Rifleman Archive
Thread: DEVs use Rifleman as an example to fix other professions
I just made Master Rifleman over the past weekend. And though I haven't mastered any other professions other than medic and marksman, it's so satisfying to hit Master as a Rifleman. Not only just to be done with the xp but to really see the progression while going up the rifleman tree.
I remember when I was a novice and working on xp. Gaining skill boxes and more xp. And seeing rifleman getting slowly better and better. Gaining more xp and deciding which skill box to get next. And now at master, I really feel I'm a master of this profession and can see the huge difference from a non-master rifleman. This is how professions should be.
Griegette wrote:
I agree with you that rifleman is balanced within its own tree...ie every branch offers something useful and it has a very rewarding Master box. I think that his was your point correct?
However, among the the ranged elite professions the rifleman outshines them all. Not much to debate here.....Riflemen get the most speed mods, the most accuracy mods, the most ranged defense mods, the most damaging weapons, and they target the most vunerable HAM pool. Lets stop kidding ourselvesabout this.
Chipmunk...I totally agree that there should not be a nerf to "fixed" class....Pistoleer and Carb are "poor" as you put it.
However I do not agree with your point here.......
Well thats the point, we outshine the other professions (when they aren't combined with more profs increasing their power, something we can't do)
Gavinik wrote:
Well said.
Let the truth be known.
Meaning, the original post is well said.
Those that spend more skill points should get something more though...BH is...good..but...MBH vs MRifle...showcases the fact that BH needs something...for all those skill points...
We should not be balanced verse a BH/Smuggler/Pistoleer Dabbler or Carbineer/BH dabbler, but we should have more accuracy and speed mods then a carbineer or pistoleer master has. How much more is a good question.Speed is fine, accuracy may need to be reduced a little. As far as defence goes I'm against it at it's current level, I think we should be more of a straight up offensive profession that focuses on direct damage.
This is just my opinion and does not count for a dam thing though.
my only misgiving is the nerfing of our 2.5X damage penalty. i wish they would put that back in to balance our power with some greater risk. as we are without it i have great fear that power will be toned down without some other major negatives to go with it.
Yes in my above post I am agreeing with Barb that we need our roles defined....however it shouldnt be as dry as the stone paper scisors = rifle pistol carbine analogies
I like the Battlefield analogy or my own personal zerg terran protoss analogy all different but balanced...each with different roles...better at somethings than others....
I think somewhere along the line we got too caught up in the 1v1 duel balancing whe we should have been looking more at each professions role in the game.
PyscoJuggalo wrote:
We should not be balanced verse a BH/Smuggler/Pistoleer Dabbler or Carbineer/BH dabbler, but we should have more accuracy and speed mods then a carbineer or pistoleer master has. How much more is a good question.Speed is fine, accuracy may need to be reduced a little. As far as defence goes I'm against it at it's current level, I think we should be more of a straight up offensive profession that focuses on direct damage.
Barb-Wire wrote:
my only misgiving is the nerfing of our 2.5X damage penalty. i wish they would put that back in to balance our power with some greater risk. as we are without it i have great fear that power will be toned down without some other major negatives to go with it.
/agree x 10
2.5x damage penalty made rifleman a distinctly different play style...kill it before it gets to you....real sense of urgency ...frikin sweee![]()
now I can just stand in front of something and kill it with my giant t21 pistol![]()
the mistakes that are being made in SWG is the misbegotten concept that pistol users must somehow be on par with jedi BH commandos etc. or rifle users must be equal to carbineers. if that ever comes about then what will be the point of having different classes with different strengths and different weaknesses.
what we have now is a dev team driven by a bunch of whiners to put different labels on basically the same classes.
the way it SHOULD break down for the big three rifle/pistol/carbine is that at long ranges 45-64 meters carbineers and pistoleers shouldnt be able to easily take out a rifle user. at 25-45 meters pistol and rifle users should have great difficulty taking out carbineers. at 0-25 meters rifle and carbineers should be taken out by pistol users. commandos should excell at taking out vehicles buildings minefields etc but not be so hot at personal combat. Bounty hunters should be able to pick and choosewhat weapons to use at different ranges and their lack of defense should offset that power. the rest of the classes like it or not are purely secondary skills when it comes to PVP. combat medics SHOULD not be an attack class. combat medics are medics not a bunch of typhoid mary wannabes. thats the way that SOE should look at balancing the classes.
but Barb what about melee and TK?? nothing wrong with how they are except a melee user SHOULD not be able to kick someone 20 meters away the lung ability is blatantly wrong. meleers should be able to trash any ranged user IF they can catch them but the difficulty with that in a ranged weapon world is the same as the old saw about bringing a knife to a gun fight...
thats just the way i see how it SHOULD work. the classes shouldnt "balance" against each other but should offset the others and be strong where someone else is weak.