Rifleman Archive
Thread: What do you feel is our most urgent issue -=Sept 02 05=-
Message Edited by Geddeo on 09-09-2005 11:24 AM
Ackehece wrote:
Combined New Issues Thread:
General Issues
- Hate
- PvP damage reduction vs Heal Power
- Incap Timers way to short
- No allowing Ranged Deathblows means that on average a person recovers before ranged person closes for the db
- Posture
- Give aim bonuses like +200 for kneel and +400 for prone.
Rifle Issues
- Aim
- decrease timer (not so neccesary if length is increased)
- Increase size of accuracy buff x2
- increase length of buff x2
- suggestions from the community
- OK Aim, increase it's duration (I don't think they want to give us a 500 accuracy boost, though if they did that would be nice as well). Aim - 20 seconds, Improved Aim - 40 seconds, Advanced Aim 60 - seconds
- If they want to do what is in the parenthesis, Aim 250 for 15 seconds, Improved Aim 500 for 15 seconds, Advanced aim 500 for 30 seconds.
- Kneecap Shot
- increase effectiveness
- increase length of debuff
- Headshot
- remove accuracy debuff
- T-21 vs ALR debate
- Startle Shot
- posture change?
- Cover useability
- Timer on aggro - really needs to go
- more then one special needs to be able to be used under it
- Snipershot
- used once per fight if at all due to to many restrictions on it
- 20m min range + timer + huge cooldown + can't be used undercover = no use except in rare places
- Outdamaged and lesssac to fire two regular damage shots
- Player suggestions:
- make it so it can be fired standing up
- remove the warmup but leave the long cool down
- Damage Dealing
- We are not the nuker profession - we are outdamaged by BH and Carbineers regularly
- Our headshot does less damage (and is less accurate) then Legshot or critical shot
- our alphastrike attack is ineffectual
- cover is pointless in most places in the game due to los issues and and effective minimal range
- Running speed with rifle encumbrance??? (if our kneecap worked, not so much of a problem)
Sounds good to me.
Ackehece wrote:Combined New Issues Thread:General Issues
- Hate
- PvP damage reduction vs Heal Power
- Incap Timers way to short
- No allowing Ranged Deathblows means that on average a person recovers before ranged person closes for the db
- Posture
- Give aim bonuses like +200 for kneel and +400 for prone.
Rifle Issues
- Aim
- decrease timer (not so neccesary if length is increased)
- Increase size of accuracy buff x2
- increase length of buff x2
- suggestions from the community
- OK Aim, increase it's duration (I don't think they want to give us a 500 accuracy boost, though if they did that would be nice as well). Aim - 20 seconds, Improved Aim - 40 seconds, Advanced Aim 60 - seconds
- If they want to do what is in the parenthesis, Aim 250 for 15 seconds, Improved Aim 500 for 15 seconds, Advanced aim 500 for 30 seconds.
- Kneecap Shot
- increase effectiveness
- increase length of debuff
- Headshot
- remove accuracy debuff
- T-21 vs ALR debate
- Startle Shot
- posture change?
- Cover useability
- Timer on aggro - really needs to go
- more then one special needs to be able to be used under it
- Snipershot
- used once per fight if at all due to to many restrictions on it
- 20m min range + timer + huge cooldown + can't be used undercover = no use except in rare places
- Outdamaged and less sac to fire two regular damage shots
- Player suggestions:
- make it so it can be fired standing up
- remove the warmup but leave the long cool down
- Damage Dealing
- We are not the nuker profession - we are outdamaged by BH and Carbineers regularly
- Our headshot does less damage (and is less accurate) then Legshot or critical shot
- our alphastrike attack is ineffectual
- cover is pointless in most places in the game due to los issues and and effective minimal range
- Running speed with rifle encumbrance??? (if our kneecap worked, not so much of a problem)
Very nice.
Surely easiest way to improve damage situation is to either make ALR MRifle cert and then upgrade it or to make T-21 more uber.
Ackehece wrote:
Combined New Issues Thread:
General Issues
- Hate - Isn't this more of a Brawler or Brawler Elite issue? Taunt doesn't perform as it should, forcing Healers and High Damaged ranged into non-designated tanking roles. Yes it affects us, but is it really our top general issue? Increasing overall damage seems to be consensus Top issue.
- PvP damage reduction vs Heal Power - Ability to hit mind or mind regen. as a possible counter to effectiveness in healing?
- Incap Timers way to short
- No allowing Ranged Deathblows means that on average a person recovers before ranged person closes for the db
- Posture
- Give aim bonuses like +200 for kneel and +400 for prone.
Rifle Issues
- Aim
- decrease timer (not so neccesary if length is increased)
- Increase size of accuracy buff x2 - +150 Standing, +250 Kneeling, +500 Prone.
- increase length of buff x2 - 15/30/45 seconds for Aim, Imp. and Adv. respectively.
- suggestions from the community
- OK Aim, increase it's duration (I don't think they want to give us a 500 accuracy boost, though if they did that would be nice as well). Aim - 20 seconds, Improved Aim - 40 seconds, Advanced Aim 60 - seconds
- If they want to do what is in the parenthesis, Aim 250 for 15 seconds, Improved Aim 500 for 15 seconds, Advanced aim 500 for 30 seconds.
- Kneecap Shot - Cross professional skill that I doubt we see much improvement on. I'm somewhat surprised Kneecap shots and Firearm Strikes aren't reversed in the Pistoleer and Rifle trees. We're lucky to have a snare however poor it may be, but I would sacrifice it for damage that made it generally unnecessary in the first place to get up and start running.
- increase effectiveness
- increase length of debuff
- Headshot
- remove accuracy debuff
- T-21 vs ALR debate - Up the min. dmg. and speed on the T21 10-15%?
- Startle Shot - Here is the most likely spot to work for headway in the Damage vs. Healing fight. Either a shot that inhibits healing for a time, or go classic style with a shot that hits the mind directly or with a bleed. Last resort a shot that hurts mind regen.
- posture change?
- Cover useability
- Timer on aggro - really needs to go
- more then one special needs to be able to be used under it - open lesser specials.
- Snipershot
- used once per fight if at all due to to many restrictions on it
- 20m min range + timer + huge cooldown + can't be used undercover +prone= no use except in rare places
- Outdamaged and lesssac to fire two regular damage shots
- Player suggestions:
- make it so it can be fired standing up - or even when kneeling.
- remove the warmup but leave the long cool down- Extend the cooldown if it removes the warmup. Again, opening lesser versions of this shot would help tremendously.
- Damage Dealing
- We are not the nuker profession - we are outdamaged by BH and Carbineers (and Swordsmen, and Commandos, and Jedi, and maybe next week SLs)regularly
- Our headshot does less damage (and is less accurate) then Legshot or critical shot - Should be more Damage but less Accurate than Legshot, and More Accurate but less Damage than Critical Shot.
- our alphastrike attack is ineffectual
- cover is pointless in most places in the game due to los issues and and effective minimal range
- Running speed with rifle encumbrance??? (if our kneecap worked, not so much of a problem) - Dabble for more restraint, more TN, or healing to take the damage, not a big Rifle issue, less if improvements are made to damage.
- Open Lesser Specials - I really see this as being an easy solution to alot of different problems in the post CU world. It once again opens enough variety in specials so that a single mastery can feel more effective. It focuses on and adds to the profession defining abilities already inherent. It provides multiple shots while concealed, Head shots to alternate, Stack Aims, or Sniper shots to pile on damage. It is a small way to get more out of what is already there that I fail to see as being unblancing due to the other timers and checks already in place.
erli wrote:
Message Edited by Ackehece on 09-12-2005 08:27 AM
I dont understand how opening lesser shots will help that much...first of all they don't get the benefits of damage multipliers, or the later effects that the advanced or improved shots have...the only thing I can see that they would actually help is action conservation. Other than that, the rest looks very good Ack...thanks for the great job in organizing our issues!
Also, just as an aside, Snare/root, or any other type of effect can be easily healed by Jedi who know what they are doing, in BH fights, or in Mass PVP...that being said, snares are a big help against other profs that dont have our range, and they are a good resort when being chased. They just need to stick...
Message Edited by Korom on 09-13-2005 10:43 PM