Rifleman Archive

Thread: Current Issues *11-11-03*

Fred_Skinner
Wed Nov 12, 2003 3:27 pm
#66

Another thought, but not terribly important...


BH and Pistoleer get skills that compliment each other so well that it borders on ugly uber. There are other weapon examples that also are good combos, hence the proliferation of particular templates... except Rifleman. Could there beskill sets worked out to address this do help vary the going finite set of templates that seem to be.


An example might be (picking my fav) Rifleman/Ranger should make a good PvE hunter and confer some activated stealth skill when you master both. I don't know if that is the exact way it should be but you get the idea: there is no combonation of professions that really promote mixing with Rifleman or make MRM a worth while combo other then the MRM themselves picking a profession as defense of the crippling 250% damage mod. I've floated the idea of adding to Ranger something here, but what exactly and making it balanced is the tricky part.


I don't perhaps another might be... Squad leader gaining AoE attackbonuses? I still have no real concrete idea here but it is a shame that Rifleman have nothing to accentuate like Pistol does. Dunno, maybe I'm a bit envious of them ;P




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


LordDarkk
Wed Nov 12, 2003 4:58 pm
#67

1. mob warping (and player warping, but mostly mob warping)


2. rifle damage per second vs other weapon dps, especially at lower levels. its ridiculous that there are 500+ max damage pistols, which will shoot much faster than anything we'll ever have.


3. rifle accuracy and range. at 60m, i get a +15. at 65m, i can't shoot at all , and around 54-55m, the to-hit modifier starts going negative. thats a less than 8-9m window for ANY type of positive modifier to hit, compared to other weapons that have 20-30m positive mod windows AND the ability to run and not suffer HUGE accuracy penalties. i'd like to see our max range upped, and our accuracy bonus window incraesed. also, running should not be underestimated as a defensive bonus- if we aren't able to run and shoot accurately, fine, but give us something just as good (not a 2.5melee damage penalty )


4. broken rifle schematics/damage- tusken, spraystick, etc and all other weapon crafting issues


5. specials being broken, or not being beneficial and useful.




Dyvana Darkk - Starsider
JamgaGibbrad
Wed Nov 12, 2003 5:03 pm
#68

1. Mobs warping on top of us. This may be a nice feature/exploit for melee classes, but hurts us in PVE more than anything. I can live with the 2.5 damage multiplier if this is fixed, or at least greatly reduced.
2. HighMind costs of specials. Being able to target the mind pool is a great, powerful ability...except that we target our own so much that muon gold is needed to compete with other professions. Food that works would help, but it seems that a rifleman with Mind/Willpower/Focus maxed out through stat migrationshould be able to use specials more often than we can, without needing spice. After all, we're giving up a lot by having the lowest Health and Action stats, on spice or not.
3. Uselessness of the Concealment line. Concealshot is not useful for leveling but is fun, however the other three boxes are fairly pointless. As a ranger, I find it odd to find abilities in the Riflleman tree that should complement my Wayfaring, but do not.Even rifle crawl speed (which I understand is being removed...I have no problem with that) does not stack with the ranger's terrain negotiation. Camoflauge + Take Cover + Concealshot should be very effective in PVE and should have its place in PVP. As is, Wayfaring (from ranger) and Concealment are two nearly useless lines for me.
4. Unavailability of the T21 on some servers. It took a long time to get them on Intrepid, and I feel that this is a critical issue for those galaxies that still do not have a T21. AP3 is needed to be effective against some PVE mobs and in PVP. Make the T21 easier to craft with fewer specific resources...this would help make it more available on all galaxies...even on Intrepid it is the exception to find them in a Weaponsmith's shop, not the rule.
5. Startleshot is worse than Flushingshot. I don't think flushingshot is too powerful, so don't take this as a request to nerf it! But startleshot1 and 2 are the same as flushingshot1 and 2 without the ability to stun...this is obviously a bug or mistake of some kind.


Jamga

ITOAO
Wed Nov 12, 2003 6:09 pm
#69

The whole range issue is something i think is major. We should be able to attack at at least 70m. Or do something so that a pistol is can't shoot as well at distance as we can.



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ArianSix
Wed Nov 12, 2003 11:30 pm
#70

* Unnerf the T21
* warping mobs
* Fix AP in PvP so it actually works
* head3 v head2 is a bad deal
* HAM costs too high
* Melee damage too high
* take cover fails too often

-- A6



(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
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YarKi
Thu Nov 13, 2003 1:25 am
#71

1. Speed cap - Unacceptable. We are competitive in DPS at master only because of the 1sec speed cap. Master is worth achieving only because of the 1 sec speed cap. If the speed cap goes to 3 then there is no need to advance rifleman past flushing shot 2....actually it is not worth being a rifleman in the first place.


2. Range advantage - Please introduce it into the game. Even if pistol accuracy is reduced at longer ranges, it is way too easy to traverse 30 meters or so in the game to get into the optimal range and push the rifle into penalties. Trying to maintain the distance by moving puts our accuracy into a severe disadvantage as compared to those trying to close the distnace on us so it is not a viable tactic. We need longer range.


3. Need a high damage, single target random pool special. A sugestion -- since Startle shots 1& 2 are currently useless (Flushing shots are better and achievable at lower boxes). Change Startle 1 to have the same damage a Flushing 2 but single target. Change Startle 2 to same damage a Strafe 2 but single target. Thiswill also aidnovice Riflemen some.


4. T21 needs to be easier to make. The act that it is not even available on all servers is inexcusable.


5. Ham cost on specials is a little high.

UnitedTamerOfTatooine
Thu Nov 13, 2003 1:31 am
#72

1. MOB warping = insta death with the 2.5x modifier andno armor for wookiees -- X(


2. Going prone and warping - annoying!


3. Range of weapons at 64m in relation to Combat Medics and poison -- aren't WE (rifleman) supposed to be the range attackers ingroups?


4. Make the Bowcaster worth using as a wookiee with rifleman skills -- shouldn't a wookiee rifleman with a bowcaster dobetter than anyone else with a T21?




bpeter3
Thu Nov 13, 2003 1:34 am
#73

1. I do like the suggestion that one of the rifleman specials be changed to include a "posture down" attack. I'm fine if it only has a 33% chance of inflicting a posture change to as long as the damage isn't bad. KD may be over kill with a dizzy attack in the same line (ever been hit by a BH carbine that KD and Dizzy in the same shot?).

With a 250% damage from melee, and most things are melee, you never want to raise your targets posture so they can rush you easier. The optimal thing is to keep them at range and take advantage of the accuracy bonuses at "long" range. The longer they kneel or are prone, the better off you are.

The posture up attacks were apparently put in to make a rifleman an "anti-sniper," but nobody ever goes into cover or goes prone in PvP. It's suicidal to go prone in PvP since players can close on you so quickly and you can't shoot when your target gets close. Assuming someone did take cover, do you really NEED to get them out of cover?

2. Some variety in the damage types. I've wanted this for a while. All we have is cold/stun/energy and the cold isn't on a very good weapon IMO. I've seen mobs that I can't even damage (especially on Dathomir).

3. Warping/250% damage. One needs to be adjusted. IMO 250% is fine as long as stuff doesn't magically appear on you.


Some have mentioned more weapon types. That wouldn't be bad, but we have the same number of weapons as similar classes do (carbine, pistoleer) so I don't see this as an issue unless you want sweeping changes.
dahrocker
Thu Nov 13, 2003 1:50 am
#74

Issues:

1) MoB warping on first shot

2) Melee 2.5x penalty needs rework/rethought

why a penalty: big rifles are suppose to handle at close range. fine.
problem: not all our rifles are massive.

solution:
we need a scalable penalty to match the weapon.

small rifles:
spraystick



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AvengingJawa
Thu Nov 13, 2003 1:56 am
#75

I for one am going to hold off on my top 5 issues until after the next big ole patch. I think we could lose out on getting issues addressed if we prematurely determine what our top problems with the class are.


For instance, Iam afraid that, if we list"conceal shot doesn't work" as one of our top issues prior to this patch being implemented and this bug is already being addressed in the patch, the developers willsay that they have acted promptly to an issue that we wanted addressed. When, in truth, this issue, if I remember correctly, wasone of the top 5 issues AA took to thedevs in month 2 of the game when the devs asked for our first list of top 5 issues.


My personal opinion is that very little of the threads discussed on the boards are actually ever given to the actual development teams. I am sure that TH, and Holo, and maybe even Q peruse the boards occassionally, butI would imagine that Johnny and Jane Codewriter stuck in cubicle-land slinging code to fix things in the game do not look here for tasks to accomplish. Most likely the developmentteams are given a token few itemsfrom our list of 5 things that "we the community" think are our top 5 priorities.


After the patch is implemented our top 5 issues could be different.


Personally, my biggest issue with the game is thatI cannot find a nice hat. All I can findare those stupid sun-shades, ceremonial jester hats, swoop helms, and warm hat number 2. My hat issue really has little to do with riflemen, so I will just be quiet now.

Nastypope
Thu Nov 13, 2003 12:10 pm
#76

WHAT are my top five well here we go.


1) 2.5x mele dmg is a joke. On a side note how can a TK kill me in on hit and with a T-21 it never happens that I kill in one shot (PVP). Tired of running for my life all the time from any mele guy I see!


2) Warping Mobs and prone warping. (FIX this already!)


3) T-21 is a joke it cots so much to make most weapon smith wont even make em. Alsoeither make it more powerful or lower Ham cost on mind.


4) HAM is a joke iI get my but get beaucse all or moves take Mind and you cant heal that.


5) RANGE is a joke how can a pistol shoot as far a rifle answer it cant! Also how the hell can a combat medic throw poison farther than I can shoot my rifle? We need either a range increase or cap posion and pistol at 50m like Ranger traps. also on this if you slow down ourfire rate and dont fix this wacth as all the riflemen switch proffesion!




I hate Gungans, I hate Ewoks and I hate Jawas....so why am I a Rebel you ask? It is my overriding hate of the MAN !!!


Pre CU Jedi and Day 2 Vet since the game didnt work on day one.
DVader539
Thu Nov 13, 2003 3:12 pm
#77

Ask TH or any other Dev why many small, goofy, and/or complaint threads have gotten a Dev response, yet the 1400 reply, serious, constructive thread in the Discussion Forum has been going on for many weeks and offered great solutions hasn't seen a red name? Even the most simple acknowledgement!



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

Wolfdance
Sat Nov 15, 2003 6:13 am
#78

I am a master weaponsmith, and novice riflemanon the Ahazi server. We do not even have the t21, because the resources have never appeared. It blows my mind that this has NEVER been fixed. I can make all melee weapons, all heavy weapons, all special heavy weapons, all mines, all but one grenade, all pistols, and all carbines. Riflemen are the ONLY profession without their signature weapon. Also, the resources over the last 2 months have been such crap that the only rifles I can hit a decent percentage on are DLT20's. Or cdef if you count those as weapons.


Also, I keep seeing mention of wookie bowcasters. Do they exist in game? If so, why can't weaponsmiths make them? I'm a master, yet I don't have that schematic.


Kacky Kilpatrick - Master Weaponsmith - Ahazi


***Have you flogged a dev today?***


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