Rifleman Archive

Thread: Latest Dev post regarding combat GASP Rifles included!

Talas213
Thu Sep 18, 2003 6:03 pm
#53

did anyone else get the feeling that when Q3PO got to rifleman he had no clue what the classes issues were other than we're unhappy ? /sigh


hopefully they realize that they need to adjust toHit and the special movessuccess probability needs to be per unit timeand notper shot (which favors faster weapons).

PsychoticChipmunk
Thu Sep 18, 2003 6:10 pm
#54

And they didn't even mention our ideas about being blanked out of radar or increasing the rifles range. I never thought they would go for them...seeing how they have never really helped our class out but I figured that we would get some sort of closure on some of our ideas. They basically just told us aww look at the poor little crippled boy wanting to be good at things he clearly isnt good at (everything) too bad this isn't communist Russia...in communist Russia rifleman kills you.



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Gazkan
Thu Sep 18, 2003 6:31 pm
#55

That wasn't Q-3PO's message.. that was Q-3PO posting what Dan the moron developer was proposing to do to the combat system.. Complete revamping lmao, maybe this guy's been living in a cave the last couple of months and doesn't know the game has actually been released. No matter who this guy is what has been proposed is just plain foolish... maybe he feels it's better to be a creative developer than to be a good, and professional one. Of course this is just a proposal.. they better bring it to the test servers first and they will see for themselves how foolish it is.
PsychoticChipmunk
Thu Sep 18, 2003 6:33 pm
#56

What I dont get is will the aim command still taketime? Cause if they drop that then it will be alright but if we still have to use that for PvE on top of the 3 seconds...**edit**, thats allI can say...**edit**



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PsychoticChipmunk
Thu Sep 18, 2003 7:07 pm
#57

Yes, but what if we miss our first one shot? If a pistol can kill me in their 6 free shots after I miss not to mention running in so the odds of me hitting them are nill now it isn't really balanced...its more of a roll the chance cube, if you get red you kill them if you get blue you die. Of course I"m at the low end so I don't know how accuracy is stacking up so maybe that is inverted (yay) but none the less if its basically a win or die with no in between well that just doesnt seem right. Oh and I do want one shot capabilities don't get me wrong.



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LordHosstyle
Thu Sep 18, 2003 7:20 pm
#58

To those who are saying that complaining about this is tantamount to the chicken lil syndrome, I'd point out that Riflemen where already FUBAR, we were expecting any new news to be a dramatic improvement. As several other classes can 1 shot ppl w/o any of the rifle drawbacks in PVP as it is, we were looking to be made competitive. Now that we do hear news, it's that rifles are firing too fast. Even though the fact that the devs hate the rifleman profession is now a given, they deemed it neccessary to further hinder our abilities?


**edit** **edit** **edit** **edit** and so on




Hosstyle Darkblade

The Wandering Weaponsmith
Imperial 2nd Lieutenant
4/2/4/3 Rifleman
Master Weaponsmith
The Greatest Trick SOE Ever Pulled Was Convincing People They Didn't Hate Riflemen
Iodan
Fri Sep 19, 2003 12:55 am
#59

Take a look my brothers, much to say about all combat professions...


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036


Here are some highlights you will REALLY want to comment on, in a nice and constructive fashion of course:



"My proposal is that we implement a variable speed cap based off of the weapon. So pistoleers and 1hswords would use a .5 second speed cap, while riflemen/pikemen would have a 3 second minimum speed."


Yuck... But read the whole thing, it is actualy pretty encouraging.

Iodan
Fri Sep 19, 2003 12:57 am
#60

Let me add this so we don't go over there gunz a blazin.


"The end result is that weapon/class differentiation would increase, which would allow me to enhance the functionality of each class. I could raise the damage on carbines/rifles because I would be guaranteed that they wouldn’t be fired as quickly as pistols."


And they say they don't hate us too.



Seflyn
Fri Sep 19, 2003 2:31 am
#61

I would have to disagree there LordHosstyle, currently rifle isthe best elite combat class at master. I'm talking about just master rifleman Vs just master pistoleer. At novice it is a very different story of cource, with the pistol coming out miles ahead of the other 2 classes.


However we do pay for the advantage we hold at master with a LOT of disadvantages, pistols have very few, this is why we should hold the advantage in my opinion.


The thing that makes master rifleman worth getting is.....the speed! Once you take away that speed you just negated the reason why master rifleman is good at master.


If you notice in Holos posts about the T21 he was not concerned that master riflemen could fire so fast, I doubt he even knew, his reasoning was thathe didn't want someone doing that much damage in 1 shot.


What I do not understand is how a rifleman is going to be doing 6x the damage of a pistoleer, without doing even more damage that the old T21 did in 1 shot.




_________________________________________________________
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
Teflon_ak
Fri Sep 19, 2003 2:52 am
#62

If this is true SOE will have lost a customer, this is complete BS and I didnt grind my way all the way to Master so I can see the mother of all nerf take away what I worked so hard for. SO screw changing profeesions, I am going to hit them where it hurts , the pocketbook. The only way I would stay is if I could redistribute the points I have accrued in rifleman to something else and lets face it that aint gonna happen.



So to the Dev's you will see a mass exodus if you Nerf us again. some things are fair but this is ridiculus.




STill grinding
Eltestor
Fri Sep 19, 2003 3:14 am
#63

I REALLY hope they do not make pistols 6 times faster.


A pistoleer can do up to about 500 ish unmodified pvp dmg per stopping shot. So they will be able to do 3k dmg every 3 seconds. This would mean to have equal dpsa riflemanwould have to hit for up to 3k pvp dmg with strafeshot2. Even if they let us do 2/3 their dps it would mean 2k strafeshot 2s in pvp which wont happen either.


Will the developers raise our dmg this much? um noo. It won't happen.


The developers say they don't hate rifleman but they sure as heck want us doing 70% less damage per second. Man the part that is sad is we will use more ham from an unhealable pool in order to do our 70% less dmg and take 2.5 times the melee dmg.

PhredViell
Fri Sep 19, 2003 3:26 am
#64

/sigh


I wanna be a sniper.


Sure a Tusken Raider picked off a Pod Racer at full speed, but he had to take a bunch of pt shots first. That sounds familiar somehow.... Sure Zam Wessel picked off a moving hover droid without leaving a mark on the Jedi holding it, but it was just a wee droid... And the greatest in-movie distance kill to date wasZam getting a poison dart in the throat. Oh, wait, that was Jango Fett, a bounty hunter....


I should've known better. I'll just go back to playing JKII:Jedi Outcast. I can be a sniper there.


/sigh


Newest gripe for me: "Riflemen do Mind Damage -- it's their forte!" "Riflemen use Mind Pool -- but no-one else does targetted Mind Damage!" "Oh, there's Eyeshot, and the max damage on LLC and others can randomly hit Mind Pool...." "We don't hate you. We only mock and torment you." "Bwhaahhahaha!"


/bitter


I'll get over it. I enjoy the RP aspect more than most, so it's not a game-quitting situation for me. But hey, I feel for the rest of you who have a greater interest in mechanics and gameplay. AND who have already invested UMPTEEN hours into the profession. I will continue to be bitter on your behalf. I don't really believe the Devs hate us, but I do believe they've overlooked some glaring and obvious lapses.


/naive


But they'll fix it. I know they will.....



Niix Starkyller [Intrepid Server]




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The adventure continues! GF6Q: Inherent Danger ::
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Groovefest 7 arrives in March, 2005.







Rencon
Fri Sep 19, 2003 3:32 am
#65

Fine, speed cap at 3 sec, i dont have an issue with that....


IF


1. Pistols can't hit the side of a barn at 20m


2. Riflemen who is prone decides to shoot at you from 50m = YOU DIE 99.9% OF THE TIME.




__________________________________________________
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