Rifleman Archive
Thread: Rifleman Issues
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MarcoRenaldi
Tue Jul 20, 2004 9:48 am
#1
OK I though I would go ahead and post this thread for us of our future correspondant. Below is a short list of questions as to your opinions on our current issues that I would like the rifle comunity as a whole to respond to. Please keep replies constructive and NO flaming.
1. With the coming mini-publishes what issues of the rifleman need to be addressed?
2. Given that a speed cap for rifles is almost inevitable what would we need to make up for it? i.e. accuracy, dmg, etc.
3. Rifle's vs. Jedi. What tactics have proved to be useful or effective, and what could be changed to balance the mix out a bit better?
4. How could /takecover be made to be more worthwhile?
5. What specials are currently broken or useless?
6. Melee seem to be dominating the battlefield as of late particularly with Jedi. Why do you think this is, and in addition is balancing needed to achieve a better balance between the two?
7. Fell free to post any other topics that hte devs should be aware of.( I will edit this list as appropriate)
WompaStompa
Tue Jul 20, 2004 10:25 am
#2
I don't know if it's broken or supposed to happen, but heres the scene:
An enemy npcis prone, I use flurry shot, he gets dizzy, that's fine. The thing that bugs me though, is that when I use startle shot to make them move up one position in posture, and it fails. They stand up anyway without falling.
Don't know if anyone else has noticed it, but it kinda interferes when taking out npc camps...
Just thought I'd comment
LiakyK
Tue Jul 20, 2004 11:13 am
#3
Not much of an issue when riflemen can take out 90% of the NPCs in about 10 seconds
DarthMarksman
Tue Jul 20, 2004 11:24 am
#4
Something i would liketo see though minor, is upgradeable weapons. Instead of having to purchase several different weapons, be able to upgrade each one for dmage and speed, etc. Just make the upgrades consummate to the skill level.
Waste93
Tue Jul 20, 2004 11:52 am
#5
It didn't fail. The KD effect you are trying to achieve only works if it's a voluntary posture change. Since you are forcing it with StartleShot it isn't voluntary and there is no chance of them falling over.
WompaStompa wrote:
I don't know if it's broken or supposed to happen, but heres the scene:
An enemy npcis prone, I use flurry shot, he gets dizzy, that's fine. The thing that bugs me though, is that when I use startle shot to make them move up one position in posture, and it fails. They stand up anyway without falling.
Don't know if anyone else has noticed it, but it kinda interferes when taking out npc camps...
Just thought I'd comment
Waste93
Tue Jul 20, 2004 1:25 pm
#6
It may be. I'm using the start date of 06/02/04 as that is when he posted his resignation here in the Rifleman forum. Either way it is far to long.
LiakyK wrote:
I think its been longer waste, Klaw told us on our Server he was dropping that account about a week or two before he posted it on this forum.
Porinjikerri
Tue Jul 20, 2004 1:48 pm
#7
Waste93 wrote:
It didn't fail. The KD effect you are trying to achieve only works if it's a voluntary posture change. Since you are forcing it with StartleShot it isn't voluntary and there is no chance of them falling over.
WompaStompa wrote:
I don't know if it's broken or supposed to happen, but heres the scene:
An enemy npcis prone, I use flurry shot, he gets dizzy, that's fine. The thing that bugs me though, is that when I use startle shot to make them move up one position in posture, and it fails. They stand up anyway without falling.
Don't know if anyone else has noticed it, but it kinda interferes when taking out npc camps...
Just thought I'd comment
I don't believe this to be true in every case. When I'm using my TKM skills, and I use my kd/dizzy attack, that's an involuntary posture change, yet quite often it results in the flopping action which produces those nice damage bonuses. Perhaps the game registers melee attacks differently from ranged attacks in the way it applies states...
Moria Gen
Waste93
Tue Jul 20, 2004 2:23 pm
#8
It is. They don't start flopping until the target that you KD attempts to stand up. Which is a voluntary posture change.
Porinjikerri wrote:
Waste93 wrote:
It didn't fail. The KD effect you are trying to achieve only works if it's a voluntary posture change. Since you are forcing it with StartleShot it isn't voluntary and there is no chance of them falling over.
WompaStompa wrote:
I don't know if it's broken or supposed to happen, but heres the scene:
An enemy npcis prone, I use flurry shot, he gets dizzy, that's fine. The thing that bugs me though, is that when I use startle shot to make them move up one position in posture, and it fails. They stand up anyway without falling.
Don't know if anyone else has noticed it, but it kinda interferes when taking out npc camps...
Just thought I'd comment
I don't believe this to be true in every case. When I'm using my TKM skills, and I use my kd/dizzy attack, that's an involuntary posture change, yet quite often it results in the flopping action which produces those nice damage bonuses. Perhaps the game registers melee attacks differently from ranged attacks in the way it applies states...
Moria Gen
Waste93
Wed Jul 21, 2004 12:03 am
#9
MarcoRenaldi wrote:
OK I though I would go ahead and post this thread for us of our future correspondant. Below is a short list of questions as to your opinions on our current issues that I would like the rifle comunity as a whole to respond to. Please keep replies constructive and NO flaming.
1. With the coming mini-publishes what issues of the rifleman need to be addressed?
I don't think they presently will have much effect on Rifleman. THe last mini-publish lowered SP requirements for BH. That will help all the ranged professions except Rifleman since they can stack. It may have the effect of some people leaving Rifleman and dabbling in BH/Pistoleer, BH/Carbineer, or even BH/Commando plus Pistoleer maybe. But probably not much we'll have to worry about directly.
Next publish will be Jedi, again. Some of the Force Sensative abilities will help us out along with other professions. To what degree is unknown yet.
2. Given that a speed cap for rifles is almost inevitable what would we need to make up for it? i.e. accuracy, dmg, etc.
Who says it's inevitable? I think Rifleman can easily put forward a very good arguement of why not to cap the speed in ways that have been rumored.
3. Rifle's vs. Jedi. What tactics have proved to be useful or effective, and what could be changed to balance the mix out a bit better?
" This will be addressed in the combat revamp " Sorry, couldn't resists.
4. How could /takecover be made to be more worthwhile?
Right now it only increases ranged defense. One other posibility would be for it to also reduce damge. In RL, taking cover means hiding behind a hard object which will deflect shots. So it would make some sense to do this.
5. What specials are currently broken or useless?
SurpriseShot does not work as advertised.
StartleShot1 and StartleShot2 are redundent because of FlushingShot1 and FlushingShot2.
6. Melee seem to be dominating the battlefield as of late particularly with Jedi. Why do you think this is, and in addition is balancing needed to achieve a better balance between the two?
Simple reason is because of Lighsaber block. They can block the majority of incomming shots, which makes a melee profession the best bet against them. Especially since you will be hard pressed to keep them at range anyways.
7. Fell free to post any other topics that hte devs should be aware of.( I will edit this list as appropriate)
No Correspondent. 48 days and counting......
LiakyK
Wed Jul 21, 2004 12:44 am
#10
I think its been longer waste, Klaw told us on our Server he was dropping that account about a week or two before he posted it on this forum.
Kutsumi
Wed Jul 21, 2004 4:42 am
#11
I have an issue that has bugged me for a long time as Rifleman.
I would like my Tusken Rifle to do KINETIC dmg, not energy. I think this makes sense since it fires a solid slug, like the striker pistol.
SpawnofHell
Wed Jul 21, 2004 7:00 am
#12
the Tusken King rifle is kinetic get it (there one draw back ull be doing about 4-10 damage with it
)
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