Rifleman Archive
Thread: Fix suggestions
Well, since we're effectively the ignored profession, we need to post a list of all the problems of the Rifleman here. It's the only way to get noticed. Direct everyone here, and if we show that we're being ignored and maligned, they'll have to do something about it. Or lose subscribers.
We have a very high miss rate. Pistol and Carbine have a much lower one. We're
Gahh, mistake.
Anyway.
We have a very high miss rate, much higher than the Pistoleer or Carabineer. Accuracy is practically nil, we miss more than every other shot. Much better accuracy needed.
Our fire rate is very slow already. I hear that you're decreasing the speed at which we fire further... Buttering up those newbies who complain about what a rifle is supposed to DO? Should be about flurry of shots/2-3.5 secs.
We do more damage to ourselves than to the enemy, with normal shots. Fire a special shot, god forbid, you can't fire anymore. Setting more points to Mind helps a little but is not a fix for it. Why should we have to make huge concessions when the othergun professionsneed not? Lower rifle HAM costs, including specials. Damage should probably be increased a little too.
Warping creatures make it impossible to use a rifle for long, unless you are also a Creature Handler. Players can't tank so you have to be a CH too to fight as a Rifleman. And you may as well just give up your rifle skills altogether and go pure CH if you do that. So take out the warping. Alternatively, give us an attack that paralyzes the enemy for 30 seconds. If they have a ranged weapon they can still attack, but they can't move.
2.5x melee is stupid. Yes, we're using long rifles. But it's not balanced. Switching to another weapon should not be necessary, do the other classes need to do it? No! I suggest some sort of close combat rifle attack, like whacking them with the butt of the rifle. Bayonets would be good, to give us a chance in CC. Or perhaps a firing rapidly from the hip attack.
The range of rifles is useless. Pistol-armed NPCs can fire effectively at 60m, we have specially-designed rifles. Rifle range should probably be about 150m. This could be achieved through a permanent targeter power up, which displays everything in different-coloured textures when put to the eye(red for aggressive, yellow for non-aggressive, green for friendly, grey for the land) which would allow us to see up to the range of the rifle we were holding. The textures have a double purpose, cut down on lag so we can see further and make things easier to see.
I doubt that this'll be listened to by the Devs, since they seem to hate riflemen for some reason, but I don't see this causing any major problems for other professions. Unless they're stupid enough to be walking around overt, in which case they'll die. But that's already the case when you get jumped by a CH, a BH, a Commando, a Pistoleer, a Carabineer...
Please post comments, suggestions, and more fix ideas here. I want to know what everyone else thinks.
We have a very high miss rate, much higher than the Pistoleer or Carabineer. Accuracy is practically nil, we miss more than every other shot. Much better accuracy needed
Already on the test center. We are getting +78 accuracy added to our class. Noules pointed out a month or two ago the problem and they seem to be correcting it. Look up noules accuracy tests to know more.
Our fire rate is very slow already. I hear that you're decreasing the speed at which we fire further... Buttering up those newbies who complain about what a rifle is supposed to DO? Should be about flurry of shots/2-3.5 secs.
There is just no way, no how you can be asking to fire faster. I have no idea what the delay mod on flurry 2is, nor am I particularly inclined to look it up atm. But for arguements sake, lets say its 4. At 90 (master) you are popping a flurry off every 2.88 seconds. Take that number to 5, every 3.6 seconds. This was using a 7.2 speed rifle. Read Philosophier1976 (think thats his name) speed post in the pistol forums to find out more. What more do you want?
We do more damage to ourselves than to the enemy, with normal shots. Fire a special shot, god forbid, you can't fire anymore. Setting more points to Mind helps a little but is not a fix for it. Why should we have to make huge concessions when the othergun professionsneed not? Lower rifle HAM costs, including specials. Damage should probably be increased a little too.
There are mind buffs from dancers, musicians, chefs, and smugglers. Talk to either of them and you will notice a WORLD of difference. Why do you think damage should be increased. Based off what? Where are the numbers. Show me where we are being outdamaged and how we are underpowered.
Warping creatures make it impossible to use a rifle for long, unless you are also a Creature Handler. Players can't tank so you have to be a CH too to fight as a Rifleman. And you may as well just give up your rifle skills altogether and go pure CH if you do that. So take out the warping. Alternatively, give us an attack that paralyzes the enemy for 30 seconds. If they have a ranged weapon they can still attack, but they can't move.
Its a bug, its a known bug, and hopefully soon they will track it down and correct it. Yeah, this sucks, it sucks real bad. But for the time being learn tolive with it, because I do not want my class balanced off of bugs in the game. Furthermore, when it gets corrected, we are going to be nerfed and I dont even want to imagine the CH'ish childish behavior that would go on. Again, no balancing class off of game bugs.
2.5x melee is stupid. Yes, we're using long rifles. But it's not balanced. Switching to another weapon should not be necessary, do the other classes need to do it? No! I suggest some sort of close combat rifle attack, like whacking them with the butt of the rifle. Bayonets would be good, to give us a chance in CC. Or perhaps a firing rapidly from the hip attack.
I'm sorry, I really dont know how to say this other than you must have no clue what you are talking about or still a relative newbie to the rifleman profession. Myself (I'm not a master btw, I'm struggling just like you), and many many other master rifleman are completely in support of the 2.5x melee modifier. That modifier is the saving grace of our class. Our damage potential is tied to that massive disadvantage that the game has given us. If you find you really cant live with a 2.5x melee modifier, perhaps rifle isnt right for you. Perhaps pistol or carbine is more your thing. I cant emphasize this enough. WE ARE NOT A DEFENSIVE CLASS. WE ARE AN OFFENSIVE CLASS.
The range of rifles is useless. Pistol-armed NPCs can fire effectively at 60m, we have specially-designed rifles. Rifle range should probably be about 150m. This could be achieved through a permanent targeter power up, which displays everything in different-coloured textures when put to the eye(red for aggressive, yellow for non-aggressive, green for friendly, grey for the land) which would allow us to see up to the range of the rifle we were holding. The textures have a double purpose, cut down on lag so we can see further and make things easier to see.
I'm going to side with the Devs on this one (really dont know why cause I dont trust anything they say and believe they all take the short bus to work), but there probably are some technical limitations as why we cant fire further out than 64m. On top of that, I dont even want to begin to think about the balancing issues that would come up with having one class being able to shoot at a range of more than double anyone else. And lets not even talk about the poor melee, they'd straight disappear from the game. Yeah, it would be nice to shoot from 150m but, technical reasons aside, trying to balance that would be a nightmare.
Btw, I'm only a 3/1/4/3 rifleman if that matters at all, but those are my thoughts
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