Rifleman Archive

Thread: What do you feel is our most urgent issue -=Sept 02 05=-

Chaosium_451
Fri Sep 09, 2005 10:16 am
#53

I'd like to see aim hold for as long as you are on a given target, orat least have LOS to a given target(maybe with a 30s cap or something if the powers that be think that is too much). If you switch targets or loose LOS to the target, you'd need to re-aim. Seems to make more sense to me to do it that way.


I don't mind kneecap as it is, and I don't think we need a root - we can dabble to get it. But snipershot is a one-trick opener. That needs looking at. Our most powerful special is usable only rarely (generally as an opener) and our second most powerful shot has such a high accurracy penalty that it is much less effective than comparable specials from other ranged profs.


I really liked the idea of accurracy buffs based on posture. But after thinking about it for abit,I'm kind ofthinking ranged defense buffs make more sense. IfI'm prone,I'm a smaller target - I should be harder to hit at range.


I hunt a lot with a MSwords / TKM. It is not possible for him to hold aggro in PvE if I am working to my full potential. He can pull a mob off me for one, maybetwo shots, tops. The cycle time for Taunt is way too high for him to have a hope of pulling a MOB off me once they get to me. A solution I see is to either increase the Taunt effects, or shorted the cool-down timer so they can re-apply it quicker. As it stands now, he can only sometimes use it twice in a given encounter.


I have an alt that is TKM, and I find I can hold aggro a little better, but only a little. A rifleman can still pull a MOB off me with two or three shots. To my mind, the coll-down timer for taunt is just way too long.



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Elder Jedi - Radiant
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Geddeo
Fri Sep 09, 2005 11:22 am
#54



Hey Acke, I have an idea for aim that might help us get our aim enhanced in the short term and set a trend to balance accuracy and defense buffs in the future.



I definitely think aim should be a way to counter cob and aura. This means that the low level aim should have an increase of 250 accuracy with a short timer. The mid level could have an increase in the timer, but still only have 250 accuracy. The advanced could have 500 accuracy and last just as long as the mid level 1. I'm thinking 15 seconds for the low aim and 30 seconds for theimproved and advanced, but that is something you will have to work out with the devs. This would give the rifleman the power to deal dmg in the field and give reasons to dabble and a great bonus to the master.



Now all this power will need to have a check in place. My suggestion is to negate all defensive bonuses when using aim. We are concentrating on hitting our target, not on avoiding dmg, so our defense should be zero. It only lasts a little while and we can choose when to use it, so I don't see the problem here, its a give and take thing. I'm not sure if that will be enough of a penalty though since we have very little D to begin with. Maybe go as far as lowering our speed like we are snared since we are concentrating on aiming at our target and temporarily negate armor. Basically make it hell for the rifleman who decides to aim at a target and gets hit by an attack in return. Make it so you can toggle the aim off with a 2 or 3 second delay to our defense and speed returning.



This would add a new element to pvp combat. Riflemen will have to time their aims and avoid combat at all costs for a slight increase in dmg. The devs seem to like this give and take thing. It might even set a precident and a similar thing will be done to cob aura and stances where they get increased defense at the cost of offense.

Message Edited by Geddeo on 09-09-2005 11:24 AM

PyscoJuggalo
Fri Sep 09, 2005 1:55 pm
#55






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.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Musicmaestro
Fri Sep 09, 2005 10:34 pm
#56



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.



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Karbal
Sun Sep 11, 2005 8:11 am
#57

Excellent summary Ack!! You and Tanks are two of the best corr out there IMO. Thanks for fighting for us.



Karbal
Former Jedi Hunter
miodac
Mon Sep 12, 2005 4:29 am
#58

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.






IGN: Tuxatl
erli
Mon Sep 12, 2005 5:23 am
#59






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.







Ackehece
Mon Sep 12, 2005 7:26 am
#60






erli wrote:








Thank you for the reply ^_^ sent on many of those ideas already ^_-




Gah typed to fast....

Message Edited by Ackehece on 09-12-2005 08:27 AM



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Encoded as per Garva




Korom
Mon Sep 12, 2005 9:41 pm
#61


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...


Edited....was told by my roommate...jedi...they can't heal those snare/root....i have to atribute the fact that they are dont stick for long to lag...i suppose...because in pve they stick for a significantly longer time.

Message Edited by Korom on 09-13-2005 10:43 PM

Kenwa
Wed Sep 14, 2005 5:40 pm
#62

dunno if any1 touched on this yet: but have knee-cap shot as a KD instead of a snare (thats when its fixed of coarse) cuz if u think about it..shot some1 in the knee and they fall down, it doesnt just slow then down




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Korom
Fri Sep 16, 2005 9:49 pm
#63

Having a snare that will actually hamper movement, and stick would be much more useful than a knockdown that people can easily recover from and be on their way to mashing your face with a large hammer, or a glow stick. Really what the snare needs is a positive accuracy modifier...that way it has a better chance of sticking on a target. Much the same way i feel the bh state shots need...but that's for another time and place. If it actually slowed the target by a significant amount to allow us to kite effectively then it would be very useful...it doesnt have to be anything close to the CM debuff, but still more than it is now. Either add accuracy and a larger movement debuff, or add accuracy and a longer timer, or a longer timer and larger movement debuff. Any of those combinations would make it much more effective in pvp.
Optimus142
Sat Sep 17, 2005 12:28 pm
#64

I Think Sniper shoot should have a very short knockdown. It would give us that extra sec that we need. And please make knee shot useful. We should be able to stayed concealed and still use Snipershot as well. Making the T21 the only rifle with a 80-90 meter range would be logicial do to the fact that we are snipers. Then we wouldn't have to wear those ugly cybernetic arms. And again liek I said in my last post. Make the T21 special. Make us have to do quest to find all the parts. ANd have some real hard quest that require time and effort to get a really special add on for us. SOmething to the like of the DeathWatch bunker for us or harder.
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