Rifleman Archive
Thread: next months Top 6
Top 3 issues so far -
1.) HAM costs
2.) 2.5x melee damage
3.) T21 give us our damage back
Seem correct?
I agree with the top 4, but I have to add an important5th - Headshot3 . Unless I'm mistaken, this attack doesn't do much more damage then Headshot2, yet the HAM costs are higher.
As I see it, for the mindpool cost it takes from me, this should be a "finisher" shot; it should be the heavy duty shot that gets saved for last, and destroys the enemy mindpool after you've already worn it down by 3/4. Is this broken? Intended? Either way, I'd like to know....
1. True Concealment
2. HAM cost shift to health and action
3. Make melee and ranged defense mods mean something
4. Give us a "special" attack instead of these poser attacks that hardly work
5. Make the T-21 worth more than the Laser
6. Adjust the jokethat is theseaccuracy modifiers
Stamenflicker wrote:
3. Make melee and ranged defense mods mean something
They fixed this last patch, wich is the reason yoru missing more, you will notice you miss alot more on a TKA, then any ranged person now.
Stamenflicker wrote:
3. Make melee and ranged defense mods mean something
Rifle range. It should be 70M! It is possible, Look at the notes for the upcomming changes to turrents. They are going to be making them effective at 70m. Thus they could make us have the 70M limit as well.
So add rifle range of 70m to the list please!
Capurinicus Rifleman/Commando
- Work on BAF mobs
- Should do something in pvp. One suggestion was that it "just" prevents autotarget and autoattack from the player you shoot at.
- Discrepancy about preventing oneshots when we compare to bountyhunter LLC and commando flamethrower. The weapons with charges are ok to me, they're an expensive fun to use on a player.
- Accuracity compared to pistoleers
- Move some of the speed bonuses "down" the skilltree so novice riflemen get a bit beefed up.
- Sniper shot should not eat mind when you cant use it on a target. (You can burn lots of ham on a corpse when its laggy *g*)
- Get damage types back. Spraystick needs acid and tusken rifle needs kinetic damage.
Agreed with most of the above posts. But I have to say thatI am completely sick and tired of all of the nerf rhetoric on the boards. We get nerfed, lets nerf someone else, etc. What you ask for comes back to bite you when you do this.
We need the Devs to come up with a more constructive approach to the process then to do a round robin on nerfing. I say, put the T21 back where it was given the Commando and BH weapons. Dont nerf everyone again because it is a VICIOUS cycle and we will end up with T21s that are WORSE than where they are now.
There needs to be aconstructive solution to the melee issue. It is ironic, because I think the reason that the Flamethrower for Commando is melee is because when the specials are used there is a 9-15 sec delay during which Commandoes cannot do ANYTHING except run for their lives/defend. And they must close to 16m to use them.
Personally speaking, I say fix the broken parts of our class, i.e, weapons and specials, restore the T21 and find a better baalance on the melee issue than nerfing others.
1:Move special's mind coststo be action &| health based.
2: Remove melee 2.5x
3: Raise HS3 damage or add functionality
4: Fix Cover / Surprise
5: Increase rifle max range to 100m
6: T21 overhaul, dmg increase &reduce obscurity of resources
JuCat wrote:
1. 2.5x melee mod this is just crap. No other profession is penalized like this.
2. Special Move Action costs to HA"M". Rifleman are NOT the only class to deal "unhealable damage" to mind. Also crap. Rifleman are pretty much committing suicide by utilizing there "so called" unique skills. Every combat profession has the majority of special move cost to Action or Health with very minor costs to mind. If I'm fighting a BH with 2 levels of BH skills we are helping that BH to take us out. Makes no sense, either move the majority of our HAM costs to action or give Rifleman the ability to heal there mind.
3. Max/Ideal range and accuracy. The accuracy argument aside there is no way a pistoleer should have the same range as a "SNIPER", it just is NOT right. Outside of 5-7m a MASTER SNIPER should hit his target 99.9% of the time at any range up to 1200m. Typically a "sniper" will take his kill shot between 900-1200m. I realize the limitations of the game affecting that aspect, but 64-70m, COME ON!!! Either fix the range or change our title and completely rework the class.
4. 75% damage reduction in PvP? So are the new commando's gonna get a 95% damage reduction? This is just ridiculous. Please get this reduced.
5. Please get the T21 right. This weapon should have never been nerfed to this degree. What can SOE's justification possibly be now for reducing max damage on these. Commando's now have weapons that have max damages well over 2000 and minimums of 800. Granted there are high penalties but please.
6. A Rifleman currently has no elite combat profession to compliment his skills. Rifleman/Ranger, come on 3/4 of that tree is non-combat, and camoflage is a good idea but not usfull in it's current state, and would not provide anywhere near the benefit of BH/Pist. We are currently forced to a Rifleman/CH for anykind of combat enhancement. Rifleman/Squad Leader please. Squad Leader is a useless class although again a good idea but currently useless. BH/Pistoleer, CH/anything, Pistoleer/commando, combat medic/doctor.
i agree
my two cent