Rifleman Archive
Thread: Current Issues *11-11-03*
Seflyn's is perfect, nothing more to say.
JJSMIT1 - i completely disagree with your comment about Sniper Shot! A lot of rifleman DO pvp, and having snipershot is 1000% essential to my success. We are the only class with a Ranged DB and this is an extremely valuable gift. I wouldn't trade it for anything. though, as seflyn mentioned, it should have a higher accuracy bonus. ham costs seem fine on the shot.
I do agree that we need a powerful single-target attack. whether that be Random Ham, or make Headshot 3 a more powerful/useful mind attack. I think we need both. currently HS2 is far more useful due to ham vs dmg and that can't be right.
so to add to the list of issues:
1. Make HS3 useful. it should be powerful, but shouldn't wipe out our own minds at the same time.
2. Give us a 4 or 5x random ham single target shot. Currently, I use Surprise shot if i'm in a group and need to dmg health/action without agroing unwanted mobs. which brings up another point -
3. Is surprise shot supposed to be used while in cover, or would you like to make it a non-cover shot. if it's going to be used from cover, plz make it something special! if it is a non-cover shot, maybe convert this to the random-ham Highdmg single-targeshot we're missing.
these are just little tidbits of things, Seflyn's post is the "TRUE TOP 5" imo.
I really only have 2 BIG issues with rifleman:
1) Fix the weapons!!!
-Bowcaster should do kenetic or maybe blast and needs to be fixed so it can acctually be "deadly in the right hands" as its description states
-Tusken Rifle should do kenetic
-Spraystick should do acid
-T21 needs either less HAM or bigger damage, spped is fine
2) Warping!!!
-Prone warping is one of the most annoying things ever
-Second only to maybe creatures warping on you while you are prone
-Chewon
2/0/4/2 Rifleman, 2/4/3/0 Doc, Master Medic, Master Marksman on Valcyn...need more muon gold!!!
Being a wookie rifleman -- cool but gimped ![]()
I knew there was something I forgot. ![]()
HS3 would have been in there for sure, HAM cost is too high for the damage increase.
Agreed on the sniper shot, sure give it a PvE use but don't you dare take away the ranged DB part! ![]()
To be honest I wouldn't mind seeing startle asthe single targetx5 attack, after all it is a 4th box skill, with surprise shot fixed so it has to be used from cover and turned into something useful.
I suggested long, long ago in a post far, far away that Sniper Shot should do high damage on non-incapped and DB in incapped. Is this really such a bad idea on a tier VI skill? Would you feel better having such a skill at Master then?
I think the Sniper title would have such a thing, imho.
First of all...Welcome Klawlegna.
1. 2.5 mixed with BAF and warping is instant death. Needs to be removed or fixed.
2. Damage types of our rifles
3. HAM costs- Other professions can hit mind and can heal the pool it pulls from. Why not change our costs to action as well? Or make any mind attack from ANY profession have mind costs.
4. Using Headshot 3 kills us faster than eyeshot (slighty exaggerated for effect)
5. Please no 3 second speed cap!!!!!!
I think all these issues are great. The logic between them all:
1) The T21: This is our best weapon. Yes, the heavy AP is great, and if it wasn't for this, I wouldn't still use one. Obviously, the amount of tissues needed should stay high in correlation to the other elite weapons, around 6 I believe, but make it so that a Krayt T21 is even POSSIBLE. It is a slower gun, it's a beast. I think the speed on it is fine. I think with the change in balancing speed for the novices, changing the gun is not necessary. Although the max dmg is low (about 350 unsliced), the heavy AP adds more damage onto it, so it goes a little further. But, it is still discarded for laser rifles, mainly due to the aforementioned speed at novice and HAM costs. Just take a Muon Gold, people. The gun is powerful, I know it was uber before the nerf, but we are still pretty powerful. I can take down a Giant Krayt in5 minutes. By myself.
Break it down. 1) Reduce # of tissues. 2) Keep the range of min to max damage about the same (about 150-350), but shift it up slightly (200-410). 3) Accuracy with it is bad inside 40m, but so is everything else. Can the accuracy dip down, but go back up at point blank? I mean, how is it impossible to hit them in the head with a rifle in their face? This mechanic makes no sense.
2) The balance of the tree: I have cleared the novice hump, but it took me forever. I'm a little more than a casual gamer, but it is impossible to get any kind of consistant XP that's not a kreetle if I'm not in a group (ok, that's a little extreme, but it's true). If the speed caps before we get to master on the SA tree, why keep giving bonuses after that, if it does nothing since it's capped? The Novice Rifleman box should have at least an extra +10 to the speed mod. Adjust the tree, not the guns. It depends on how fast the person pulls the trigger and fires, not the rifle all the time. So skill should affect speed more.
Fix block. Otherwise, that tree's modifiers are worthless, and we get nothing but moves. Kinda dumb. Discused later.
3) Warping. Yes, it's terrible. We are the only people that complain about this because we are the main class that goes prone, and we are VERY vulnerable, so the warp means death (or at least incapped
). This affects all ranged weapon classes, so I bet it's being worked on. Just like rubber banding with burst runs into water.
4) The AE shots. Rifleman are "Sharpshooters" and "Snipers", not sprayers loke all these moves apply. So, how is it that the most powerful damage attacks that aren't mind are not one target oriented? It helps, I like these moves, it shows class versatility. But other than overcharge, a heavy, focused attack should be thought about. Also, if you're a rifleman, you should be able to hit someone in the leg to change their posture. This will IMMENSELY help PvP, giving us something to keep the others at bay with while we can get back in range. I have never used the 'posture up' attacks, they are utterly worthless. I'd rather have them be posture down attacks.
I tried not to repeat what everyone was saying as much as possible. I feel that this should be looked at in a more 'logical' point of view...as in what rifleman could and really do in real life, to make the game more realistic.
I would love to be a Rifleman Correspondent. If any of you feel like quitting, I'll apply for the job
.
1) MoB warping on first shot
2) Melee 2.5x penalty needs rework/rethought
purpose: big rifles are suppose to hard handle at close range.
problem: not all our rifles are massive.
solution:
we need a scalable penalty to match the weapon.
small rifles should be inline with pistol/carbine counterparts.
medium and large sized rifles should have the weapon usable
for a melee defense attack. the defense attack should scale to
the weapon size/weight. When I shoot a t21 3 times at
a jawa and miss each time, i can understand. The gun is as
big as the jawa, I should be to use it as a short staff
(like the tuskens have) and smack him upside the head with it.
small rifles: no penalty or inline with pistol/carbines
spraystick: small than most pistols, barely bigger than hand (rodian)
e11 rifle: its same as e11 carbine
medium rifle: jawa ion rifle - small melee penalty
large rifles:
t21, laser rifle, dlt20, dlt20a: large melee penalty
3) rifle damage types to be fixed
spraystick: acid attack? current energy
tusken rifle: kinetic, currently energy
4) need breakdown from Dev of shot dmg/effects to check if they function
as planned. Also an explaination of what /takecover really provides.
I still find it hard to believe we have/need 2 sets of shots flush/startle
that stun/raise posture. These types of things would help clarify
what we have and if it works.
5) 3sec cap would be crippling w/o other compensation.
Rocker
Imperial Rodian Rifleman, MCH
Corbantis
Chewon wrote:
-Bowcaster should do kenetic or maybe blast and needs to be fixed so it can acctually be "deadly in the right hands" as its description states
Wow I LOVE that Idea. If you read the Lucasart's standard description for the bowcaster it says that it fires EXPLOSIVE projectiles!
Doing blast damage would actually make the wookie sniper very useful for fighting all sorts of MOBs and FACTION stuff!
We are balanced against PvP but not PvE. The few times we could get dev responses before, we were told that we should be happy because we can target mind pool and DB from a distance. These advantages only apply in PvP, whereas our disadvantages (2.5x melee damage, missing at ideal range, high HAM costs, slow fire rate, no melee defense move) carry over into PvP with nothing to compensate.
Riflemen aren't unique in this regard, as several balances to PvP make PvE too easy (Creature Handlers) or hard (everyone else.) But Rifleman is unique for delivering skills with no PvE application at all.
An E11 rifle is physically identical to an E11 carbine, but you'll take less damage holding the carbine.
A DH17 carbine is physically identical to a DH17 pistol, but you'll take less damage holding the pistol.
How does a melee weapon know what you're calling it?
Arrrgh. That should be "our disadvantages carry over into PvE with nothing to compensate." But you all know that.
KapowBzapp wrote:
These advantages only apply in PvP, whereas our disadvantages (...etc...) carry over into PvP with nothing to compensate.