Rifleman Archive
Thread: Rifleman Review
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Zilod
Fri Apr 22, 2005 8:45 am
#1
Whit this post i try to give some feedback about rifleman, as in my opinion the profession is still quite buggy is quite difficult to see the real effectivenes of the class, so i tried to bring up some problems i noticed in various specials and weapon selection.
note:many issues are alredy present (and generally more in detail) in my other post in this board.
SPECS FROM CU DOCUMENTATION
Rifleman
Primary Role: Long Range Damage Specialist
Secondary Role: Long Range Crowd Control (Position Control)
Offense: Very Strong (5)
Defense: Minimal (1)
Crowd Control: Moderate (3)
Primary Role: Long Range Damage Specialist
Secondary Role: Long Range Crowd Control (Position Control)
Offense: Very Strong (5)
Defense: Minimal (1)
Crowd Control: Moderate (3)
The Rifleman is an expert at long distance damage. Riflemen have a few support abilities to help them in this role including abilities to conceal themselves and keep opponents at a distance for a short while. Once an opponent has closed the distance however the Rifleman is extremely vulnerable.
The role of the Rifleman is that they are the embodiment of long range damage dealing. They should have abilities that allow them to maneuver at the edges of combat setting up devastating long range attacks and shots from hiding. Other ranged profession abilities such as Carbineer or Pistoleer could be used to expand and enhance a Rifleman's ranged combat options or melee profession skills like Teras Kasi may be desired to allow the Rifleman to better deal with opponents who would eventually close with them.
RIFLEMAN STATS
stat: value (general + rifle)
Melee defence: 65 (35 + 30)
Ranged defence: 130 (100 + 30)
Speed: 85 (20 + 65)
Accuracy: 190 (105 + 85)
stat: value (general + rifle)
Melee defence: 65 (35 + 30)
Ranged defence: 130 (100 + 30)
Speed: 85 (20 + 65)
Accuracy: 190 (105 + 85)
SKILLS
Head shot
the damage is good, but lower than carbineer leg shot, this (and other problems) makes carbineer basically a better DPS than rifleman.
i my suggestion to rework of damages is.
the damage is good, but lower than carbineer leg shot, this (and other problems) makes carbineer basically a better DPS than rifleman.
i my suggestion to rework of damages is.
actual situation
special (damage)
body shot (1300)
head shot (1500)
leg shot (1600)
special (damage)
body shot (1300)
head shot (1500)
leg shot (1600)
suggested situation
special (damage)
body shot (1300)
leg shot (1400)
head shot (1500)
special (damage)
body shot (1300)
leg shot (1400)
head shot (1500)
Knee-cap shot
a good snare, quite usefull to kite the opponent or to get distance
a good snare, quite usefull to kite the opponent or to get distance
Sniper shot
This is a high damage shot, around 80-90% more than head hit but again its preparation time cut its effectiveness, it have to be used prone and it break conceal.
This is a high damage shot, around 80-90% more than head hit but again its preparation time cut its effectiveness, it have to be used prone and it break conceal.
For these reasons will not be efficent to use it during normal combat or even in a support role as 2 normal head shot (or other more damaging shots) can put out more damage in the same time.
my suggestion is to improve the damage by a 30-40% and give it a high recast time, making it a big nuke that can be used only a couples of time during combat.
note that as it is now Sniper shot can become a bit more usefull if roots will be changed to break on hit, this way a rifleman will be able to efficenlty use it in some 1vs1 situations (but it will still be a very situational shot, not much for a master skill).
Cover
Still a bit buggy, now it seem to work as intended, it break is someone is 10-15m near the rifleman or if any special (exept conecal shot is used) and ranged NPS don't attack back.
Still a bit buggy, now it seem to work as intended, it break is someone is 10-15m near the rifleman or if any special (exept conecal shot is used) and ranged NPS don't attack back.
As said there are still some problems...
- non ranged NPCs run straight at the rifleman (it will be better if they "run" around randomly as on live)
- ranged NPCs run at the rifleman but stop at around 20m and remain still (again will be better if they don't know where the char is located)
- players can /target the rifleman
- aim should not break the conceal (and so have not the cross effect over the char)
Conceal shot
a bit slow attack due to preparation, but the damage is very nice and don't break cover
a bit slow attack due to preparation, but the damage is very nice and don't break cover
Startle shot
The damage is nice but the opponent attack delay and posture change seem to not work at all, tried both in PvP and PvE and both me and the people i was testing with, have not noticed any delay.
The damage is nice but the opponent attack delay and posture change seem to not work at all, tried both in PvP and PvE and both me and the people i was testing with, have not noticed any delay.
Aim
This can be a nice skill, as it can improve accuracy by 200%, in PvP it can improve the damage by a 20-30% but in PvE it is bugged and no damage boost is applied.
This can be a nice skill, as it can improve accuracy by 200%, in PvP it can improve the damage by a 20-30% but in PvE it is bugged and no damage boost is applied.
Also it have a very sloow preparation and it last just for a couple of secs, this makes the skill quite useless in fact i can probably shot 2 (if not 3) times instead of using it, and its duration is enought just for 5-6 shots so the improvement on damage and to hit ratio it probably not worth the loss of 2 attacks.
This skills can also be used once every 30 secs as the effect doesn't show up even recasting it.
suggestions
fix PvE damage Boost
lower the preparation time or improve the duration of the effect (maybe moving it at master)
fix PvE damage Boost
lower the preparation time or improve the duration of the effect (maybe moving it at master)
SOME CONCERNS
Rifles are the only weapons whitout kin and elemental damage in mster box, as probably kin weapons will be the best ones for ranged PvP this can have a very bad impact on rifleman DPS and his supposed role.
FINAL IMPRESSION
with conceal and startle shot still a bit buggied and other skills that (imo) should get some improvements is still difficult to have a clear picture of the class.
Rifles have a nice ranged bonus on other weapons and this make him very suited for the role of ranged support, he should try to stay out of other weapon range, and use roots(from other professions) and snare to get a strategical advantage during battle.
Conceal will also make itveryviable in PvE and can beusefull to snipe enemies in a caotic battle or to surprise a jedi.
Defence of rifleman is not very good, the only damage reduction skill is startle shot (not working) and recon armor can bevery good for some PvE against NCPsor PvP (expecially vs jedi), but is not a versatile armor as could be a battle armor or an assault armor+shield.
Probably the best defence of a rifleman will be the ability to stay out ofenemy range and to shot unseen.
In the end, even if a rifleman, due tohis decent DPS,can be suited even for some first line action i see him more suited as a very long range fighter, to take best advantage of his skills and his weapon.
PERSONAL SPECS
Rifleman
Primary Role: Long Range Specialist
Secondary Role: Sniper
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Moderate (3)
Secondary Role: Sniper
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Moderate (3)
Message Edited by Zilod on 04-22-2005 05:49 PM
Ackehece
Fri Apr 22, 2005 10:26 am
#2
excellent analysis - many of the points that have been brought before the devs
I did not know that about leg shot out damaging headshot
now do you feel we rank a three for crowd control? - kneecap shot being the only one we have.
Zilod
Fri Apr 22, 2005 10:47 am
#3
Ackehece wrote:
ow do you feel we rank a three for crowd control? - kneecap shot being the only one we have.
true i was not too sure if to rank it 3 or 1 ![]()
decided on 3 as startle shot should be a good crowd control skill (with both posture change and delay attack)
as i consider the skill actually bugged and not designed to work as it is now i chose to give it a 3 (hoping it will be as good as it seem by description)
but yes ATM with various bugs is 1
Pahaddino
Tue Apr 26, 2005 4:27 am
#4
Has proton rifle been change to kinetic and no more need commando ?
I heard that in one of the patch of the week end.
Not sure tho, I haven t check on test center.
KundoJet
Wed Apr 27, 2005 7:25 am
#6
Much has improved, although there are still bugs with certain abilities (see the Cu Bugs thread). I haven't been in to check the weapons certing, but the last changes that saw weapons get certed to other professions, Master requirements disappear, etc., are bugs that will be changed - almost certainly before launch.
UmaThurman
Wed Apr 27, 2005 5:37 pm
#7
Kermalius wrote:
so we're still throughly boned?
My AS and Initiate are both getting "boned", and I'm here exploring options for my newest character, who was initially going to be a BH/Pistoleer, but they are getting "boned" too. Now I'm thinking rifleperson (something I've always wanted to do). It's my impression that everyone thinks they are getting "boned". I've yet to see the post that says, "Everyone else is getting boned, but we are getting a really sweet deal!".
Looks like the idea is that we are all getting a "boning" of one degree or another, that will require us to work together, and hey, isn't that the idea of a mmorpg anyway?
Raloorn
Wed Apr 27, 2005 8:54 pm
#8
Sounds like they made Riflemen exactly how I always envisioned them. So tempted to load SWG back up now hehe.
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