Rifleman Archive

Thread: Rifleman Issues Designer responses

c0bra
Wed Aug 13, 2003 10:40 am
#92

Okay, so:


Pistol (Normal):Hits health.
(Special): Hits health.
Uses health.



Carbine (Normal): Hits health.
(Special): Hits action.
Uses action.



Rifle(Normal): Hits health.
(Special): Hits mind.
Uses mind.

Does anyone else see a very basic problem with this? The pistol is always hitting
the same pool and they are using a pool that can be healed. The carbine is hitting
two pools but the pool they are using can be healed. Rifle is hitting two pools
and not only can the pool we use NOT be healed, it also incurs MASSIVE costs!


Am I wrong? Is there some type of magical force at work here that's making this
not get through?


In response to the 3POs post, who CARES that mind damage cannot be healed?Everyone else has brought up this point before, when hunting mobs it has NO, NOT ONE advantage. And yes in PvP it can be an advantage; I keep hearing the medics rant about how they can't heal people incapped with mind, but there are so many other disadvantages for this class that one benefit cannot even begin to balance the issue.





whiskey tango foxtrot
ParanoidAndroid
Wed Aug 13, 2003 11:26 am
#93

In terms of real life, I would expect a rifle and a handgun to be equally accurate at about 40m and pistols more useful at close range. The problem is that in real life a rifle's maximum effective range is over 100m, and sniper rifles are expected to be highly accurate up to 1000m. How is it that technology in the Star Wars galaxies is advanced enough to have stuff like spaceships, space stations the size of a small moon, handheld laser weapons, intelligent robots, etc... and they can't make a rifle that compares to the ones that we have today? Now I know it would be impossible to have rifles with ranges up to 1km, but can they at least make it so that its up to 100m or something. This seems to be the major cause of issue #4 in terms of accuracy and in terms of #6 where we can start attacking a target earlier and possibly do more damage in the long run.

When it comes down to it, I really don't expect them to increase the range on rifles but I don't really care. Its not like I have to start a new character to become a pistoleer (like I would in other MMORGs) I'll just drop the rifle and start using a pistol like everyone else. I'd rather not get stressed out about it. (But I was looking forward to being the ultimate sniper with Ranger/Rifle)

Krzyshek
Novice Ranger/Novice Rifleman (Wookiee)
Dyasis
Wed Aug 13, 2003 12:27 pm
#94

While everyone else can get their "elite" weapon, we still can not get our T21 on all servers?


im tired of this laser rifle, its so inconsistant, Here I am a rifleman with slot 1 of sniper filled, andI do 20 dmg at 60m away with a mod of +43 while prone and I also miss?!!!



Why does it take so long for us to shoot? these rifles are not bolt action, their LASER! maybe take in consideration for our aiming and make the rate of fire 1 sec slower then a pistol or something.. we should not have a speed of 8 or 9 with a LASER rifle.....

Iri
Wed Aug 13, 2003 12:28 pm
#95

All I can say is join the club man


Starsider doesn't have Laser Rifles OR T-21s...


Hopefully they'll do a resource shift when they apply the patch... and hopefully the requires materials will be there.




Vectus Irongrave
ZevishWulf
Wed Aug 13, 2003 12:51 pm
#96

We are so FUBARed




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Imperial Ranger/Rifleman- When sending a probe droid just won't cut it
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Kacos
Wed Aug 13, 2003 1:03 pm
#97

I find it funny how his answer to problem number 6 only introduced another big problem of Riflemen. Yeah, Mind pool can't be healed by the target. Well, guess what? We get experience from NPC mobs, the majority of which are monsters that don't HEAL ANYTHING. I've never seen a Baz Natch Medic, have you? And the people that do have Medics (I've seen a few Rebel camps with them) never actually use them.


However, our special moves use mind pool, which WE CANNOT HEAL. God, why are developers so inept at making a game fair?

Tezctlpoca
Wed Aug 13, 2003 1:34 pm
#98

They're inept due to the fact that they don't play the game for any extened length of time as we do; they merely design / tweak it according to whatever theory they're currently following as to what makes for "better" game play. Think about that onefor a minute....



Oderint dum metuant
Snake187
Wed Aug 13, 2003 10:44 pm
#99

Also add suck arse skills besides a few. Need to give some whole new skills to rifle the whole anti sniper line is crude from what I have seen.




Good?....Bad?.....I am the one with the gun.
SkytheGimp
Thu Aug 14, 2003 12:15 am
#100

Krzyshek, that's exactly the problem. It seems the only solution to the rifleman's problems is to drop rifle and take pistol. I'd rather not get stressed about rifle issues, but with the devs apparently not understanding what is wrong, how can we ever expect it to get fixed? Is it acceptable at SOE that the solution is to drop the class and take another? If so, can I get a job at SOE? Where I work, if I don't understand a problem and can't fix it, I get fired, especially when there is a mountain of complaints on my desk about said issue I don't seem to understand.


Just a few relatively minor tweaks would alleviate so much of this problem. It really makes me wonder what the deal is over there at SOE. The folks there must get tired of the sheer volume of messages on these boards (and the signal:noise), but musn't forget...we are the paying customers who are basing our continued subscriptions on these issues.

DemonGnome
Thu Aug 14, 2003 12:47 am
#101


"6) Low Damage Output – Riflement feel that they have low damage output which makes them suffer in groups. Due to the length of time it takes to shoot, the targets are typically dead and the rifleman gets about 30% of the experience everyone else gets.


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




Then what about BH (or is it pistoleer?)and their Eyeshot? That's mind damage as well, but with pistols it can do significantly more damage (compared to Headshot2 anyways.

Sandzibarr
Thu Aug 14, 2003 3:22 am
#102






Sandzibarr wrote:

max |++++|------------------ min: rifle
max |----|+++++++++++++|---- min: carbine
max |++++++++++++++++++++++| min: pistol





Heehhe im touched by how many of you are using this as a sig now Its nice to know that we are all thinking along the same lines with regards to how SOE doenst give a crap about wep balancing! Keep up the good work, and we may be able to get something done.. prolly around the same time thati can make snowballs in hell...






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SANDZIBAR : IMPERIAL COLONEL : ACE : SNIPER

Skranice
Thu Aug 14, 2003 6:25 am
#103

This kind of response... phew... and we didn't even mention e11's or Jawa ion rifles are totally useless damage wise... In fact i never saw an e11 outnumbering my dlt20a (115-201, 5.3 delay sliced) damage or speedwise. Are we intended to use LR'S, spraysticks and maybe even dlt20a until our dieng day ?


We also didn't mention that its ridiciously boring to have only one new weapon for our profession. You get the "best" weapon you can get when you're novice...


AldeonAvardulin
Thu Aug 14, 2003 8:31 am
#104

The reason an E11 doesnt out damage you DTL, is becuase its AR2. AR is also partially broken, you will notice the numbers above the players head is the actual damag,e wich is then spread out across all HAMs. Depending on wich type of shot you di. If you did head shot, its a slight spread to health/action but a large spread to Mind.


On players dont expect to see any AR bonuses, unless they are wearing armor. (Wich is a good reason why not to wear armor right now) On creatures you will see it though.




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