Rifleman Archive
Thread: Rifleman Stat changes that are currently on TC
I went through and added up all of the modifiers to see what all we get and it looks pretty cool. I included the modifiers you get from the marksmen path.
Rifle Aiming will be 100 at master
Block will be 80 at master
Rifle Accuracy will be 165 at master
Rifle Speed stays at 90
Melee Defense wil be 40
Ranged Defense will be 72 at master
The Blind, Dizzy, Stun, Posture change, Cover and Acc while moving mods stay the same.
This comes out to a increase of +70 aiming, +60 block, +63 Acc, +20 melee Def, and +52 ranged def.
The only thing that I wondered about was that both Pistoleer and Carbineer get a +105 Dodge/Counter attack compared to our +80 block. The other 2 classes get a big bonus to their status change defenses but hardly any melee/ranged defense mods. I figure it would be better to just not get hit personally heh.
I dunno how this stacks up to the other classes. I didn't do any math for them, since I was most interested in figuring out what all we would be getting.
I've only seen enemies block, never myself. Maybe that will change soon.
Take a Bh who has some pistol skills. He will spam eyeshot at max range and hit every single second. How good will your higher accuracy do you? How do you benefit from a higher ranged defense when the BH got the same defense mods?
If all what happened is "we increased the defense for everyone, so they are harder to hit, and then we increased the accuracy for everyone, so you can hit more often, and we did this in a similar way for every class" then nothing has changed. Well, maybe the fights last longer so we can kill ourslefs even better...
So, can anyone post the numbers for the other classes to compare?
Overall I think the changes will be great. I for one can't wait for the patch. I'd like to see what the other classes get as well but I think it's hard to find a reason to complain. Does Take Cover work now in TC?
I know that we're the only ranged one that got the massive ranged and melee defense buff. Everyone else got status change defense buffs. I for one would rather not get hit than resist the effects of being hit ![]()
I am not a rifleman on TC, after the character copy we all can be, So I can't test take cover or the new assist code fix.
Tezctlpoca wrote:
Ok, dodge and counterattack I've actually seen in action......can someone please explain to me what block does? I've been a Master for close to 2 months now and have yet to see it in action, PvPwise.....
Based on it's name I would assume that block is only good vs melee. My guess is that it's the same as dodge and coutnerattack. But only works (if it works) against melee attack.
I am 4,3,3,3 and have no natural "Counterattack" mod. But, I have a skill enhancement on my clothes for +1 counter attack. I was being shot up by pirates the other night and in my comabat window I actually sawsomething like "yoohoo the pirate shoots and hits for 232 points of damage. But you Counteratack!" I was amazed, the tape actually did something! I know it is a small mod, but it worked even when I have no skills for it. Under counter attack in my skill modifiers it looks like this 0/1. But, unfortunetly I have never seen a window that has said I "dodged" or "Blocked" a shot yet, even though I do have skill mods in those areas. So, tapes are active, but some of our natural skill mods are not. Hopefully they activate them soon, could make a new game for us! Those pirates wont be so tough then.
ManesX wrote:
I also noticed they removed Rifle Crawl Speed from the tree. Not that it ever worked.
Oh, it did work, in the very early days. Without Scout skills you could crawl hills up faster than you could walk them. But then they probably thought: "Hmm, they have to be almost out of range and prone to be able to hit. So when we remove this, it will be harder for them to get into poisition again when a MOB moves. And harder = good. remove it!"