Rifleman Archive
Thread: Current Issues
I didn't read EVERY single post, but I thought I should mention the following:
Jax and Narglatches (and a few other creatures and some other... tactics) allow someone to go from novice rifleman to master rifleman in about half-a-day to a day. Obviously, while this is not directly a nerf on rifleman, has a severe effect on Rifleman being an "elite"(hardly elite when it'seasier to get than Survival exp)profession.Anyways, after pointing out that oversight(I am pretty sure jax aren't supposed to move slower than a rifleman who is crawling...), I want to move on to some ideas I'd like passed along:
1) Make it so rifleman have a delay of say, 1-2 seconds on switching to a different weapon, or at least the 250% melee damage taken still applies. In PvP right now, that huge damage increase is basically a moot point, because most people will just switch unarmed, and run away until they can safely get a shot off. This is a counter-strike style idea, basically where you can't instantly switch from say an AWP to a pistol(sorry for the CS reference) for close range.
2) I noticed that you made posted an idea on enhanced rifle range, but I think that this in general would unbalance PvP, though it is a good idea, so I thought of some r
I didn't read EVERY single post, but I thought I should mention the following:
Jax and Narglatches (and a few other creatures and some other... tactics) allow someone to go from novice rifleman to master rifleman in about half-a-day to a day. Obviously, while this is not directly a nerf on rifleman, has a severe effect on Rifleman being an "elite"(hardly elite when it'seasier to get than Survival exp)profession.Anyways, after pointing out that oversight(I am pretty sure jax aren't supposed to move slower than a rifleman who is crawling...), I want to move on to some ideas I'd like passed along:
1) Make it so rifleman have a delay of say, 1-2 seconds on switching to a different weapon, or at least the 250% melee damage taken still applies. In PvP right now, that huge damage increase is basically a moot point, because most people will just switch unarmed, and run away until they can safely get a shot off. This is a counter-strike style idea, basically where you can't instantly switch from say an AWP to a pistol(sorry for the CS reference) for close range.
2) I noticed that you made posted an idea on enhanced rifle range, but I think that this in general would unbalance PvP, though it is a good idea, so I thought of some refinements. First, I think that the skill AIM should slightly increase our range with each use, as well as our accuracy. Secondly, I think thatsome skills should have less range than others. For example, snipershot, as it is supposedly our most precise shot, should have less range than just regular shooting.
3) Again, not directly aimed towards rifleman balancing, but fix the freaking TEFs, if someone gets a DB, they should be the winner, not the target for excessive griefing. This hurts rifleman the most in my opinion, when someone can walk up, smash your head in with a pike, all without you being able to fight back. Simply put, TEFs should be cleared upon death.
4) Also, I really like your idea of reducing master rifleman speed, but again I have some refinements. If we are going to lose speed, we should have more accuracy. If we aren't shooting as much, we are spending more time aiming, and as such, we should have better accuracy(from a "realistic" standpoint).
5) Not really a fix, but just a cool idea that I would really really love, and relates to the creature herds aggroing, and creature sniping in general. Basically, there would be powerups that act as silencers, with different levels of modifying. As of now, you can get off 3 shots on a creature before he attacks you. Basically, with these "silencers"(made by weaponsmiths, maybe enhanced by concealment level?) you are able to get gradually more and more shots off before you are aggro'd. I think this would really help our endgame and our need for a tank in PvE, and be very cool...
Anywys, thanks for reading the long post, and sorry about the double, i'm still having trouble with this forum
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I was thinking that perhaps they should make the COVER skill more effective as we gain skill boxes in Concealment Tactics. The current implementation is thatthe higher the cover skill, the higher the success rate of entering cover status. But I'd prefer that higher cover mod would give us higher Range Defense instead of higher success rate.
To tell the truth, at Master Rifleman, I failed 2 times out of3 times to get into cover position. Its pretty ridiculous if you ask me since I could sometimes get into cover position easier when I'm just a marksman with a low cover skill. The mod doesnt seem to match up with the cover skill at all.
There's also another question that I wanna ask you guys but I dont really know if it relates to the Rifleman or not. For the whole of today, I havent gotten any + or - to my faction with the other pple other then the Imp & Rebel fp. Valeria faction,jabba faction and such are not moving at all despite the fact that I killed their pple. I check the faction value and it didnt change at all. Dont know if this is a serverwide issue or izit just me. Would be glad if someone could help me in this area.
" Valeria faction,jabba faction and such are not moving at all despite the fact that I killed their pple."
It could be your capped. 5000 is the max faction.
Go prone
Cover
stand back up, you are unable to run without logging out, or "zoning" via transport / Death.
Tanker9 wrote:
Love how our corrispondent thinks we should be nerfed. FIRE HIM.... ever try and compete for xp with any other class? Ever try and kill a mob for xp that doesnt run like a sloth? If I get hit i go DOWN and hard. Most mobs in game are melee and we have no extra range, miss more, and fire slower than any other ranged class. Our dps really isnt any higher unless we use mind bleeds which dont give xp shares (key issue). Thus we cant properly group, if we miss first shot in pvp which is common, we die before the next shot.
Tanker, it would help alot if you read through all of the posts. Ive repeated myself alot of times, thoughout the entire thread, and others have repeated what ive said. Go and read through ALL of my posts before you post something. It helps alot especially when someone probably posted it, or when your completely wrong in your posting.
"Go prone
Cover
stand back up, you are unable to run without logging out, or "zoning" via transport / Death"
Wierd, I didnt have this problem when I was testing it. Were you fired at? Or get hit at all while in cover? I tested exactly that fir Suprise shot, and I didnt have this problem. Ill test it a few more times to see if it happens everyonce in a while.