Rifleman Archive
Thread: ASAP!!! are we getting nerfed next patch?
Umm don't know whether we'll be nerfed or not ,probably will betho.....
But as for a kid contacting a CSR and being told they were nerfing rifleman, that's BS theirs no way a CSR would pass info like this along.If it's going to happen it will be announced on the forums through TH or someone else in the know, not passed onto some kid from an anonymous CSR.....
NotoriousWookie wrote:
some kid brought up somehtin in teh game, he said our conceal should take us off radar but than if they do that we cant hit **edit** while moving now i like this idea if they do nerf us DO THIS FOR GOD SAKES, dont weaken us to **edit**!
Please, don't post again...ever.
The 3 Evils
1) 3 Second Speed Cap
2) The Damage of our Specials will be Reduced
3) The Defence In our Profession will be Reduced.
swirly_commode wrote:
The 3 Unmentionable Evils... Err Nerfs
The 3 Evils
1) 3 Second Speed Cap
2) The Damage of our Specials will be Reduced
3) The Defence In our Profession will be Reduced.
i've heard the same
1) stupid idea to make a hard cap (how the heck does will this affect the spraystick), but i do think the equation for the attack speed should be reworked.
2) bad idea to reduce the damage
3) from what i hear, there is a bug in the way the game computes the to-hit chance when holding a rifle. i haven't really seen any significant evidence (in my gameplay) to support this though. the defenses are higher than they should be - as they were designed when they 2.5x melee multiplier was in effect. there should be a bump in the state defenses, lower the melee/ranged a bit., and maybe bring block up a little bit higher
Just fix block.. I could swear it doesn't work, I've never seen anything in my combat spam regarding Dodge / Block / Counterattack..
morticide wrote:
i've heard the same
1) stupid idea to make a hard cap (how the heck does will this affect the spraystick), but i do think the equation for the attack speed should be reworked.
2) bad idea to reduce the damage
3) from what i hear, there is a bug in the way the game computes the to-hit chance when holding a rifle. i haven't really seen any significant evidence (in my gameplay) to support this though. the defenses are higher than they should be - as they were designed when they 2.5x melee multiplier was in effect. there should be a bump in the state defenses, lower the melee/ranged a bit., and maybe bring block up a little bit higher
MarcoRenaldi wrote:
A speed cap would kill this profession. it takes roughly 2 or more Strafe 2 shots to kill a unbuffed person right? Who here think a TKA can not close the distance in 6 seconds and KD/dizzy us? Hell most battles are decided in the first 5 seconds anyway and now we get one shot and we are done.
I am also a TK as my secondary choice in Combat and I can confirm that if need be I can burstrun 64m to a target inside 3-5 seconds.. in that time I would be within striking / warcry / lungedistance.. easy.
So long as the Target doesn't run a way that is, and seriously, who wouldn't run away. You stay still in PVP and you are a dead man, plain and simple.
Message Edited by Onichi on 02-23-2004 05:05 PM
i'm with you - i don't see anything in my combat logs for block - for some reason i do get counterattack and dodge, still haven't figured that one out
Onichi wrote:
Just fix block.. I could swear it doesn't work, I've never seen anything in my combat spam regarding Dodge / Block / Counterattack..
MarcoRenaldi wrote:
A speed cap would kill this profession. it takes roughly 2 or more Strafe 2 shots to kill a unbuffed person right? Who here think a TKA can not close the distance in 6 seconds and KD/dizzy us? Hell most battles are decided in the first 5 seconds anyway and now we get one shot and we are done.
Message Edited by morticide on 02-23-2004 06:05 AM
morticide wrote:
i'm with you - i don't see anything in my combat logs for block - for some reason i do get counterattack and dodge, still haven't figured that one out