Rifleman Archive

Thread: next months Top 6

EricTheO
Sat Sep 06, 2003 1:17 am
#66






AldeonAvardulin wrote:



2.) It may not always work, but it worked neough to keep them 30-40 meters away from you at all times.


On a side note, as long as you keep moving melee will never be albe to hit you. The reason is, becuase of lag issues, if your moving, melee will actually be like 10 meters away from you, when they need to be a max of 5 meters away.






2.) .....is wrong it does not keep them 30-40 meters away at all times, running may if you are lucky and you forget that the HAM costs negated the spamming of many specials.


On a side note....Melee range has never worked correctly with animals or NPC's. Even in Beta a animal or NPC with only Melee attacks would reularly do damage to you from long range. Shouldn't Melee range be done according to the weapon used. Just like ranged weapons not working correctly according to there type short, medium, long ranges.







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Erictheocca, Wookiee "The Tree People"
Master Ranger / Master Sharpshooter
Wroshyr Order of Kashyyyk (W.O.O.K.) - Elder Historian
"Let the Wookiee Win!"
J Alacio Island, Naboo, Bria

EricTheO
Sat Sep 06, 2003 1:22 am
#67

Forgot to add one problem....


If I use Take Cover then conceal shot, when I stand up and try to move I am doing normal run at a walk and walk is at a crawl speed. So far the only way to beak this is to relog. And no I have no state icons after the combat has ended. This leaves me very vunerable. I /bug'd it.





e
Erictheocca, Wookiee "The Tree People"
Master Ranger / Master Sharpshooter
Wroshyr Order of Kashyyyk (W.O.O.K.) - Elder Historian
"Let the Wookiee Win!"
J Alacio Island, Naboo, Bria

Draxous
Sat Sep 06, 2003 5:11 am
#68

1) Range a pistol should not be as accurate as a rifle at long range. Eather increase the range at which combat occures or lower accuracy on pistols specs.


2) Ham costs seem to high when you compare our DPS to other classes. Rifleman are effectively killing themselves in pvp unless their useing low ham costs weapons.


3)2.5 melee damagebonus is to high. Currently pets in pvp force a rifleman to unequip his weapon due to fact if we keep our weapons equiped the mobs will incap us in 2 hits. The fact most pets run at 1.5 to 2 times speed of pc also doesnt help. Pc melee classes should still get the 2.5 bonus damage. But npc and player pets should not.


4)Cover does not currently work as does little other then making you a stationary target. Due to fact player can close in on a rifleman extremely quickly. I would like to see cover make the rifleman invisable on radar allowing them to actualy snipe (even if you only allowed sniper shot while in cover)


5)Mind regeneration is to slow even on a Zabrak with 500 forcus and 900 willpower its still painfull waiting on mind ham to regenerate.


Other issues if others get fixed


6) Rifles need to be rebalanced there should not be 1 rifle which is superior to others. A good jawa rifle should be as effective as a T21 if each weapon is used to max ability. The current crop of extreme materials being droped by mobs such as krayte tissue does not help rifleman as require large amounts of these materials to make a better rifle. While pistols only require 1 such amount. This means that some pistols can do almost as much damage as a laser rifle yet shot 3 times faster.


I do not aggree with the posts that state a bounty hunter should be superior then a rifleman a bounty hunter should be superior if he exploits the fact he can be effective at all ranges. A rifleman is master of long ranged combat. Rifleman should do most damage and win consistantly if battle occures over 50m.






SpecialForces
Sat Sep 06, 2003 5:31 am
#69

Just give us our stats back on the T21



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Osiris Zoran
WoW > SWG
nuff said
bobsyouruncle0
Sat Sep 06, 2003 5:38 am
#70

1. 2.5 damage modifier ---report it again they need to know this is important


2. Teleporting mobs


3. Prone warping is still a problem


4. Rifleman have a sniping line but no way to snipe (tab to us or see us on radar)


5. T-21's?? I think they are myth...still have yet to see one on Bria. So can't report on effectiveness


6. Have limited effectiveness against Baf mobs. Concealed ,or Camo'd, the mob doesnt' know where we are but all his friends and relatives do...which, given #1, makes Baf mob's extraordinarliy difficult to hunt. So number 6 is to fix Conceal...and if they do it right may take care of # 4.

Mortu_Intrepid
Sat Sep 06, 2003 9:57 am
#71

1. 2.5x damage modifier


2. inaccuracy


3.slight buffs to add some usefulness toSG82, jawa, DLT, etc. schematics


4. lower some of the most severe HAM special costs

Adasi
Sat Sep 06, 2003 10:05 am
#72

Fix the Take Cover bug for Rifleman/Rangers. It is not an acceptable workaround to have to relog..twice..after every fight if you take cover. For those that don't know what this is, after taking cover and standing up the unfortunate Rifleman/Ranger is stuck walking..slowly. To fix this you must relog, after relogging you are stuck and can't move at all. Relog one more time and you're unstuck and can run freely again. I strongly believe this has something to do with the effectsof Terrain Negotiation being higher then 50.



I can care less about any other issues we might have..until this is fixed all the Concealment Tactics line is useless to me. This bug is a show stopper..never should have went out the door with it in place.

Feynan
Sat Sep 06, 2003 10:50 am
#73

-This is a feature request, instead of a bug fix. I want Take Cover to take us off radar (can we at least get a response to if this is possible?). As soon as we hit the person they'll know where we are (auto-attack points them right at us), but it's a perfect solution to our PvP problems, in my opinion, and makes us real "snipers". This also makes that entire Cover line worthwhile. Or, maybe make it so that at Master Cover (not sure of the real name, but the top of that skill line) grants this addition to Take Cover, that way not everyone has it.


-Accuracy. We're snipers, we're supposed to be able to hit anything, no matter how far away it is (within reason). How come we miss anything that is smaller than the moon when it's only 60m out? Simple fix: increase the Rifle Accuracy skill mods in the Sniping Accuracy tree.


To be completely honest, in my opinion, these changes would make us perfect, but not overpowered compared to some of professions. Instead, it makes us what we're supposed to be.




Colonel Feynan Forsythe
Alliance Ace Pilot
PsychoticChipmunk
Sat Sep 06, 2003 5:27 pm
#74






Feynan wrote:

-This is a feature request, instead of a bug fix. I want Take Cover to take us off radar (can we at least get a response to if this is possible?). As soon as we hit the person they'll know where we are (auto-attack points them right at us), but it's a perfect solution to our PvP problems, in my opinion, and makes us real "snipers". This also makes that entire Cover line worthwhile. Or, maybe make it so that at Master Cover (not sure of the real name, but the top of that skill line) grants this addition to Take Cover, that way not everyone has it.


-Accuracy. We're snipers, we're supposed to be able to hit anything, no matter how far away it is (within reason). How come we miss anything that is smaller than the moon when it's only 60m out? Simple fix: increase the Rifle Accuracy skill mods in the Sniping Accuracy tree.


To be completely honest, in my opinion, these changes would make us perfect, but not overpowered compared to some of professions. Instead, it makes us what we're supposed to be.






Exactly, thats why it will never happen. Good idea though, too bad this is like an episode ofThe Oblongs and all our suggestions just go to the furnace...ah well at least the dev's will stay toasty



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Wanji
Sat Sep 06, 2003 10:47 pm
#75

1) Remove defense penalty against melee.


2) Remove monster special warp next to you while your prone ability.


3) Review rifle accuracy.


4) Increase rifle range.


5) Make T21 resources more available or make T21 use more available resources.


6) Give us the ability to disable Auto-Defend. I hate to stop automatically and then normal fire at an obviously very red NPC who can always outrun you and melee you to death in two to three hits.

AsarAlubat
Sun Sep 07, 2003 4:29 am
#76

I know you have been given alot of suggestions here and you eventually try to decide which are most important before your submission...



PLEASE make sure at the top of your list is making our LISTED ABILITIES work, IE, conceal, crawl, cover, etc etc, without these were are NOT riflemen and are NOT snipers.....both of which they obviously intend us to be based on the skills listed.



Btw, I really like the not seen on radar idea when concealed...





_____________________________________________________________________
Jedi/Bounty Hunter/Medic/Spy/Content
- JKO -
Sashi
Sun Sep 07, 2003 4:30 am
#77

These are from my limited experience as a 3-0-1-1 rifleman and a weaponsmith. Hopefully this doesn't make them any less important.


Rifle-Specific:


1) 2.5x damage mod. If it hasn't been addressed from the first top issues list and it's time for a new top issues list, I think it's safe to assume the issue has been ignored. If it's a big issue, why not include it? Otherwise it will still not be addressed, and the excuse will be, "Oh it wasn't in your most recent top issues list." Some sort of carrot here from the team would be nice. Modifying this damage multiplier would ameliorate a lot of other issues although not fixing them entirely, including the heavy weapons melee damage bug, teleporting monsters, etc.


2) Accuracy. The big problem here is that (taking a laser rifle for instance) you have a so-so accuracy at exactly 60m, then it drops insanely fast to 64m. Being as inaccurate at 61-64m as a pistoleer means the pistoleer wins out by a long shot, due to RoF and DPS. Decrease the max range penalty of the rifle, at least the long-range specific rifles (including laser/tusken, to a lesser extent E11) and you MAY see a change in accuracy between pistols and rifles at the ranges at which rifles are supposd to excel... that is if the style accuracy bugs are addressed. (I haven't tested these enough to give a quantifiable suggestion but I do seem to miss a lot more with specials than with normal shots.) The 64m range limitation is unfortunately an engine problem that we may have to live with. So either change the maximum ranges of pistol/carbine as suggested elsewhere, or actually allow the rifle to fire better at max.


3) Tusken and Spraystick. The Tusken, pre-8/13, was kinetic/AR 1. The spray was acid/AR0. Both are now energy/AR 0. I've brought this up a number of times here and on Weaponsmith, but nobody seems to bother much with it, as the crippling disadvantages of losing these damage types is not evident for most low to mid level situations, plus our early game experiences have turned most of us off to the Tusken so that we never gave it another look. Vs. high level targets a selection of damage types is extremely important. Since 8/13 until Radiant's resource shifting was unbugged, we had a choice of damage types between energy, energy, energy, and energy.


4) AR in PvP. Without this functioning, only raw DPS matters in PvP. The big advantage of holding a heavy rifle with all of its horrid penalties is the ability to punch through armor. Not in PvP though.


Non-class specific but really hurts riflemen:


1) Eye shot. I think enough has been said on this.


2) Melee damage bug for heavy weapons. Ditto.


3) Warping monsters. Same. This is most likely a technical issue with the game's pathfinding algorithms though, and may not be fixable for a while. Therefore the only bandaid we can get on it is changing that 2.5x damage multiplier that nobody seems to have responded on. Hell, we've had newbie insurance since time immemorial to compensate for the inability to fix the corpse bugs in a timely fashion, so why not this?


4) Defenses not working. This is a big issue for riflemen, because of (once again) 2.5x melee damage, but actually getting these to work would also help to rebalance a lot of the class problems that we see. The fact that BH's have basically no defensive skills may even matter. It would also raise some more, like the fact that pistoleers have the best melee defenses in the game, better than melees, but I digress.


Some general things I've observed on this board:


1) The whole "get master rifleman" issue. Sure I'd like to get master rifleman, someday, but maybe I just want to not be slaughtered while running to a meeting, or a harvester, or whatever by one light blue Meatlump Cretin with a pointed stick. If the answer to all our problems is "get master rifleman" then there should be an in-game note somewhere saying "WARNING: You are worthless unless you 'get master rifleman' so don't bother." In addition, why bother to "get master rifleman" just to be effective? The reason people post questions about how to fight better is generally because they are looking for experience, which you don't need anymore when you "get master rifleman." The other thing is that if the class is meant to be top-heavy, as it seems to be from all the "get master rifleman" posts, MMORPG history dictates that at some point when the class is somewhat fixed and there are some master riflemen running around owning, the top end will eventually be nerfed to be in line with other classes, or worse than them. Therefore you now have 16 skill boxes of being weak so you can eventually get a master box that is still weak.


2) The whole "group" issue. This is an ancient and flawed suggestion that's tossed out by community relations people when they can't figure out how to fix a class. The class that is good at soloing will also be better in a group, unless it's a bard-type group support class. The rifleman is not. In a group the pistoleer/BH/Commando Nouveau/CH/flavor of the month soloer is going to hold his own better, not be one shot killed as much, and therefore contribute more to the group effort, as well as be more experienced because he is not limited to groups in his leisure hunting time. If the rifleman is intended to be a group support only character, you may as well forget it, since at that point the class is relegated to the status of begging for groups of more soloable and therefore effective characters out of charity. I don't think a rifleman aspires to be a charity case, but lately I've felt more and more like one.




Sashi, Master Sharpshooter, formerly Master Weaponsmith, now working towards fisherman.
Winnowill
Sun Sep 07, 2003 6:00 am
#78

Oh yes, I heartily agree with almost all the suggestions here, though there are more than 6... but I feel inclined to add one more:


Why oh why oh why.... When I /takecover and and do surprise shot (or any other shot really) on a BAF creature, why do all its friends instantly know right where I am and teleport on top of me? The creature I am attacking wanders helplessly looking for its attacker, only I am quickly incapped or worse by all the others. However, when my scout friends use /maskscent they can stand right in the middle of the herd blasting away and the creatures all wander around stupidly or aggro on me. It makes no sense. Oh, and worse, in order to /takecover I have to be prone. So I am lying there uselessly too. One more thing about /takecover... if the creature moves out of range by the time you /aim etc. you can't stop the attack (peace) because you get a message about not being able to do that while immobolized. So you stand up and instantly are firing (even though you were out of range while prone). Very very annoying.

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