Rifleman Archive

Thread: Rifleman Issues Designer responses

TipsyMcStagger9
Tue Aug 12, 2003 8:49 pm
#53

Block does not work!!!!!!!!!!


I have +10 block, never have I ever (and I do a lot of pvp'ing) blocked a shot.


My guild mate is master rifleman, never has he ever (and he pvp's and hunts even more then I) blocked a shot.


What's the purpose of that tree without block?




00111111111111111110000011111111111100000000000
00000000011100000000000011100000000111000000000
00000000011100000000000011100000000110000000000
00000000011100000000000011111111111100000000000
00000000011100000000000011100000000111000000000
0000000001110000000000001110000000011100ownsyou
BaronJedi
Tue Aug 12, 2003 9:38 pm
#54

Compare the Pistoleer issues post to the Rifleman issues post. And the reaction posts following them. I mean it is just so sad that I don't no whether to laugh or cry. We get a "We'll look into this" and other responses that just don't make a bit of sense. Pistoleer gets responses like "Great idea! We'll try to implement this down the road." Duel wield pistols? Holsters? Twirling effects?! More certifcations?! Some profession issues those are...and that is from the first week?! *sigh*





Draxx Py're | Master Rifleman | Master Squad Leader

)D(ark )F(orce )R(ising
AldeonAvardulin
Tue Aug 12, 2003 9:40 pm
#55

Thats not how it was originally said, they shortened it all down to a small topic. T21 was in the 2nd weeks report. They only answered the 1st week.



----------------------------------------------------------------------------------
Like you Only better
Aldeon/Chadn radiant
Ekhvram
Tue Aug 12, 2003 10:06 pm
#56

Oh well, plz hotfix the SG82/Bowcaster/T-21 bugs--there isn't much to ponder about with them they obviously bugs and not weighty balance issues.




/palmfist....should have been an Eye-shotting pistoleer/BH as they replace any need for us with none of our fallbacks whatsoever.




_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
DuelsenD
Tue Aug 12, 2003 10:21 pm
#57

dont knwo if this is mention, no i'm not ready to read 3 pages to find out.



/mindshot1 and /mindshot2 do absolutly ZERO XP for the rifleman. sure they kill the target just fine, but thats a freebee.



tried and tested many times,

xDarkChilde
Tue Aug 12, 2003 10:46 pm
#58

I hope Bowcasters are being looked into as well as the SG82



----------------------------------
Wakkawacca Master Doctor/Rifleman(1/1/1/0)
Worshippers of Sith { WoS}
Current Location: Theed, Naboo, Garoth
psycowars
Tue Aug 12, 2003 11:45 pm
#59

Did any of you read the responses to the pistoleer concirns I fount it interesting partiularly these three.



1) Special Moves – Disarming shot 1, multi target pistol shot, pistol accuracy cap, dodge, and pistol melee defense 2 don’t seem to be working properly.


dev response= These should be fixed. We’ll change disarming shot to only damage the weapon rather than the target.



Is'nt this great for them. They get all their special moves fixed we only get like 1 or two things "looked at"



5) Certifications – Need more certifications in pistoleer skill tree. There are plenty for marksman, but only one in Pistoleer.


Dev response = We’re planning to add more weapons, and that should fix this problem.



Great just what we need pistoleers running around with "new, improved, faster and stronger pistols"



6) Duel Wield – Players would like to be able to duel wield pistols.


dev response= This is a great idea. We might be able to do something down the road



Yea that is a great idea, pistoleerswill get to hit you withbodyshot3 with 2 FWG5's killing you twice as fast as they did before.


Thank you dev's forshowing ushow much you really love the rifleman profession by making it easier for people to kill us!






Necronomicus Xzar
MASTER SMUGGLER
Faction points 110cr per point...Slicing at 5k per item.
Iri
Tue Aug 12, 2003 11:49 pm
#60

Guys don't say anything till you see the patch...


Try it out... then complain.


Has anyone tried Rifleman on test center? Maybe they can offer us some insight.




Vectus Irongrave
zRhyno
Wed Aug 13, 2003 1:31 am
#61

this is good..nono this isnt just good, this is hillarious.


pistoleers get respones that dual pistols are a good idea and will be looked into. we get responses that basically say too bad ,pistols will still own rifles no matter what range.


im going to go cry now.







R H Y A I M E S
R o g u e U n d e r w o r l d
MANDALORIAN DUNGEONMASTER®
zRhyno
Wed Aug 13, 2003 1:40 am
#62

2) Heavy Weapon Stats – The stats for the heavy weapons is hampering the profession, with 0 ideal range, severely unbalanced range mods, and apparent lack of accuracy in these weapons.


These are meant to be extreme close range weapons.






LOL that means that being our T-21 also has a 0 ideal range, were meant for extremely close range! lets go and charge those dewbacks with our T-21 fellow riflemen!


back to crying...







R H Y A I M E S
R o g u e U n d e r w o r l d
MANDALORIAN DUNGEONMASTER®
Sandzibarr
Wed Aug 13, 2003 3:21 am
#63

1) 2) 3) and 5) - hmm bug fixes are always good.

4) - urm.. so basically.. all weps are the same at the end of the day in the dev's mind.. cept for the fact that: they target diff pools.. rifle kills you faster in melee.. and up close/medium range.. has a much smaller 'sweet spot' area than the other two.. and we dont get a good move to hold targets at this range... and its slow.. and this is as designed.. WOW! i thought these devs had experience in game balance.. oh well.

by sweet spot i mean this (chance to hit): + = good, - = bad, scale is range.

max |++++|------------------ min: rifle
max |----|+++++++++++++|---- min: carbine
max |++++++++++++++++++++++| min: pistol

rough piccy but you get the idea. please correct me if im wrong.. but this is the reality of range as it stands in game. AND I DEFY YOU HOLO/Q TO PROVE OTHERWISE!!!!!!

6) As other people have stated.. 'Thankgod i hit mind.. those durni medics might have turned the tide of the battle otherwise' - classic! i feel a new sig coming on.



10011001100110011001100110011001
01100110011001100110011001100110
10011001100110011001100110011001
01100110011001100110011001100110
10011001100110011001100110011001
01100110011001100110011001100110
10011001100110011001100110011001
01100110011001100110011001100110
10011001100110011001100110011001
01100110011001100110011001100110
SANDZIBAR : IMPERIAL COLONEL : ACE : SNIPER

Sandzibarr
Wed Aug 13, 2003 3:26 am
#64

how about...

pistol use over 32 meters - "Target is out of range"
carbine use over 48 meters - "Target is out of range"

flame away.. /me puts on the asbestos suit



10011001100110011001100110011001
01100110011001100110011001100110
10011001100110011001100110011001
01100110011001100110011001100110
10011001100110011001100110011001
01100110011001100110011001100110
10011001100110011001100110011001
01100110011001100110011001100110
10011001100110011001100110011001
01100110011001100110011001100110
SANDZIBAR : IMPERIAL COLONEL : ACE : SNIPER

TyrimMant
Wed Aug 13, 2003 3:41 am
#65

Everyone seems to be making pistoleer comparisons here. Personally, every pistol user I run into on Naritus has one weapon in particular they prefer, namely the scout blaster. 60-123 dmg, ideal range 19, attack speed 1.7, special cost 11 23 11, to use my friend's as an example. Other pistols edge up in damage some, but also in delay to the 3-4ish range - so everyone goes back to the scout blaster. Unsliced.

About as close as riflemen come to that setup is the 'I bet it isn't even supposed to be a rifle weapon' weapon, the spraystick. Mine is 11-139 damage, 30 ideal range, 2.0 attack speed, 14/42/42. This is all unsliced as well. Cert level III weapon.

I understand there are valid complaints about range and accuracy between pistols and rifles, but for the people complaining about the PVE effectiveness of rifles versus pistols, keep in mind it seems to be centered around one pistol in particular, and that pistol probably has, just a hunch, crappy AP. In fact, it's entirely possible that even the best pistol may have an AP limit (Max is 4, right?) compared to the other weapon trees.

I'm a rifleman all the way, myself, and I think the devs could at least explain 4 and 6 better (6 seems real important to me, but 4 is just confusing.) But, keep in mind that there's still a lot to be learned/revealed about combat and weapons in this game (especially considering that, as far as I know, a lot of the optional parts in advanced weaponcrafting are bugged and are therefore producing some crap weapons.) Sure would be nice to know more, but, it's too early to get depressed yet.
Page 5 of 18