Rifleman Archive
Thread: Rifleman Bugs & Current Issues *12-22-03*
thank you ArchmagiCaT, I think I've got it
So if I attack one MOB and I see three out of five MOB's heading towards me with their HAM bars abave them, I can expect all three to receive damage from an AE attack
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Discount wrote:
thank you ArchmagiCaT, I think I've got it
So if I attack one MOB and I see three out of five MOB's heading towards me with their HAM bars abave them, I can expect all three to receive damage from an AE attack
Assuming you hit them
I've been pushing for Hotfixes all week. I keep getting same reply.
/bangheadagainstwall "The balances will fix this."
Fine...But, I'm not going to stop pushing for them. ![]()
I think what they are saying is they are going to "revamp" everything. Which could mean new speicals. I'm getting "wait for balance" as are most of us on anything I try and tackle.
winterchylde wrote:
klawlegna
I recently reread the replies for the Rifleman Top 5, and would like your feedback on the fourth issue itself & theresponse to it. I'm just not comprehending the statements.
4. Posture changes and special moves are weak compared with other professions.
Devs stated that they have some upcoming HAM changes and this deficiency should go away.
Is "posture changes" a reference to the modifiers for /prone, /kneel, and /stand or is it a reference to special attacks that alter the target's posture? Also, I don't understand how changes to HAM could affect the deficiency of worthwhileposture change attacks (if that is the issue), except to increase or lessen the HAM cost for such special attacks. Any help on clarifying this for me is appreciated.
As someone who has worked up and gained master rifleman since the last patch, my issues with the class are as follows: -
- HAM costs way to high, I eventually found it more efficient when hunting to not use my specials! Mind bleeds were only useful when kiting, and just tanking in a nice suit of armour using the basic autofire was far faster. Health/Action costs for rifles are acceptable, but the mind costs are ludicrous.
- Surprise Shot, Take Cover, Sneak, Startle1+2 all useless, they need replacing with something that is actually useful. Take Cover was slightly useful when used with Conceal Shot but the delay on Conceal Shot made it too time consuming a tactic to use regulary. Sneak is just a joke, its too **edit** slow to be any use ever. Surprise Shot and Startle1+2 are pointless as Take Cover/Sneak are so weak. Replace Surprise Shot with a good single target damage style, change Startle1+2 to a single and AE posture down, increase Sneak movement rate to walking speed, improve the chance to Take Cover and reduce the chance of being spotted by creatures/NPCs whilst not firing in cover.
- T21 resources need to come around a lot more frequently, on my server (Chimaera) every other combat profession can get hold of whatever weapon they need, yet a rifleman cant get a T21 unless its a crappy drop.
- Rifles should be effective over longer ranges than other weapons, maybe with the exception of the Commando anti-vehicle weaponry. Cap pistols/LLC/flamer/acid rifle at 40m, Carbines at 60m and Rifles/AV at 80m.
- Damage variety, too many energy based rifles. Change Tuskan to kinetic, Spraystick to acid andmake Beam Rifle usable plus heat damage.
- Fix block, I dont think I have ever seen myself block anything.
- Remove the 3 and 5 shot animations from firing rifles, it should look like we are taking carefully aimed shots rather than spray-and-pray.
1) Spray stick should be acid and the Tusken rifle should be set back to kinetic.
2) HAM costs need to be adjusted for higher specials.
3) Do not cap our speed at 3 seconds.
4) Give us the range we deserve for being rifleman or drop the max range of pistols and carbines.
5) Change the "Hunter" title under concealment.
6) Flushing shot already does startle so that makes startle pointless.
7) Surprising shot doesn't seem to affect the target.
8) At master with +160 to accuracy we still have a high rate of miss and even higher in PvP (this also coincides with the range changes neededfor pistols/carbines/heavy weapons).
9) Block doesn't work
Things that are working is the removal of the 2.5x melee damage modifier, stat mitigation seems to work fine, and sneak does work but unless you use take cover it's not really all that useful. Make take cover give some sort of accuracy or speed or damagebonus as this will help make sneak viable.
Zeritul wrote:
Since Flushing 1 and 2 does the same thing(and more) as Startle 1 and 2, I think Startle 1 and 2 need to be changed to something useful. I know alot of people want a high damage single target attack, that would be ok with me. If the devs don't like that idea, I have another. Why not leave Startle 1 and 2 as they are(damage and time delay) and make them a posture down change. Then we would have Flushing for posture up and Startle for posture down.
Didn't see this till now
I like a posture down one. I had to give up ranged support to get a pet. We don't have a direct KD and a synthetic one would be nice (although, critters don't get effected... bug?) . I could see the "startled" bitbe thatyou wouldduck your head to avoid the shot. ![]()
hit startled, then flurry, then flushing... 3 shots to get a KD but doable. Or flurry first (I do that now)
LLJK_Griz wrote:
...snip...
This affects all AOE attacks. If you attack something that's not currently in combat, it'll aggro on you but takes zero damage regardless of what the combat spam says. If it IS in combat (doesn't matter what it's attacking) then it'll take damage properly.
I don't think lairs take damage from AOE unless you're targeting them directly.
For those who have CH skills, send in the pet, pet getsBAF typesand AoE INSTANTLY hits and damages all in the ones in combat mode in the"cone". Oddly, it does not work that way if your TKM friend performs this function (grouped or otherwise). Even if they are in combat mode with your TKM friend. I think what happens is that you have to force them to put you in thier "target group". I pet will do this, a buddy PC won't.
I have discovered that combat spam says you hit the lair if it's in the area of effect. You didn't. Every time, unless I actually targeted the lair (in that case an Ion rifle will be the only one that won't damage it) it takes no real damage. I used to think it did, and there may have been a time it did, but no longer.
Am I the only one who's asked the question, "How come I can only fire up to 65m, when a Combat Medic can THROW a dart 80m?" In the real world the best rifleman using the best sniper rifles have semi-auto firing capability up to 1000m. Why is it that in game, we can't even get say 200m, and a speed under say, 6, for a T21?
We should be the only class with 64m range
Nuff said
Sha_Ja wrote:
Combat medic was fixed.
We should be the only class with 64m range
Nuff said
not counting the republic blaster bug