Rifleman Archive

Thread: How do the rest of the longer term rifle users feel about...

CaanonWeathers
Sat Feb 07, 2004 2:06 am
#92

Who the hell is telling everyone rifleman is going to get nerfed bad? Have any of you thought that perhaps it's the other classes that need balanced first? You realize the game's combat system is still similiar to a rough draft. Some of these suggestions are crazy. 2.5x melee modifier would kill Rifleman in PvP and PvE. I dont know what everyone else did to level but I got buffs and armour, kneeled, and fought Huurton Huntress' up close for a week and a half t'il I finally had the XP for master. With the 2.5x melee modifier I'd still be dredging up the second tree probably.


And then there is the melee bug, wait for it to be fixed. The class is balanced now the way I see it, we play our role effectively which is support/heavy gunner.Taking away our melee defense wouldn't make much difference. We get what.. 40? I'm also disagreeing with us having the higher DPS, when I was a smuggler/Pistoleer I could lowblow and last ditch things for 5000-6000 damage and 1500 to players in PvP. We also have 3 guns that are even worthwhile. I love being a Rifleman and it pains me to hear you all bringing such unpleasant handi-caps down on my favorite class.


If we were -TRUE- Rifleman our max range should be a bit (ok,a lot) more than 64 meters. Our range is 2 extra meters than pistol users.. Hmm. I dont know what l337 Rifleman you guys are, but if a melee profession gets on me, intimidates, warcries or whatever.. I'm most likely down for the count. Not to mention Rifleman isn't even worthwhile unless you're master. So we cant dabble it.. nor can we mix it with out professions like Carbines or pistols. Some people seem like they'd be happy if we held sticks and made sounds with our mouths, I'm not getting where everyone is going with this.


Bring me up to speed, why is it exactly we need the hammer dropped on us agian? Did I miss something?





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Petra Zorski - Starsider
Cecelie - Kettemoor

Svenholio
Sat Feb 07, 2004 10:06 am
#93

Burst run away?? So our accuracy goes out the window, and the TK just burst runs after, hmm clever thinking..................................



I agree with the melee mod, I think putting it into the Master Riflemenbox is a gr8 idea, itsa gr8 offset for the fast firing.


I wish I could get my mind costs down to 60, currently its about 130 for me specials, then again im only a 2101 riflemen, so hopfully this will reduce as I get higher





l SVENHOLIO SPACESLIDER l
l PROUD MEMBER CRIMSON MARAUDER l
FLUKED 1 FREE UNLOCK AFTER DOING 6 PROFS NO HOLOS
GStruepp
Sat Feb 07, 2004 3:52 pm
#94

Im master riflemen by choice, and i think nothing should be done before the comabt system changes.

The biggest problem i think is that riflemen skill is not linear when leveling. A novice riflemen is nothing, flushing 2 and conceal are nice, but you shoot very slow.

With master you get the real boost, mainly due to speed.

I recently masterdswordsmen, thats total diffrent. Getspin attack 2 and than get buffs and spin around in comp armor against enraged, around 5k xp each.



About balancing: One biggest issue so far i think are our mind cost, opposing to health or action costs to other proffession. I dont understand complaining about hight health or action costs - health and action can be healed by a novice medic, 400 bstim. And its quite easy to find a doc buffing, with meduim to good buffs the health and action costs are gone - and that for usually 2,5 to 3 hours.


For buffing mind, especailly the secondaries you need to find a master musican which is quite hard. Than you have to listen 8 minutes and you have doubled stats for 2 hours - just seen on special cost thats a disadvantge for us.


I think if there is one unbalancing issue is that that being a master i dont care about firing in prone, i just run around and spam my specials.



So if there is something that should be tweaked/ nerfed - than combine the speed with position, lower position - better speed (speed we have now), standing or running lowers speed. That would bring the sniper aspect back to Riflemen.


weaselwarrior
Sun Feb 08, 2004 2:46 am
#95

We dont need the 2.5x mod again. HAM costs plus Kd/dizzy/posture change are not in our favor. I pvp tons and as soon as any melee are in range or i get ganged up on i die, but one on one and they are coming from behind 64m, they have no chance unless they are total pvp templete fencers that i cant hit for sh!t. We have our strong points and we have our weak points, i dont think anything should be changed but a good random pool single target damaging shot and posture down insted of up, if you give us KD then we would be overpowered.

But ishut upa hate tell/nerf crier whos atst couldnt get through my buffs, stim E's, composite, muon, fishak, and bivoli pretty well with this reply:

"if i was overpowered i would of destroyed the atst too "

he was just mad that charge shot spamming didnt work, but thats another story




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