a devistating attack that had the handicap of forcing you to be under cover. Well you might nieed to be under cover (forgot to test) the dmg on this attack is suprising low considering. I think i hit using suprise shotthe dmg was the same as head shot3 but on random pools. Now since this attack is HIGHER on the skill tree and forces you to be under cover why is this attack less effective? Strafe shot 2is a master shot but it is an AE attack, i would assume this attack should do the same dmg jsut to one target.... Whats your opinion with the newly fixed suprise shot?
Its still broken, they did fix it, but they fixed it for the wrong weapon. They fixed it for carbines and not rifles.
Flaskicz wrote:
Q1: Is AP broken only in PvP or also in PvE?
Q2: Was this fixed in last patch?
Its still broken, it works on players with armor on, but if they dont have armor on, all weapons act as ar0. So in some cases you wear armor (pistols) others you dont. (rifles+heavy weapons, anything with ar2+)
In PvE, it works, but there are some occasions were its broken. For example, you have a rifle AR2, and energy based. (e11 or Laser Rifle) And you find a mob, AR1, so you should recieve a bonus. But when there are no energy based resists on the mob, so when you shoot it, it will act as AR0.
ArianSix wrote:
I have a question...
If our 3,000+ dmg 9.9 speed pre-nerf T-21 scared the Devs to the point where they had to nerf the heck out of it, how come they just presented BHs with a 10,000+ dmg 4.4 speed weapon?
Your pre-nerf T21, is this with AR3? Or is it one, before they fixed it.
If you notice, the target was KD, so you recieve a substantial bonus to your attack with that. 50 percent I think it is, so thats more or less 5k damage.
Otherwise I cant answer your question, Im not a Dev, and they dont happen to talk to me often.
Hi Aldeon,
My pre-nerf is a version 1 with the AR3 damage. The best shot I was ever able to pull off that thing was a 4.5k strafe2 which amounts to a little less than 9k actual damage on an AR0. Obviously this is no longer possible with the new rifles as they are significantly weaker than my pre-nerf.
That LLC was pulling 10k + AR1, which is about 12k actual damage against an AR0 target. It's not a pre-nerf so that's what they are doing now. The one in the picture was a 7xx damage gun... I know someone on bloodfin that just got his hands on one sliced to 9xx max damage.
From what I understood, I've been hearing that the 50% KD bonus only works in PvP. I've been hearing that it does *not* work in PvE. This may be true, because I never noticed any damage increases when I KD'ed a mob using flurry/supress to make them KD when they stand up.
-- A6
The heavy weapons doing 10K+ damage - those are flamethrowers and LLC, for commando and BH respectively. The damage seems somewhat high, but still, those damages are only reachable by relying on styles. Heavy weapon styles have a range limit (14 or 16m) so they're actually more limited than you might expect. Either the damage or the hit-rate in PvP probably could use adjusting, probably, but it doesn't necessarily make everyone else obsolete.
Given experience, I expect range modifiers to not work.
Noules000 wrote:
Heavy weapon styles have a range limit (14 or 16m) so they're actually more limited than you might expect.
Thanks for all the help that you have given us AA. I have a question, im not sure that you will be able to answer it since you are not a dev as you previously stated, but, i figure i'll try anyways. Do you know if they ever plan on changing the range mods on the guns? I mean personally I think it's kinda BS that a pistol can hit me from 64m away. I would think that maybe they would change it to like a 30/60/90 for pistol, carbine, and rifle respectively. I hope that you will be able to answer. Thank you in advance
Hey Ald, one quick question.
Can you please put a thread up, like this one and your "tips for riflemen" thread giving us a rundown of the multipliers on all riflemen specials? Everyonce in awhile, you see some of them pop up in a thread, And I for one think it would be great to them available for quick reference anytime.
Thanks
Khyras, On Bria.
Doctor/ Rifleman
"The nerf of God is coming!!! Pistoleers Repent!
I was about to post the same question as Issk.
I would appreciate a write up regarding the multipliers as well, and could also clarify what is shown in the damage window compared to above the creature [ I think in the combat window, its the damage multipied by the special modifier but not sure]
Dont know if i should put this here or in the top 6, I figured you would know what to do with it ![]()
Hey is there any way the dev's might change concealment so that we disappear from players radar, and our shots concealed also?? I figured as snipers, as in real life, hiddening is what we do best. They could use the same formula used in marked scent to let peeps find us, when we are concealed.
After all this is the true role of a rifleman/sniper.
P.S. I dont keep up with the forums, so this may already have been talked to death ..
tks
Thx.
Mele.
As a master rifleman, how well do you handle close range attacks? Do you also have some melee or pistel skills if someone gets too close? Or have you been able to handle even close range attacksusing a rifle?
Have you heard any news lately about Mind healing, Ham costs (or Ham expeirmentation by weaponsmiths [currently 1 exp point per 1 ham point]), or chef food changes? Each of these can have a large effect on the way us riflemen play.
How often does the sniper shot miss for you? (what is your ideal range modifier and what % do you generally miss?) Do you usually switch to your best ideal range modifer weapon?
How it the list for next month coming along?
--Rorrimot