Rifleman Archive

Thread: Rifleman : PvP Issues

BoveApako
Wed Aug 18, 2004 3:31 pm
#66






Acadai wrote:

Being a Master Swordsman and working on Master Rifleman
I have a suggestion for the Combat Revamp that no one will like:
Have the Rifleman speeds like that of Swordsman.

The 2 Professions are the inverse of each other, so why should Rifleman be hitting for 1/sec and Swordsman not?

and what about a CoB for Ranged? if meleers can "think about self preservation" why can't ranged?
maybe call it something else, but give us something to boost our Dodge/Block/Counter.



If this were the combat balance ranged WOULD have a counter, from what ive noticed the devs envisioned /aim to be the counter to center. Think about it, hes increasing his defence mods vs. ranged, taking your accuracy down, if you used /aim to counteract that accuracy decrease you would probably be more likely to hit them.




Bove Apa'ko
Carbineer
California Über Alles.
Ivon
Wed Aug 18, 2004 4:09 pm
#67







Acadai wrote:


Being a Master Swordsman and working on Master Rifleman
I have a suggestion for the Combat Revamp that no one will like:
Have the Rifleman speeds like that of Swordsman.

The 2 Professions are the inverse of each other, so why should Rifleman be hitting for 1/sec and Swordsman not?

and what about a CoB for Ranged? if meleers can "think about self preservation" why can't ranged?
maybe call it something else, but give us something to boost our Dodge/Block/Counter.






the current thing that 100% counters cob is intimidate btw...


swordsman hit cap with speed mods, they dont without. rifleman hit cap with speed mods, they dont without. Pattern?..





-Hi
LiakyK
Wed Aug 18, 2004 4:38 pm
#68

It was just a thought I had.

btw I did MR?MSL for 10 months so I know that deal lol.

Im not saying someone who isnt pure combat should be able to beat a pure combat person, but at least make them somewhat viable in PvP.



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
Towelie-LXIX
Wed Aug 18, 2004 5:23 pm
#69






Waste93 wrote:

Stacking needs to stay. If we get rid of the ability to stack defenses we would also probably have to do the same for offensive skills. What this does is move this game from a Profession based system to one that is a Class based system.


The other point is from an RPG view. How is it that just because I'm holding one weapon over another I suddenly forget how to defend myself?






I agree with that, stacking also makes it important to have some group pvp, you can't do everything at once, while some may not believe it, it does put an emphasis on group pvp.



Towelie (Radiant)
Towelie' (Ahazi)
Galactaman
Wed Aug 18, 2004 9:08 pm
#70






Issik wrote:

Lunge2, 30m range. Its 15m and 20m due to server lag

Strafe2, 64m range.


Nuff said.


Melee Defense:

Remove it all. Having a mod that makes us easier to hit for holding a rifle and a mod that makes us harder to hit (both in melee) is just absurd. It only contributes to cross-profession stacking, which make us look far superior than we are. I've said it once and I'll say it again, "A melee rifleman is a dead rifleman." Remove ALL the melee defense from the Rifleman skill set. Its 15m and 20m due to server lag, I'm sick of that misconception









-Wicecak Nauskaun
XaverriJade7
Thu Aug 19, 2004 12:14 am
#71

Having a pure combat-oriented template does not make you better than anyone. Knowing how to use your skills does. Seems to me that people like to think putting 200 points into combat gives them an 'I win' button when fighting someone with 95 points in combat skills.


As for stacking, I'm all for it. The Dodge/Counter needs to be kept in check, but I never saw melee or ranged defense get so high on anyone that it made them invincible(And I had around +190 ranged defense before caps were put it ). The Def. vs. states is fine with me as it always was too. If someonehas +100 or more Def. vs. KD, I don't feel cheated if I can't KD them. That's another thing people rely on too much to try andcreate an 'I win' situation. There are far more tools at anyone's disposal than just Dizzy + KD.





Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
Kachada
Thu Aug 19, 2004 12:47 am
#72

Yes, however sinking all skillpoints into combat will give you an advantage. Not a garunteed victory, but the advantage is still there.



Kachada
Master Rifleman of Bria
-------------------------------
Krakoa
Aspiring Ranger & Swordsman

XaverriJade7
Thu Aug 19, 2004 12:51 am
#73






Kachada wrote:
Yes, however sinking all skillpoints into combat will give you an advantage. Not a garunteed victory, but the advantage is still there.





Obviously, but a players skill(not that this game allows for a whole lot of that)is more important than the actual skills they possess. I won't dispute that having more skills is an advantage, but people rely too much on spamming their best move to win. I'monly warning against that.





Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
Greeblesnort
Thu Aug 19, 2004 6:47 am
#74

it helps if you find the block or counterattack message and change the color...I found that it made a big difference to my perception of both skills when I could clearly see it in the combat spam window
KardenTyrell
Thu Aug 19, 2004 6:52 am
#75

this is also a good idea for Miss messages, armor hits, and your pet's attacks....



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
Vinjar
Mon Aug 23, 2004 3:25 pm
#76

Raaaaaaaange! We need more range. 64m...192ft. That sucks. We are snipers, silent assassins. At least 90m. I'm pretty sure Carlos Hathcock and Vassily Zietzev were in range of an ambitous rock thrower. Why should we be. I wan that TKM to think twice about charging that additional 30m whilie I'm plugging away at his mind.




VINJAR NEOCU
- DIES ON 11.18.05 -
Waste93
Mon Aug 23, 2004 3:35 pm
#77






Vinjar wrote:

Raaaaaaaange! We need more range. 64m...192ft. That sucks. We are snipers, silent assassins. At least 90m. I'm pretty sure Carlos Hathcock and Vassily Zietzev were in range of an ambitous rock thrower. Why should we be. I wan that TKM to think twice about charging that additional 30m whilie I'm plugging away at his mind.




Range probably isn't going to be changing. Which is part of the reason we can't be Snipers in my opinion. There are other issues of course. But that is one of them. Which leaves us with our role as Infantry with some Sniper-like abilities. But even there, Infantry can fire at more than 64m. So we have to make do with what we have and make it work for us.




Colonel Waste - The Wookiee Crusader
ThorrValcyn
Mon Aug 23, 2004 7:16 pm
#78

Waste93,


I am an aspiring Bounty Hunter / MRM and I would like the LLC in BH to be a rifle! Many BH's already have

brought this up as BH has to master marksman, and from that point on, never picks up a rifleagain! Isn't the

prefered weapon of choice of real life assasins some type of silenced rifle?


I forone think this is a great shame as I am not able tofinish to any great degreemy sniper / assasin "Dream".


Just my thoughts. BTW your doing a great job at the corospondant thingy



Thorr Phyre
Bounty Hunter / Master Rifleman.
Coming soon, for a Dark Jedi near you !
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