Rifleman Archive
Thread: IC 1-12: Combat Roles; Rifleman *TIME TO RALLY*
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Wekai
Mon Jan 26, 2004 12:19 pm
#66
I think we all agree on the idea of profession - balance, and the rock / paper / scissors balance of combat. Butthat comes frombalancing a strength with a weakness within your profession.Choosing a profession should mean choosing a strength you like AND a weakness you can live with. The more I think about it, the more I think that a rifle should be virtually unusable within melee range. As was said, we get good melee defense to reflect the fact that we're probably using the rifle as a staff, plus we get block as well. That's a big strength. But if that's so, you're standing there with the weapon in two hands, most likely parallel to your body. At what point in the fight do you get a chance to point and shoot? And what decent melee fighter would let you? At the very least your rate of fire should go way down, if not your accuracy or even your ability to fire at all.
Consider the real-life case of hunter vs. lion. From themuzzleto the longest range of the rifle, the fight goes to the guy with the biggest gun. From the muzzle in, the guy with the biggest teeth. This is the element that we lack right now, and it's whyso many folks are turningto the rifle. There is no reason to look for an alternative during melee, and there should be.
I'm a TK and a Rifleman (and a Bothan), and at all phases of a fight I'm better off kneeling with a rifle than standing with VKs. That needs to change, without a doubt. A 2.5x melee penalty would be one way to make me change tactics, as would a range-based speed cap or a drastic reduction in my defense mods. I'm either blazing away or blocking, but not both.
Nemain
Mon Jan 26, 2004 9:21 pm
#67
All any development team should ever do is listen to the general feeling players have towards any balance pass. All rifleman want more damage, and all non rifleman want them to be nerfed. Absolutely it's going to be that way, players only ever want what's best for them, so every player is going to go overboard in their requests.
So they're going to cap our speed, and give us access to the ability to make higher quality rifles. Something will probably be done to make our range more than pistols and something will probably be done to make us more vulnerable at close range.
A bonus for us is going to be coupled with some, as you all like to say, "nerfs". But I reiterate that nerfs are not that if you're already playing with a giant spiked nuclear warhead. I believe rifleman is perfect the way it is. But if a balance pass must be called for, cap the speed, up the damage, better ability to keep a player at range, and more vulnerable at melee range.
Draconegia
Mon Feb 02, 2004 7:27 pm
#68
I played EQ until they nerfed my druid so much that he couldn't kill a shrew. To SoE, all i can say is this; Don't nerf my rifelman into oblivion!! I cannot survive on my CH skills alone!! OH well, SoE has a record of nerf anything that they see as "Unbalenced", and i smell a great nerf brewing, as rifelmen P4\/\/ |\| more than any other profession i know.
Just don't nerf me again SoE!!
CaanonWeathers
Sat Feb 07, 2004 2:22 am
#70
The only time a Rifleman owns is when they catch someone off guard with a series of headshots or Advanced strafe 2's. Otherwise they get lowblowed, chargeshotted, Goraxed smashed, or warcried and beaten to a pulp. Rifleman is nearly useless in PvE and totally useless in PvP unless you're a master or 4/4/4/4(and you're still pretty useless here). We have no classes we can combine to compliment us unlike the other ranged professions. Nor do we have any KD's, states, delays, or posture changes(no, I dont count posture change up becuase I dont encounter many kneeled Melee classes). Rifleman in my eyes are balanced, and I fight them everday. I'm a TKA thats not even master andI ream Rifleman on a daily basis. Sure, they outdamage me in PvE but I can tank.
Sounds like ya'll want to suck, I'm not sure what the deal is. All suggestions seem to be either very complicated, or destructive to the class. I think everyone should agree that it's balanced and move on to what needs to be implemented and fixed. I watched a Two-handed swordsman, Master Brawler solo a Krayt and thought "**edit**, I can do that because I hit mind too!". I didn't know Krayt's could laugh. We have our flaws in both feilds, PvE and PvP. Frankly DPS shouldn't even matter.. I'm scared to spam attacks with my T21 unless I'm fully buffed and spiced up. . Then I'm still timid. Meanwhile a carbineer or pistoleer can toss on Bounty Hunter, full armour, full doctor buffs and they're ready to go.. specials wont cost them nothing. I gotta admitt, our guns are pretty big though.
Can we push on?
Shidevie
Wed Feb 18, 2004 2:51 pm
#71
SoE had nothing to do with DAoC. Wrong company...
Erdraug wrote:
Jeisyn what you fail to realize is we are the vocal minoirty. SOE did it in DAOC and they will do it here as well. They will listen to the vocal majority and do what everyone else thinks should be done to our class. I have become disillusioned with this game due to lack of content and lack of adequate communication between the Devs and the Player base. A nerf is going to happen just when is a mtter of time.
BlackEdge
Wed Feb 18, 2004 3:33 pm
#72
Shidevie wrote:SoE had nothing to do with DAoC. Wrong company...
Erdraug wrote:Jeisyn what you fail to realize is we are the vocal minoirty. SOE did it in DAOC and they will do it here as well. They will listen to the vocal majority and do what everyone else thinks should be done to our class. I have become disillusioned with this game due to lack of content and lack of adequate communication between the Devs and the Player base. A nerf is going to happen just when is a mtter of time.
Umm EQ is a completely different game, and the nerfs aren't as bad compared to the ones in SWG. A lot of the nerfs were either bugs that hasn't been fixed in a while (bards selo breaking root and snare), or things like dot kiting (only did 60 percent dmg on dot while the target is moving, but they put that back in).
But they never EVER did anything to the point of completely changing the classes.
A nice thing they did in pvp besides the 75 percent reduction dmg in pvp (which is the same in SWG) was when Luclin came out, there were AA (alternate abilities) that gave players the power to 1-shot people (lifeburn, manaburn, DT [deathtouch]). What did they do to fix this problem? Easy, rather then completely nerfing the dmg itself they did the opposite, It only did 75 percent dmg on the total health of that player. This kept pvp and pve seperate, so in pve they would do the exact full dmg.
What this meant was, there was no more one shotting people, the player had to actually do some dmg to reduce his health down to 75 percent before he could do his 1-shot move.
Be nice I think is they did something like this in SWG. The only problem is that resists work a lot different in EQ then it does in SWG, so that could cause some problems.
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