Rifleman Archive
Thread: Our 3rd Question(Version 2.1)- All Riflemen, Please Read. [Updated Again!]
Latest 19 answers...
http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=15830#M15830
Rifleman
Why do we have +40 (or so) at 60m with a laser rifle, and then -50 at 64m? Will range modifiers be reviewed in the new balances?
Again, absolutely. These changes are they types of things we want to address in the Combat Balance.
JayBurns wrote:
Currently a rifleman at master gets more speed bonus than a master pistoleer,and a master marksmen/riflemen/+2 riflespeed tape can hit the speed cap with anything. This is absurd because a pistoleercan't even hit the speed cap on most pistols at master, they would have to pick up a few tabs from bounty hunter to equal the speed of riflemen (that's an extra77 skill points, just to master scout). And to add insult to injury, pistols don't have near the damage or AP of riflemen. What if they pinched a little riflespeed from the tree, just enough to make a master pistoleer and master riflemen do the same DPS. Would many of you be opposed to taking the riflemen down a few notches?
I'm just interested, because it seems this thread is mostly about improving riflemen, which frankly I don't think it needs.
Welcoming your constructive input,
JBurns
Onichi wrote:
Latest 19 answers...
http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=15830#M15830
Rifleman
Why do we have +40 (or so) at 60m with a laser rifle, and then -50 at 64m? Will range modifiers be reviewed in the new balances?
Again, absolutely. These changes are they types of things we want to address in the Combat Balance.
Umm... isn't the question in this thread supposed to be our question? or is that for the next round? *This Wookiee is confused*
To be honest, this isn't much of a surprise. Since I began to draft this 'Question 2' for us, I wondered ifit may have been too late. This range question is an important one too though. At least it was simple and we got an easy, honest, straightforward, and pleasing answer! YAY! ![]()
I'll edit this thread to reflect that it's likely what we'll want to know for out '3rd Question' in 2 weeks or so- if this is indeed what we want when the time comes. ![]()
Message Edited by XaverriJade7 on 06-03-2004 04:32 PM
eXcali1979 wrote:
how about they reward their broadband clients! I mean we don't cause nearly as much server side lag as dialup.
LLJK_Griz wrote:
They've said they can't increase ranges because of limitations of the game engine and bandwidth. If combat is possible at longer ranges, then the server has to send data about everything in that range and it'd become unplayable for dialup users.
Currently a rifleman at master gets more speed bonus than a master pistoleer,and a master marksmen/riflemen/+2 riflespeed tape can hit the speed cap with anything. This is absurd because a pistoleercan't even hit the speed cap on most pistols at master, they would have to pick up a few tabs from bounty hunter to equal the speed of riflemen (that's an extra77 skill points, just to master scout). And to add insult to injury, pistols don't have near the damage or AP of riflemen. What if they pinched a little riflespeed from the tree, just enough to make a master pistoleer and master riflemen do the same DPS. Would many of you be opposed to taking the riflemen down a few notches?
I'm just interested, because it seems this thread is mostly about improving riflemen, which frankly I don't think it needs.
Welcoming your constructive input,
JBurns
JayBurns wrote:
I'm just interested, because it seems this thread is mostly about improving riflemen, which frankly I don't think it needs.
I commend you all for keeping your tempers and replying to my posts maturely about your feelings on a slight nerf, although some of you did get above a slow smolder, you did not burst into flames. I would be happy if they fixed pistol specials, kept the new high mind cost on riflemen for headshot3, and implemented the original idea the developers had for ap > ar calculations (found at the bottom of this link, in yellow text).
http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=12599&highlight=armor+piercing#M12599
JayBurns wrote:
I commend you all for keeping your tempers and replying to my posts maturely about your feelings on a slight nerf, although some of you did get above a slow smolder, you did not burst into flames. I would be happy if they fixed pistol specials, kept the new high mind cost on riflemen for headshot3, and implemented the original idea the developers had for ap > ar calculations (found at the bottom of this link, in yellow text).
http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=12599&highlight=armor+piercing#M12599
Thank you and regards,
JBurns
PostScriptum:
I can't believe jedi cried foul in their 19 questionsabout a feature that isn't supposed to be in the game.
We can hope they do not implement that AP vs AR system. The reason is simple. It is worthless to have AP weapons in most cases. Since it only lowers the armor condition it is only of use in PvP.
Who cares if you lower the armor of a MOB since it isn't going to repair it.
Lets not forget, most people do NOT PvP. They PvE. This system might be good for PvP, but it would be horrible for PvE.
JayBurns wrote:
...HS and RM are the onlycombat professionsthat have anything more than AP1...
Carbineers' Laser Carbine is AP2 if I'm not mistaken. Also, Commandos have several AP2 weapons and two or three AP3 ones ![]()
Besides, HS and RM are the heavy hitters of melee and ranged combat respectively. Giving everyone else AP2s and AP3s would kill the whole 'circular balance' concept.
I'm not saying everyone should get AP2/3, I'm saying the damage enhancement tied to those few weapons shouldn'texist at all. All that should be happening is that if AP>AR, there is no penalty and the weapon will inflict damage as normal. If it's too hard to implement the increased damage on armor when AP>AR without adding that extra damage to the target, then simply take it out of the game.
JayBurns wrote:
I'm not saying everyone should get AP2/3, I'm saying the damage enhancement tied to those few weapons shouldn'texist at all. All that should be happening is that if AP>AR, there is no penalty and the weapon will inflict damage as normal. If it's too hard to implement the increased damage on armor when AP>AR without adding that extra damage to the target, then simply take it out of the game.
No. If AP does not add damage but only increases weapon armor decay it's useless for anything but PvP.
What you will have is all weapons doing almost the same damage. AP won't be relevant except for causing armor decay in PvP. So there is no real difference between professions. Just graphics and damage types.
But it would mean having some pistols with AP0 being just as effective as a T21 in PvE. Which makes no sense.
There was a large analyses of what would happen to various weapons if this system was implemented. The post was late last year on this board. You can search for it if you want. But it shows how doing this kind of system is nothing more than a huge nerf to all AP weapons while a major boost to AP0 weapons.