Rifleman Archive

Thread: Top 6 Major Issues

ZamMeLon
Fri Aug 15, 2003 4:56 pm
#66

oop spam.



also while remembering - take cover costs ALOT for a pre-fight special.




Nyii,
Shadow Gypsies
Kacos
Fri Aug 15, 2003 7:27 pm
#67

I just want to reiterate that it is very important that you bring up damage. Riflemen are doing a whole lot less damage than Pistoleers or Carbineers in PvE and PvP. Q's response about how we deal mind damage, which is generally unhealable is a bad reason. It makes sense for PvP, but it doesn't address the fact that Bounty Hunters also get a very good mind attack special. For PvE, it just makes no sense at all. I've seen one or two mob medics in my entire time playing and they certainly did not heal ANY HAM bar for their team. So, our unique advantage of dealing damage that cannot be healed is meaningless for PvE since mobs typically don't heal ANY HAM at all.
AldeonAvardulin
Fri Aug 15, 2003 10:59 pm
#68

You should be doing alot more damage then a pistoleer or carbineer, what weapon are you using? The only reason we should not be doing higher damage, is becuase AR vs un-armored players is broken.




----------------------------------------------------------------------------------
Like you Only better
Aldeon/Chadn radiant
ElectricBlue17
Sat Aug 16, 2003 12:03 am
#69

no more stutter step


ghille suits with PvP sniping advantages (or at the very least PvE)


no knockdown while prone (and slight invunerabliltiy while kneeling)


fix the godd amn T21, and get it out on more servers


give us some kind of advantage when againstthe almighty pistol like nerf their range I meaneven pistoleers are asking to make this fair


fix these things and I'll be happy to be a rifleman






___________________________________________________
Makavelli

Imperial Rifleman & Bounty Hunter

AldeonAvardulin
Sat Aug 16, 2003 12:15 am
#70

I updating the list to mass popularity.


1.) Pistol Accuracy vs Rifle Accuracy, also range modifiers included in this one. reduce pistol/carbine/heavy weapons ect.


2.) T21 (If the devs respond to this on the discussion boards from our bumpin I will remove it)


3.) 2.0 damage while prone, 1.0 while kneeling, normal while standing instead of the rifle 2.5 bonus.


4.) 100 percent resistance to knockdown, 50 percent while kneeling, 25 while standing, 0 while running.


5.) HAM costs bieng way to high


Thats 5 of the 6 that seem to be getting a majority of the people wanting.




----------------------------------------------------------------------------------
Like you Only better
Aldeon/Chadn radiant
TekDragon
Sat Aug 16, 2003 4:34 am
#71

Aldeon! You had better add the PvP unarmored AP bug into that! Even if they DO fix the AP of the T-21 we will still be doing 75% LESS damage against unarmored targets than we SHOULD be doing!



TekDragon DeSol
Duke Of House Atreides
Stamenflicker
Sat Aug 16, 2003 11:26 pm
#72

So after reading this entire thread, I wonder if I'm wasting my time on the rifleman tree. I was looking over the skill trees in detail today.


Confusing issue #1 Why would a pistoleer get a melee attack at all? I mean come on, give me a pistol without ammo and a rifle without ammo and lets start swinging at each other. Facts: The butt of my rifle is larger and thereforeSHOULD havea higher impact area in close quarters combat. The length of my rifleSHOULD give me mega range advantage for melee. The speed of my rifle swings SHOULD do more melee damage than a little pistol butt. The size (length) of my rifle is going to protect me more in melee than a pistol. So let's line up fellas and start swinging... O wait that's real life and we are playing in Han Solo country.


Confusing issue #2 What good is "COVER" when your enemy has a hud showing you as a big dot on their screen? I mean come on, at least make us invisible until you are withing 30 or 40 meters-- especially when the pistol can nab you prone from across the map.


Flick

FreakyGerbil
Sun Aug 17, 2003 3:42 am
#73

My biggest concern is HAM costs for special moves. They need to be lower to give a rifleman any kind of chance in a multiple enemy situation.



"If you strike me down I shall become more powerful than you could possibly imagine."
Hrathgar
Sun Aug 17, 2003 7:24 pm
#74

1. Fix the warping bug. Nothing like being prone, 55 meters away, then having your 2 melee targets go into hyperspace and wind up right next to you. And then deathblow you too just for fun. Three **edit**ing times in a row.

2. Remove the 3x damage penalty so you don't die so fast when they do magically warp to you.

3. Increase the range of rifle fire. If you take someone with a sniper rifle and someone with a pistol, the person with the sniper rifle will have killed the pistol user before the pistol user even saw them. Same with accuracy. A rifle has a longer barrel for a reason, and it's not to make it look good.

4. Increase rate of fire, or add a semi-automatic mode that increases rate of fire at the cost of accuracy. Again, it's not like we're using muskets that have to be hand loaded.

5. Fix the warping bug.

6. Fix the **edit** warping bug!!
israiley
Sun Aug 17, 2003 9:06 pm
#75

i would like to suggest conceal shot removing us from radar in pvp...our target should have to visually click on us to target us. i think this is the only way to make conceal shot worth a **edit**



rail

"Well sir, although I may not agree with what you say, I'll defend to the death your right to say it."
-Voltaire/Peter Griffin
Sashi
Mon Aug 18, 2003 3:56 am
#76

Tusken rifle lost its ar 1 factor and its kinetic damage in the last patch; spraystick lost acid. They now both do energy. When dealing with higher level critters, losing 2 damage types is a big problem.



Sashi, Master Sharpshooter, formerly Master Weaponsmith, now working towards fisherman.
DarthTomm
Mon Aug 18, 2003 5:30 am
#77

How about the fact that for every1 shotI get with my laser rifle, pistols shoot3 or4 times, and do practically the same damage I do with each of those shot.


In my combat chat I see:


You hit creatureAfor 349 dmg


player xhits for 250


player xhits for 150


player xhits for 200


player xhits for 300


You shoot at creature a for 200 dmg


This is just an example, but its fairly close to what I do see. Now just multiply that by 2 or 3 players in a group of 5, and you can see why we are getting xp so slowly in groups. I also have a t21 but its almost twice as slow as my laser rifle and does 100-200 more dmg per shot, but they shoot twice as many times as me.


I would also like to stress that we make sure to explain precisely what we mean when we talk about the pistol accuacy at long range. Please don't let them misunderstand again. Use phrases like "the pistol never loses accuracy no matter how far it is from a target" or use specifics "At 0-64 meters the pistol is hitting at 100% accuracy, this is not how it is supposed to be."





TYTAN®
Master Rifleman ► ◄ Master Teräs Käsi ► ◄ Master Brawler
LUCAN' ROKA®
Master of Lightsabers ► ◄ Master Defender ► ◄ Healer 4004
Kondahsa
Mon Aug 18, 2003 3:55 pm
#78

I agree with stamenflicker that having a pistol melee attack (i.e. pistol whip) and no corresponding rifle melee attack is just plain lame and is my major concern apart from what others have already mentioned (which, considering the length of this thread already, I won't reiterate here).


I think this could be easily fixed by introducing a bayonet ranged weapon powerup that could grant riflemen a melee attack for point blank fighting (i.e. you would sacrifice outfitting your rifle with a normal powerup in order to have the bayonet equipped). Let's see you pistol whip me as Ilunge an 8" steel blade into your belly bub.


Kondahsa

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