Rifleman Archive

Thread: Post CU carb vs Rifle

sanmonroe
Wed May 11, 2005 5:32 pm
#1

Just to start, this is NOT a call for nerfs of carbineers. it is a call for the devs to look into our role in the CU.

Decided to take advantange of respec and try a few different things and I was amazed at how hurting we are atm as our role of nukers/DD.

Carineers not only have all their specials working, they do the same damage as ours and I was able to buy carbines with base DPS that I would get another ADK for if I had arifle that good. (hell, I bought 3 advanced e-11s with base 320 DPS (unsliced) for 12.5k each).

So a list and comparison, keeping in mind carbines are faster base than rifles.

Rifleman
1- high damage DD- Broken
1- DD
1- DD under cover - Broken
1- 3 second startle
1- single target Snare

Melee Def 65
ranged def 130
Speed 85
Acc 190
Max range 64m

Carbineer
1 DD
1 DD
1 Multibody part DD
1 single target snare
1 single target KD
1 AE DD
1 AE suppression

melee def 100
Ranged Def 115
speed 70
Acc 170
Range 50m

So basicly riflemen compared to carbs get

+14 meters range
+20 acc
+15 ranged Def
+15 speed
and a 3 second startle.

We are lower by

35 melee def
1 DD
1 Multibodypart DD
1 AE DD
1 KD
and 1 AE snare/supp


Plus carb specials do more or the same damage as we do. Combine this with better DPS carbines that are easily available and what are we there for?

Our role is supposed to be Nuker with the most damage.

We definitly need an upgrade to our damage to compete with the other ranged profs. Pistoleers do their role very well. Crowd control and have nice damage. Carbineers have decent control and the best damage. Reading the Carb forums I was suprised to see many of them complaining thier damage is too high and they don't have the role they expected (although theyre are plenty of them that are happy with mid CC and massive Damage).


Some ideas to improve rifles, given our role as damage dealers?

1- Fix Conceal and Snipershot (this is a given)
2- Remove the timer on snipershot! (this would fix it with no change in code. Besides, with the timer I doubt having it work will raise our damage potential more than a little.
3- Add another high power DD on a seperate timer so we can alternate headshot/other (maybe heartshot or whatever goofy name)
4- Give a multi/Combo attack shot. Something like TKM combo attack where we put 2-3 rounds into the target, its not like the T-21 or most of the other rifles in the game are "sniper" rifles.
5- Up the damage on our rifles. I can't think of any reason I should ever see a generic advanced carbine for under 20k with equiv and better DPS to many krayted T-21s.

As it is we do less damage and have crap specials.

If we aren't going to get cool specials, give us the damage our proff is supposed to have.

Oh, also. EDIT

The extra range is not really useful since a cyber arm brings them up to 60m (same as out cool looking but WEAK DC15).

Message Edited by sanmonroe on 05-11-2005 08:10 PM



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Ivon
Wed May 11, 2005 6:20 pm
#2

just fix sniper and conceal shot, and make conceal an actuall viable moveto use



-Hi
Ciao
Wed May 11, 2005 6:35 pm
#3

I was completely SHOCKED to see the top of the line Carbine does more damage than ANY Rifle. I thought I read in the profession descriptions that rifle was the master of damage but its NOT!!


Unfortunately I listened to SOE which I admit is my mistake given their history. However, I thought things might be different. I hope I can respec one last time into carbines and out of Rifles.


I know you all think this is something that SOE can and will fix but i dont think so. Bugs will take months to fix and as far as revamping skills, forget it.


Well, at least they are better than melee stackers.



Roboute Guiliman
Melee Master
Rebel’s Bane
sanmonroe
Wed May 11, 2005 6:40 pm
#4



Ivon wrote:
just fix sniper and conceal shot, and make conceal an actuall viable move to use





What is the addition to our net Damage per second from snipershot when it works?

I seem to remember someone figuring it out and it wasn almost nothing because of the extra delays and it was much more efficient to do soemthing like alternate headshot with legshot or bodyshot (or critical etc).


Oh, and I forgot the simplest way to fix things.

1- Fix sniper and conceal shot
2- Give a rifle damage bonus for riflemen. Something like +10% damage for novice, 20 for 1111, 30 2222, 40 3333 50 4444 and 70% for master on all shots with RIFLES ONLY.



Ineedanewsig


sanmonroe
Wed May 11, 2005 6:43 pm
#5



Ciao wrote:
I was completely SHOCKED to see the top of the line Carbine does more damage than ANY Rifle. I thought I read in the profession descriptions that rifle was the master of damage but its NOT!!
Unfortunately I listened to SOE which I admit is my mistake given their history. However, I thought things might be different. I hope I can respec one last time into carbines and out of Rifles.
I know you all think this is something that SOE can and will fix but i dont think so. Bugs will take months to fix and as far as revamping skills, forget it.
Well, at least they are better than melee stackers.





Lets try to keep it constructive.

Yeah the profession is in the worst state since the joke it was at release (remember damage multipliers?), but hopefully things will get worked on.



Ineedanewsig


Ackehece
Wed May 11, 2005 6:54 pm
#6






sanmonroe wrote:





Ivon wrote:

just fix sniper and conceal shot, and make conceal an actuall viable move to use







What is the addition to our net Damage per second from snipershot when it works?

I seem to remember someone figuring it out and it wasn almost nothing because of the extra delays and it was much more efficient to do soemthing like alternate headshot with legshot or bodyshot (or critical etc).


Oh, and I forgot the simplest way to fix things.

1- Fix sniper and conceal shot
2- Give a rifle damage bonus for riflemen. Something like +10% damage for novice, 20 for 1111, 30 2222, 40 3333 50 4444 and 70% for master on all shots with RIFLES ONLY.





As snipershot is on a different timer then our other specials it is a complete addition to our regular attacks so it increases our DPS immensely.




"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




Ciao
Wed May 11, 2005 7:25 pm
#7


Hmm, even better to know.


So you can open with a conceal shot and go right into a sniper shot then a KD then disarming shot to stop any action they do then a root and then crit/head shot? Of course that depends on your template but that series is possible, right?


Im thinking the conceal shot just lets you do some damage without them knowning what happened then the sniper for the huge wallop. By then they are off and runningn or getting ready to heal so the KD should stop both, right? After that they will use a special to stand up so then you can hit them with disarming shot to keep them from doing any attack/heal, right? then a root to keep them in place and hopefully they are near death and will more than likely use a stim so the Head/Crit shots would be able to put them away, or another sniper if its available, right?




Roboute Guiliman
Melee Master
Rebel’s Bane
sanmonroe
Wed May 11, 2005 8:05 pm
#8



Ackehece wrote:


sanmonroe wrote:


Ivon wrote:
just fix sniper and conceal shot, and make conceal an actuall viable move to use





What is the addition to our net Damage per second from snipershot when it works?

I seem to remember someone figuring it out and it wasn almost nothing because of the extra delays and it was much more efficient to do soemthing like alternate headshot with legshot or bodyshot (or critical etc).


Oh, and I forgot the simplest way to fix things.

1- Fix sniper and conceal shot
2- Give a rifle damage bonus for riflemen. Something like +10% damage for novice, 20 for 1111, 30 2222, 40 3333 50 4444 and 70% for master on all shots with RIFLES ONLY.


As snipershot is on a different timer then our other specials it is a complete addition to our regular attacks so it increases our DPS immensely.





Thats good to know, but witht he warmup it still won't add a huge amount to our DPS. More than firing another headshot, but not massive.



Ineedanewsig


twighead
Wed May 11, 2005 8:11 pm
#9


Lol e11 has 320 dps unsliced. That is higher than any sliced rifle I have including my laser and my 33% damage sliced, pre-CU T21.


I may have to respec to carbine as well. This is BS.


Message Edited by twighead on 05-11-2005 11:15 PM




KENTT DARKSTRIDER
Elder Jedi
Vortex Ace Pilot
Vendors: -5531 3155 Theed
Hec
Wed May 11, 2005 9:54 pm
#10







As snipershot is on a different timer then our other specials it is a complete addition to our regular attacks so it increases our DPS immensely.







yea, you just need to add the time used to drop the camp so you can actually use snipershot.



Hec Losame
ALM
Hunter for hire (Do not work for Imps)
Ackehece
Wed May 11, 2005 10:16 pm
#11






Hec wrote:






As snipershot is on a different timer then our other specials it is a complete addition to our regular attacks so it increases our DPS immensely.







yea, you just need to add the time used to drop the camp so you can actually use snipershot.






well hopefully that will be fixed soon






"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




bobbybear
Thu May 12, 2005 3:08 am
#12






twighead wrote:


Lol e11 has 320 dps unsliced. That is higher than any sliced rifle I have including my laser and my 33% damage sliced, pre-CU T21.


I may have to respec to carbine as well. This is BS.



Message Edited by twighead on 05-11-2005 11:15 PM




I have seen many 320+ base dps unsliced advanced laser rifles out there. I just sold one with 342 base dps sliced.





Kaldin Brine - Master Armorsmith
Kaldier Brine - Master Rifleman
I Support Mods


sanmonroe
Thu May 12, 2005 9:40 am
#13



bobbybear wrote:


twighead wrote:

Lol e11 has 320 dps unsliced. That is higher than any sliced rifle I have including my laser and my 33% damage sliced, pre-CU T21.

I may have to respec to carbine as well. This is BS.

Message Edited by twighead on 05-11-2005 11:15 PM



I have seen many 320+ base dps unsliced advanced laser rifles out there. I just sold one with 342 base dps sliced.





Yeah, but are you able to find them on vendors for under 20k and but them en masse? Or are they a couple million credits and there are 3 or 4 total for sale in the galaxy?



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