Rifleman Archive

Thread: Acurracy rebalance?!?!?!?!?!?!?!?!

RemoMoxey
Fri May 27, 2005 9:12 am
#1

I don't want to call it a nerf....yet.


I was out killing the agro yard trash (crazed durnis, razor cats, ect.) by my crafting house to keep my pure crafted alt safe. I noticed unless I was at ideal range and prone I missed alot more today than I ever have before. I didn't even miss this much verses GDKs and Krayts. Is anyone else seeing this.....or am I just jumping the gun?



Galactic Traders Union
Tatooine: 4540 -4724 (900M East of Mos Eisley)
Talus: 5437 -3691 (In the Fort Ronin cantina)

Alot-ta Fachina ~ Master Droid Engineer/Master Artisan
SWGRonin.com
Ackehece
Fri May 27, 2005 9:20 am
#2






RemoMoxey wrote:

I don't want to call it a nerf....yet.


I was out killing the agro yard trash (crazed durnis, razor cats, ect.) by my crafting house to keep my pure crafted alt safe. I noticed unless I was at ideal range and prone I missed alot more today than I ever have before. I didn't even miss this much verses GDKs and Krayts. Is anyone else seeing this.....or am I just jumping the gun?






Sounds like they tweaked some accuracy/range issues if true. It is possible - they have said in the pastthat rifles would beless desireable at close range.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Night4554
Fri May 27, 2005 9:59 am
#3

There's a problem with that though... they removed range modifications at different distances on guns! How the hell are we supposed to know what "ideal" range is?



---------
Niiight the Wookiee on Starsider - The Third Jetpack Crafter
Game B0rin | Forum Wh0rin

Ackehece
Fri May 27, 2005 10:05 am
#4


general rule long = better shot = worse for rifles / reverse for pistols / average for carbines.


But until this is tested more I do not believe they messed with anything . What they did mess with was melee and ranged defense and how it works. It may be reflected by how often we miss and lowered andor raised damages


you will most definitely be taking more damage from melee creatures post pub 17 - the average damage given by creatures remains the same but tanks are low end of the spectrum now and we are the top end...


so if tank or rifle took 100 prepublish


tank now takes 50 and rifle takes 150


average 100




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Geddeo
Fri May 27, 2005 10:38 am
#5






Ackehece wrote:

you will most definitely be taking more damage from melee creatures post pub 17 - the average damage given by creatures remains the same but tanks are low end of the spectrum now and we are the top end...


so if tank or rifle took 100 prepublish


tank now takes 50 and rifle takes 150


average 100






This sounds an awful lot like the 2.5x dmg modifier we used to suffer while holding a rifle. Is this supposed to work like that? I can't believe they would put that back in after finally taking it out. From what I read here (I know your numbers are just examples) if we are holding a rifle we take significantly more dmg than a tank. What if we are tkm/rm, if we put the rifle down will we all of a sudden take less dmg? Is this supposed to work for just kinetik dmg so that riflemen fighting eachother will always want to use a tusken, or do we take more dmg in general no matter what type?


If this is how it is going to work I can adapt, I leveled up with this system. In the past it was just kinetic dmg, but the way you describe it here if looks like we will be taking a dmg penalty no matter what. I'll test it out before I panic. I'm probably reading too much into this, but the dark times of the long long ago sound like they are coming back with the new system where we take a dmg penalty. Put this in a system where we do more dmg and draw agro almost every time and creatures actual positions do not update properly and I get a little nervous .
Ackehece
Fri May 27, 2005 11:09 am
#6


no if you are a tank rifleman you would take tank level damage but you would also only deal damage like a master rifleman not a master rifleman master carbiner etc...

Message Edited by Ackehece on 05-27-2005 12:09 PM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




DomMantell
Fri May 27, 2005 3:28 pm
#7


Ackehece wrote:

general rule long = better shot = worse for rifles / reverse for pistols / average for carbines.

But until this is tested more I do not believe they messed with anything . What they did mess with was melee and ranged defense and how it works. It may be reflected by how often we miss and lowered and or raised damages

you will most definitely be taking more damage from melee creatures post pub 17 - the average damage given by creatures remains the same but tanks are low end of the spectrum now and we are the top end...

so if tank or rifle took 100 prepublish

tank now takes 50 and rifle takes 150

average 100




If that's the case can you press the devs for a fix to the hate system that sees us attracting virtually all the hate from targets making us the tanks?

I'll throw something else in here. Fighting level 78 imperial troops earlier I went prone at 64m, covered up and started with conceal shot. Having hit with my first shot at 64m he then ran towards me stopping at about 53m. My next two shots missed before I switched to sniper shot and headshot to finish the kill. The same happened on the 2nd npc from the same mission.

For reference I have 290 accuracy (+85 rifle & +205 general ranged). Prone at 50m with that much accuracy I really shouldn't be missing at all. I'd hate to see how much I'd miss if I was trying to kite a target.
XobNoics
Fri May 27, 2005 4:54 pm
#8

Isn't missing this much with 342 accuracy weird? I was first using an Adv. Laser Rifle then switched to a T21 mid-combat, then back to the Laser again. This is 8m from a dead log that spawned tusk cats on Naboo.













_________________________________________________
Xob Noics - Master Rifleman, Bounty Hunter
Kyowarr - Dark Jedi Knight
Inzi Noics - Master Weaponsmith, Artisan, Merchant
(+25 Experimentation, +35 Assembly, Force Crafting Mastery)

Bubble Box's Mini Mall near Theed -6725 4085
Nnekk
Fri May 27, 2005 4:58 pm
#9



XobNoics wrote:
Isn't missing this much with 342 accuracy weird? I was first using an Adv. Laser Rifle then switched to a T21 mid-combat, then back to the Laser again. This is 8m from a dead log that spawned tusk cats on Naboo.





Were you dizzied, stunned, or blinded at all during this? If not, then that is an extreme amount of misses!



Dev's: Can we get the SEA mods that do not work replaced with mods that do? Also, while you're at it, make sure to update the loot table by deleting mods for SEA's that are no longer applicable. Thanks.


XobNoics
Fri May 27, 2005 4:59 pm
#10


Nope, I wasn't. If I were then you would see it in the combat log also.


Oops... 346 accuracy, not 342.

Message Edited by XobNoics on 05-27-2005 05:00 PM



_________________________________________________
Xob Noics - Master Rifleman, Bounty Hunter
Kyowarr - Dark Jedi Knight
Inzi Noics - Master Weaponsmith, Artisan, Merchant
(+25 Experimentation, +35 Assembly, Force Crafting Mastery)

Bubble Box's Mini Mall near Theed -6725 4085
Nnekk
Fri May 27, 2005 6:49 pm
#11



XobNoics wrote:
Nope, I wasn't. If I were then you would see it in the combat log also.
Oops... 346 accuracy, not 342.

Message Edited by XobNoics on 05-27-2005 05:00 PM





Well, I didn't check your screen shots, but if I did, thye wouldn't necessarily show if you had been or not depending on your logs.



Dev's: Can we get the SEA mods that do not work replaced with mods that do? Also, while you're at it, make sure to update the loot table by deleting mods for SEA's that are no longer applicable. Thanks.


PFD
Fri May 27, 2005 6:57 pm
#12

Wish I could do half of the damage your doing withmy lightsaber ,it would be a real improvement over my current abilities.(and I'm not that bad with it either).


RemoMoxey
Fri May 27, 2005 9:08 pm
#13






Ackehece wrote:


general rule long = better shot = worse for rifles / reverse for pistols / average for carbines.


But until this is tested more I do not believe they messed with anything . What they did mess with was melee and ranged defense and how it works. It may be reflected by how often we miss and lowered andor raised damages


you will most definitely be taking more damage from melee creatures post pub 17 - the average damage given by creatures remains the same but tanks are low end of the spectrum now and we are the top end...


so if tank or rifle took 100 prepublish


tank now takes 50 and rifle takes 150


average 100







Ack, I understand the new defenses (well if they were working I would.....lol). That's a whole other story.


I'm talking about pure accuracy. My concern is as a level 80 character with 300 accuracyverses level 5 and level 17 mobs I missed multiple times. Since when do level 17 mobs have 301+ defenses (or dodge, or whatever the anti-accuracy defense is)? It is still happening for me. They screwed something up again.....................lol.................stupid SOE.


If you don't believe me go look in the Jedi forums for posts on Aura (Jedi CoB), or the Teras Kasi forums for CoB posts.





Galactic Traders Union
Tatooine: 4540 -4724 (900M East of Mos Eisley)
Talus: 5437 -3691 (In the Fort Ronin cantina)

Alot-ta Fachina ~ Master Droid Engineer/Master Artisan
SWGRonin.com
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