Rifleman Archive

Thread: From the lips of the developers, no actually stolen from a Jedi post

Sturngard_Blastshield
Wed Jun 08, 2005 5:11 pm
#66

Just a sanity check:


In the context of this post, are we all forgetting elemenal damage?


What I mean by that is this...


Do we have confirmation that the devs have implemented 100% of the elemental damage system? I was under the impression that they have not as there is currently no need to wear any armor other than kinetic/energy?


If the case is that the elemental damage system has not been integrated 100% over the underlying combat system (With armor being a tell-tail sign that it has not been) we need to include elemental damage as one of the dynamics, perspecitves, dimensions or "elements" to the list with dps, speed, accuracy, range, min range ect.


It appears that it has been completely left out of this entire convesation.





Sturngard Blastshield
TFO Military Commander
Executor of TBF‘s Will


Vicotnik
Wed Jun 08, 2005 5:16 pm
#67






Sturngard_Blastshield wrote:

Just a sanity check:


In the context of this post, are we all forgetting elemenal damage?


What I mean by that is this...


Do we have confirmation that the devs have implemented 100% of the elemental damage system? I was under the impression that they have not as there is currently no need to wear any armor other than kinetic/energy?


If the case is that the elemental damage system has not been integrated 100% over the underlying combat system (With armor being a tell-tail sign that it has not been) we need to include elemental damage as one of the dynamics, perspecitves, dimensions or "elements" to the list with dps, speed, accuracy, range, min range ect.


It appears that it has been completely left out of this entire convesation.







Isn't elemental damage just broken currently, though?


It seemed to work fine during CU testing, though not on live...





--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
Ackehece
Wed Jun 08, 2005 6:27 pm
#68






Vicotnik wrote:





Sturngard_Blastshield wrote:

Just a sanity check:


In the context of this post, are we all forgetting elemenal damage?


What I mean by that is this...


Do we have confirmation that the devs have implemented 100% of the elemental damage system? I was under the impression that they have not as there is currently no need to wear any armor other than kinetic/energy?


If the case is that the elemental damage system has not been integrated 100% over the underlying combat system (With armor being a tell-tail sign that it has not been) we need to include elemental damage as one of the dynamics, perspecitves, dimensions or "elements" to the list with dps, speed, accuracy, range, min range ect.


It appears that it has been completely left out of this entire convesation.







Isn't elemental damage just broken currently, though?


It seemed to work fine during CU testing, though not on live...








It is being fixed with next patch. It appears a large portion of the elemental damage code was .... uh commented out... so they are activating soon.





"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Ladywolff
Wed Jun 08, 2005 6:36 pm
#69


I can't believe they are considering changing rifleman AFTER respec ends. What was the whole point in having respec? to test out the changes and see what you like, wasn't it?




--Ladywolff-
**Sith Apprentice - Syrene**
(Vendor "Ladywolff"on Tatooine, Bantha Plains (4748,8,-6586))
**Katrin'a Blade - 12pt AS/WS**
**Kristoff - Elder - Commando**

InspGadgt
Fri Jun 10, 2005 12:00 am
#70






Blixtev wrote:






PyscoJuggalo wrote:


@ Fanfest:




the only mention of a fix to the imbalance of rifle, was blixtev mentioned that he could slow down the rate of fire of rifles. he said 'its' slow now but we can slow it down more' and smiled.







This is a misquote, by "slower" I meant movement rate with rifle equipped, not rate of fire.

There is much concern about rifleman damage right now (was asked in about every pvp and ranged profession forum) , however before we look at damage ranges I wanted to see what the feedback on putting more of the drawbacks in other areas such as movement speed. Sorry if it came across as rate of fire, that ballroom had lots of reverb going on in it so I am not sure if everyone was able to hear everything clearly.





I saw the following point made in another post but since no one has pointed it out that I could see I feel it is worth mentioning. The problem isn't riflemen being too powerfull and causing too much damage at range...there are other class combinations that are doing the same if not outdamaging us...some leg shot or knee shot with Carbineer is often mentioned as out damaging Rifleman. The problem is in tactics. People are still fighting the way they did pre combat upgrade, they are not using the terrain to their advanatage to close the distance on the rifleman so that their shorter range specials will be more effective then ours.


Slowing us down is not a good option. We allready move at slightly faster then a walk with a rifle equiped. We allready have an overly high SAC making that higher would be upsetting. Don't start with nerfing us...start by fixing the other problems first and teaching people to use tactics as the CU was intended to bring about...then see where the balance issues are.



Hei U-Guize
Master Creature Handler
Master Rifleman
Intrepid Server

Bean' Delphiki
Bounty Hunter
Combat Medic
Valcyn Server
Morzan
Fri Jun 10, 2005 12:55 am
#71



PyscoJuggalo wrote:


Ackehece wrote:


D67 wrote:


1) Apparently, the jedi imbalance part of the equation does not get addressed.


When Will a Dev comment on this BIG GAME BREAKING ISSUE?



WFN

anyway this about rifle issue not jedi imbalances and issues. I am glad to hear that blixtev is concerned not with our fire speed but with our movement speed. (a bit more acceptable.)





Exactly, that belongs in the GCW forum



I say Tailor forum



d F e y s t e rd
Riflewomen are all about sex, drugs, and rock n' roll
Accept your differences and try to compromise - BloodravenII
Veustuh
Fri Jun 10, 2005 11:34 am
#72






Phhantom wrote:

I would like to know what devs are going to do with a riffle that shoots at jedi 3 times and if you are using FORCE ARMOR Improved being a master enhancer. Your force is gone. 6250 Force gone in 3 hits. Were is the balance in this? There needs to be a balance in force armor for pvp....





Easy, you do understand that Force Armor uses the force to absorb the damage don't you? Just because the first 3 hits where your attacker is doing 1k damage out of the 1k possible and you take zero for the first 3 is because your force pool is absorbing the damage. With little to no range defense it's no wonder why you drop so fast to range players. Personally I'd have to go for the Force KD, Force Breach (red stream just like drain), Force Weaken then Force Choke and lighting for the incap.



Veustuh - Rifleman/Carbineer
Geno - Old School MD/MCM
Hunter'a - Dark Force Wielder
Kardo - Smuggler Extrodinare - Retired

"Stop trolling
your post has no merit and is just plain trolling"
Garva

Veustuh
Fri Jun 10, 2005 11:41 am
#73






Blixtev wrote:






PyscoJuggalo wrote:


@ Fanfest:




the only mention of a fix to the imbalance of rifle, was blixtev mentioned that he could slow down the rate of fire of rifles. he said 'its' slow now but we can slow it down more' and smiled.







This is a misquote, by "slower" I meant movement rate with rifle equipped, not rate of fire.

There is much concern about rifleman damage right now (was asked in about every pvp and ranged profession forum) , however before we look at damage ranges I wanted to see what the feedback on putting more of the drawbacks in other areas such as movement speed. Sorry if it came across as rate of fire, that ballroom had lots of reverb going on in it so I am not sure if everyone was able to hear everything clearly.





If one wants to slow down and even scale back the number of rifle wielding players just add on decent movement hindrances and speeds to rifles that don't require Rifleman skills to use. Nothing irks me more than to see a sea of players running around and using the Advanced Laser Rifle (without any rifle boxes) and doing as much if not more damage than a rifleman.



Veustuh - Rifleman/Carbineer
Geno - Old School MD/MCM
Hunter'a - Dark Force Wielder
Kardo - Smuggler Extrodinare - Retired

"Stop trolling
your post has no merit and is just plain trolling"
Garva

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