Rifleman Archive
Thread: So, hows rifleman for pvp in the test center?
KundoJet wrote:
Ackehece wrote:
Kona_Combine wrote:
Well my other post in this thread got deleted, how lame.
Here's an idea, equip a rifle untilyouclose into Pistol range, since all the new Rifles are based on LvL and not Rifleman tree boxes. No need to nerf the Rifleman class, we have already lost a lot in the CU.
I dont understand why we lost our AoE Shots, hello! Rifleman, rapid fire weapons.
Any chance on us getting an AoE attack added back to our profession, Corrispondent?
nope T_T
AOEs are not our province anymore (I fought this for 6 months- bascially not going to happen)
as for equipng pistols when we lose rifle range
- master level weapon > cross cert'd weapons
- this means we are nerfed in damage
- and in speed and accuracy (using generic mods vs rifle + generic)
- this means also that when we enter POI locations and content locations that we will always be underpowered to those around us
- we also can not use cover effectively in small rooms etc so our nuke without return fire is nerf'd
- basically we can no longer fight indoors at all
If they go ahead with making rifles only work at ranges of greater than 25m, then you're right. But surely they see that's just plain silly? Less effective, yes. (They are, it's a fact, no point arguing it). But useless? Of course not. Make it harder to hit, or something that has some bearing on reality. But how could they possibly rationalize arifle not being able to fire at all unless its target is more than x distance away? The energy bolt needs a running start? O.o
Too many things in the CU to date seem to defy rational explanation, and that's a concern for me both because it means they weren't all that well thought out in the first place, and because they are counter-immersive (immersion being one of the key goals of any RPG - and I ain't talkin' Rocket Propelled Grenade...).
Kippos wrote:
I think rifleman tmeplates wouldn't be overpowered if people knew how to play against them. At the moment every melee player I duel just runs straight me, and I win 90% of those fights just by cycling KD/snare/root. Carbineers and pistoleers just stand in front of me, trying to outdamage me. If those kinds of tactics are supposed to be competitive against riflemen, then sure, riflemen are overpowered.
If, however, the new combat system is supposed to make different combat proffessions use different tactics, then a nerf isn't called for. For example,I already spend ALL my action taking down a full melee templater, and against CMs my health usually runs out 10-30 sec after the duel has ended, due to the DoTs. What if the melee folks used cover to get to me? What if CMs laid in their DoTs and ducked behind a corner to heal while my health drops from fire/poison? wouldn't necessarily mean I'd lose every time, but I'd be forced to counter their tactics.
Action and reaction, different combat roles....that's what the new combat system is supposed to be about, not going straight at your opponent to get it over with.
QFE
Right on the money IMHO
Nekra wrote:
Kippos wrote:
I think rifleman tmeplates wouldn't be overpowered if people knew how to play against them. At the moment every melee player I duel just runs straight me, and I win 90% of those fights just by cycling KD/snare/root. Carbineers and pistoleers just stand in front of me, trying to outdamage me. If those kinds of tactics are supposed to be competitive against riflemen, then sure, riflemen are overpowered.
If, however, the new combat system is supposed to make different combat proffessions use different tactics, then a nerf isn't called for. For example,I already spend ALL my action taking down a full melee templater, and against CMs my health usually runs out 10-30 sec after the duel has ended, due to the DoTs. What if the melee folks used cover to get to me? What if CMs laid in their DoTs and ducked behind a corner to heal while my health drops from fire/poison? wouldn't necessarily mean I'd lose every time, but I'd be forced to counter their tactics.
Action and reaction, different combat roles....that's what the new combat system is supposed to be about, not going straight at your opponent to get it over with.QFE
Right on the money IMHO
I agree, these are some of the reasons I am really enjoying the CU. The knowledge that I can use rocks, trees, buildings and other terrain as effective cover--the fact I can back up and heal and re-engage... is adding a whole new level of strategy to PVP.
O.
akjedimaster wrote:
Well, I like the PvE implications. It will give us a role; we can just go prone and fire away. In PvP, it's not so easy. Sure you can send the tanker up to the melee, but they can run right past to you and ouch... maybe that only works with jedi though. I suppose if you can get em kd and in place.. but jedi are pretty much imune to that... /sigh
I did a full ranged template using master rifleman, master pistoleer, master marksman, and 3440 carbineer. Out of that I devised a little combo using the dive shot to help setup a sniper shot. In a PVP environment, outnumber 4 to one with chicken walkers I exacuted this combo and took my target down to half his life. Used stopping shot to root him on the spot so he couldn't run away. I KD him right after with charge shot to prevent any return fire. Did the roll shot to go prone and hit advanced sniper shot. His health dropped from almost full to half life. I was in mid kip up shot comming out of the prone position when the rest of that poor imps buddies nuked me off the face of tatooines surface
The point, the CU is geared around the assumption that players will make the most advantagous combat template for their playing style. A simgle combat profession alone cannot survive and is unbalanced in the CU system. However most combat templates are almost equally balanced due to their versatility of shots.
HavocMalic wrote:
Barbarians will never survive the new age of guns - history tells us so
Insightful that quote is. Let me add another one: history is always written by the victors. Therefore, history is always a matter of perspective. Sorry, I couldn't help myself.
TheLastV8 wrote:
Its totaly unbalaced.
They want a more fast paced game and they make the damage dealers have to go prone to use any good specials.
Not only very difficult in pvp but makes PvE impossible
I watched from the "on leave" sidelines last night at TC AH IMP base. The experts of PVP on both sides were jumping and darting about... stoping for one step to fire... Getting a bead drawn on you will get you borked by, it seemed, every REB there.
Everyone was in good sprits, no slam talk, or crazy stuff.. In fact we all ended up in AH, in a situation where NO red was showing on the other side.. so the PVP guys dueled while the rest of us watched... it was great. Time for this battle alone was about 40 min. That sure is longer then battles I have seen on the real servers. Anyway, my first attempts at PVP were junk but I guess you have to start somewhere.
It was fun.
Message Edited by NithSano on 04-26-2005 07:15 AM
Message Edited by NithSano on 04-26-2005 07:18 AM
My template is MR, MCH, BH 0/4/4/0
I did pretty well, though not becuase i think any 1 of my profs were over powered, but becuase they were powerful when combined.
Rifles on it's own isn't that bad, it's adding in BH that boosts it up (which i think applies to all ranged profs)
One guy i totaly recked, but he was MBH/MP/MM and all he did was root me and run to the edge of his range, while my cats chewed on him. and of corse the farther away he got, the more it hurt (him that is lol).
In fact everyone i dueled seemed invested in being as far away from me as possable lol
Those who have beaten me, have been those that got in close and stayed there.
There was plenty of other Uber ruuning around, (comando combo's seemed to do well)
I realy don't think it's MR thats over powered, just the whole profession combos showing their worth.