Rifleman Archive

Thread: Rifleman Issues Designer responses

thorn1745
Wed Aug 13, 2003 3:45 am
#66

Honestly, I can't believe HAM costs weren't mentioned. This is THE problem for riflemen. Pistol has barely any HAM costs, carbineer has a lot, but it's action and can be healed.



It costs me 145 MIND to shoot a special shot. Please tell me how that is justified. Especially after the 75% PvP dmg patch, it'll be suicide to use special moves at all. With a laser rifle after 75% off + armor resists, 145 would be about average the damage we do... and that is only with headshot3, none of our other shots are valid at this point. Is it fair that we should take as much damage as we inflict? This would make the whole "You do mind damage, stop whining" argument totally obsolete... Pistoleer/BH and CH will once again be the only good PvP templates.



Another thing about BH's. As a master pistoleer with BH pistol 4 (I'd say this is the most popular template out there) you have a DPS of about 1500 per second. PER SECOND. Pure mind damage at a cost much less than ONE headshot for riflemen. Eithter eyeshot needs a small "nerf", or rifles need some kind of compensation. I can think of a couple of solutions:



1) Riflemen are supposed to be snipers. Make all our attacks work like Conceal shot. If we shoot someone, they won't autoattack us back and change target. Give us one "free" attack round if we initiate combat.



2) Lower the HAM costs, or at least spread them out over the bars. Taking this much mind damage is harsh...




Thron Combine (DDH)

Member of www.the-combine.net

Guest of Disciples of the Darkhand

Intrepid
Sandzibarr
Wed Aug 13, 2003 4:05 am
#67

yer but with the new patch wep smiths can experiment away some of the HAM cost.. we'll have to see how much of an effect they can have (and what what cost to other stats) but it should improve.. I agree with the BH point...

They can do Minddamage (our supposed main class advantage..) but their wep uses mainly action points.. which can be stim'd back.. unlike our mind..

The BH/pistoleer superiority will never be balanced.. unless the range/accuracy issues are addressed..

32m max range for pistols...



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SANDZIBAR : IMPERIAL COLONEL : ACE : SNIPER

Seflyn
Wed Aug 13, 2003 4:14 am
#68

Plus the HAM cost on weapons going down means knockdown can be spammed for even longer,and they get a 50% bonus to damage now.


Just what the game needed,knockdown made even better.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Sandzibarr
Wed Aug 13, 2003 4:20 am
#69

Yer really gets my back up that does.. we sit and listen to 'oh we cant fix that.. hotfixes are the last resort.. it could unbalance things.. please wait a month for us to test it' from Q and Holo.. and then they try and fix KD's (not by putting in a timer as many suggested) but by increasing HAM costs.. AND IN THE SAME F'ING PATCH ALLOW WEP HAM COSTS TO BE MINIMISED ON WEPS... it really is a joke.. even a blind monkey could point out the total stupidity of this.. doesnt look like the devs follow their own guidlines/excuses to be honest.

Still nice to see that they cant wait to give the pistol users a dual wield ability..



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SANDZIBAR : IMPERIAL COLONEL : ACE : SNIPER

LecheHombre
Wed Aug 13, 2003 4:51 am
#70

Honestly, if issues 1-5 get addressed as stated, I will be completely happy with rifleman as a profession. I have a bit of a hard time understanding exactly what is meant by the response to #4, like most of us apparently... At sniping 3, and being careful to stay near ideal range, I feel like I am as accurate as I should be. But for the sake of balance, I think that pistol users should be missing targets at 50+ meters as consistently as we miss targets closer than 20 m.
I have some mixed feelings on number 6... I recall a past thread that asked how we felt about our damage as riflemen, and I thought that on there a majority were pretty pleased. When I group, I usually stick to flurry or strafe shots (unless we are targetting stuff I can take down in 1-2 headshot3's) and I seem to get damage (and xp) comparable to carbineers, BH's and pistoleers with comparable advancement in their trees. This is especially true when big game hunting, our slower rate of fire can be a disadvantage on weaker stuff that goes down fast. So basically, I guess I am pretty pleased with our damage output. However, the response we got about unhealable mind damage being our strength seems like a bit of a cop out... "Crazed durni medics"... Priceless.
In any case, keep up the good work liasing with the dev's Aldeon. Happy hunting everybody.



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Elder Creature Handler


Avocet
Wed Aug 13, 2003 5:09 am
#71

Excellent. The things Q mentioned are some of what I was hoping to see. Not just SG82 needs more than 100 durability though. I gave up using my bowcaster for that reason. I can also give them a good idea as to the prone warping issue. It's a client latency thing I'm almost postive. When I go prone and it warps me, it ALWAYS warps me to where I was standing mere moments before. I had one issue that I wanted to see resolved that they didn't mention, and that's movement speed after using "Take Cover" It's a hot issue with rangers, but I don't see mention of it here, which leads me to believe it's a Ranger/Rifleman combo issue. Devs, this one is really bad. I can't use Take Cover anymore.
Salomon_Orange
Wed Aug 13, 2003 5:50 am
#72

These answers to potential problems are unacceptable. I have to think, at this point, if the devs play the game, and if they do, I bet that they are Pistol users. Why are we getting hosed on? I dont see the point of complaining about anything pertaining to Rifleman abilities anymore. They will just be shot down by the devs and remain un-implemented in the end.



Salomon Orange


Rifleman (Expert Sniper)


Gorath Server




Salomon Orangge-12pt Rebel Master AS-Retired
Salo Bluee Imperial Pilot Terror

LuellaLokidottir
Wed Aug 13, 2003 5:59 am
#73

"There are advantages to every class and the advantage of the rifleman is that mind damage generally can’t be healed in a battle."


If this is the advantage of Riflepersons, why have Bounty Hunters been given Eyeshot to hit mind as well, on top of all their other advantages?

Ochosi
Wed Aug 13, 2003 6:16 am
#74

On #4....But shouldn't riflemen be MORE accurate than pistoleers at Max distance? If we are dramatically unequal at short distance and equal at max distance...doesn't this seem a bit...unbalanced? Specially when combined with #6, which, yes, is great in PvP but when grouped and dealing damage, firing from the perfect distance and maintaining it with shots that effect health (since other group members are shooting at health) is practically impossible and, when possible, yields comparably low damage.

Ochosi
Wed Aug 13, 2003 6:21 am
#75

Just read all the comments by my fellow riflemen. I wish the developers would. These are not unreasonable requests. Riflemen are not that unique, with mind shot; they are underpowered, for group PvE; and lack the range accuracy that brought most of us into this profession. And please, developers, the worst thing than not asking for feedback from the community is asking for it and then rationalizing why you're not going to do anything about it. You seem more comfortable fixing what is clearly broken (teleporting when prone, etc.) but really hesitant to admit that a "design" feature might have been poorly designed.

AlmiBoawou
Wed Aug 13, 2003 6:44 am
#76

To the people sad because they don't have T21s on their servers:


I'm on Corbantis, and we have T21s. I'm a rifleman (qualified for sniping 4 last night, woowoooo), but I haven't even bothered getting one. From what I've heard, they are strong, but nothing entirely special. My sliced laser rifle can still deal out the damage pretty well, so I don't think you're missing out on anything huge.

dAvenger
Wed Aug 13, 2003 6:48 am
#77

In regards to your response of#4.Assuming that: 64m is the max range for both weapons,these weapons are based on their real-world counterparts, and theweapon is fired at itsoptimal stance for accuracy;it does not make sense to have the inaccuracy of a pistol the same as the rifle at that range. Of course, it's feasible that at a point in the rangeof both weapons, the weapons' accuraciesare equal, but it should not be atthe current capped max range. If you had differing max ranges, say 64m and 350m or something (not taking into account the in-game mechanics/limitation) then it is feasible that the weapons would have equal inaccuracy. I suggest two possible solutions: decrease/increase the max range of the pistol/rifle, and/or decrease/increase the accuracy of the pistol/rifle.


In regards to your response to#6. In PvE, almost never is the the issue of mob healing the HAM pools relevant (except maybe for lairs, except that lairs don't have HAM). Your response is simply not validfor this issue. As a side note, I have no idea if issue #6 exists in PvE, but your answernonetheless doesn't address the issue. I do know that the issue doesn't exist for PvP.

Weasel7479
Wed Aug 13, 2003 6:48 am
#78

I'm a rifleman, and proud to be one. Worried though that it'll soon become a massive waste of time becoming a rifleman. I am glad to see its finally been mentioned that all weapon types need a max range, not all should be able to fire the same range as a rifle. A nice 30ish meter range for pistols, 50ish for carbines and keep 64 max for rifles.


Knockdown should have a nice simple defense...go prone. I just dont understand how if I am prone how I can be knocked down from already laying on the ground 60 meters away...


#4 has really left me feeling like we are being overlooked and ignored. It is sad. I had so much faith in this game and its designers.

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