Rifleman Archive
Thread: Top 6 Major Issues
HairdressingRebel wrote:
Wahhh i wanna twirl my rifle and wield 4 at the sametime.
AldeonAvardulin wrote:Im sorry, were not pistoleers here, were not a perfect class =), we dont ask for cool graphics.
lol yeah! me too... of course.... that'd mean we'd incap ourselves in like 3 shots. =)
Maximus_Bane wrote:
HAM penaltys for Rifle Specials. There a little on the high side now. I don't want to be able to SPAM Headsot2 over and over but i'd like to be able to combine a few specials and have enough to do a quick heal and a burst run if needed
MB
I agree. I'm padding my mind stats and am still having trouble getting more than a dozen shots off with my laser rifle.
only needs a little tweaking- it's pretty close to fair as is.
nice point about the eyeshot. /agree
Jambolaya wrote:
HAM costs should be a focus for a simple reason: specials are the only way we can be assured of capitalizing on the 'advantage' we have in battle. As Q stated in his responses yesterday, our advantage is the ability to do unhealable damage. This 'advantage' is only consistently accessable through the use of specials.
I'm concerned because in a number of forums yesterday, Q stated that it was never the intent of the game to allow players to spam specials. So, if I understand the logic accurately, it goes something like this:
A) The rifleman's combat advantage is the ability to inflict unhealable damage;
B) The rifleman must use special moves to consistenly inflict such damage;
C) It was never intended for players to string together a series of special moves; therefore
D) It was never intended that rifleman could consistently access their combat advantage.
Along the same lines, that BH eyeshot needs to be removed in PvP. I'm all for them having it to run their missions against NPCs. For that matter, they can blast mobs to death with eyeshot for all I care. However, if the infliction of unhealable damage is the rifleman's 'unique' advantage, why is that same advantage granted (at a higher refire rate) to a class that also has ranged knocked down, health bleed, and action bleed moves?
I agree with most everything that's been said but here are my main issues:
1) it's stupid to be able to knockdown someone who is already lying down..... (gosh that sounds so obvious it's laughable) I've been "knocked down" while lying prone. my character stands up then falls backwards. Do knockdown shots invert gravity for a split second? this is the most stupid thing I've seen in game yet
2) I want to be able to kill a TKA as quickly at 60m as they can kill me at 0m. Give us a damage bonus at long range. The melee damage penalty is a tad excessive. I mean we don't get a damage bonus on brawlers. (that makes no less sense than their damage bonus on us)
3) take cover means absolutely squat atm. other than an unnoticable penalty to be struck ranged (so I've read). We show up on radar. why? we're lying down in a field of tall grass 60m (like 195feet...2/3 of a football field) away. We should be invisible on radar until we've fired our first shot. All someone has to do is get within 128m and hit tab and they can see us way before they're in range. fix this please.
4) how many have seen a T-21? I just bought one last night (before I found out that it, like so many other things in this game, is bugged and doesn't have the AP3 it's supposed to). It's a friggin' CANNON. the notion that it can't fire a beam that goes further than a dinky little scout blaster is rediculous. give me a break! Rifle range (at least on lasers and T-21's) should be upped.... a lot.
My top 4 Rifle Issues:
1/ Warping. This seems to mostly affect rifle-users. You take aim at max range and BLOOP. Nope. You've agro'd the mob but you weren't allowed to fire, and of course you won't get another attack until it's already in range beating you down.
2/ Burst run is invisibly queued. Having a 9.7 speed T21 is fatal. If something agro's on you, it's going to be > 9 seconds before you can burst run because of the auto-return-attack. If you run around with your fists equipped instead, it still means death because if a feline agros on you, you have the wrong thing equipped for retaliating properly.
3/ No covert-rebel rifle.
4/ Supressing Fire (Adv Ranged Spec) with a Laser Rifle or Spraystick has never done anything for me.
Best thing to get rifles on even par with pistols or carbines, is that we ALL change to pistol, whine about carbine, then switch to chefs and whine about pistol. Then pistol and carbines will be bugged and nerfed, and we can go back to rifle. then oh the happy days.
BLOCK
why do we even have this ability, I have yet to see one blaster shot or melee attack get blocked, I don't know if its not in the caculation on perpouse or if it just doesn't work, but I have been shot at tens of thousands of times and have never "BLOCKED" a shot. I am assuming it is as the game labels it, a chance to block an incoming attack, but I have yet to see it, and I currently have +30 Block.
1) Make 2 types of cover, Cover which hides us from radar, and another more advanced cover which makes us invis but NOT off radar.
2) Give us the advantage on the first 2 shots, we are snipers.
3) Give us some sort of PVP kncokdown, or position down instead of a position up attack
In my opinion Rifleman should be like the snipers in the U.S. military, almost completely invis, and very lethal, unless they miss the first few shots.
I agree with many posts.
Fix the warping problem, nothing is worse when fighting a stormtrooper and it warps from 80m to 5m and keeps doing that while you attack it.
Fix the ranges. I can still shoot my pistols at almost 60m and get a kill just as fast as my rifles.
The T-21? Is it still as good as when it first came out? Seems like with the last patch they diminished it's capabilities.
Fix the warping problems.
MAX range:
Hand2Hand = 5m, Pistol = 64m, Carbine = 84m, Rifle = 104m.
Give us the range we pay for currently!
There were a few suggestions I saw on here that I thought were very impressive.
#1 by TekDragon - "Precision eye-shot, Precision heart-shot, Precision knee-shot
These 3 skills NEED to be added to our tree, either down a branch, or at master rifleman. These 3 attacks would not only make our rifleman group friendly (without some BS flame-thrower attack) but actually make SENSE for a rifleman to have. In addition to being high-damage precision HAM pool shots, each should also offer an effect. Dizzy (or maybe blind) for eye-shot, stun for heart shot, and posture change (down) for knee shot. "
I have been in groups and I can attest to the fact that since rifles have a much slower rate of fire and our specials only attack the Mind pool, we can't REALLY make a differance in a group that has pistol users in it. They can usually shoot 2x as fast as we can for the same amounts of damage (somtimes more) at the same range with (usually) BETTER reliability. Which leads me to my next point...
#2 by More people then I can give credit to - The whole Rifle vs Pistol Ranges issue.
If you go out with a .22 pistol and a .22 rifle (as I have) and try to shoot a soda can with them you will find that it is Incredibly difficult with the pistol from farther away. Now as it applies to Galaxies either the usable range for pistols need to be dropped considerably or the rifle range needs to be raised considerably or some kind of Damage multiplier needs to be effected.
An entire skill tree leg is devoted to being a Sniper. As such we should have the Greatest Damage at the Greatest Range. That is what being a sniper is all about.
One last thought that ties in with #1 that I LOVED was posted by Subcontractor - "Speed There needs to be two types of of fire. Aimed which takes a longer time but doesMORE damage, AND you can pick which bar you want to hit. After all, that is whata sniper does, picks what they want to hit and does it. Where do you think the one shot one kill saying comes from?There should be a greater chance of missing but I would actually keep the table that they are using now since we miss a lot anyway. Rapid fire would as fast as a pistol, think of it as a machine gun type effect. It would be much more inaccurate and does less damage but you get more shots. Basically every class would be able to use the same setting but we would get the range advantage. This would increase the damage per second one way or the other."
I feel these items would be the biggest contributors to the Rifleman profession and make us usefull in both PvE and PVP, as well as groups and soloing.