Rifleman Archive

Thread: How a Rifleman might be able to do a combo.

EternalN00b
Fri Sep 19, 2003 8:43 pm
#1

I keep seeing people ask how a Rifleman is ever going to make any sort of effective use of combos. I am still stumped on this question too, but I think I might see how it could work.



OK, what if the combos aren't target specific? So far I've been assuming that they are intended for a single target, but what if the target itself doesn't matter, only that you have sucessfully landed the previous attack.



Example:


Pretend thatone combois Mindshot2, Headshot2, Headshot3.


I Mindshot2 @ Player00


Headshot2 @ Player01 and recieve a combo bonus (assuming I hit with the mindshot)


Headshot3 @ Player02 and recieve a combo bonus (assuming I hit with the headshot2)




How do you think this would play out in the given mechanic? Would it be of any real use?

ArianSix
Fri Sep 19, 2003 9:00 pm
#2

I've been stumped on this one too...

I'd hate to use mindshots in PvP because they really don't work too well and chances are it'll just tick off the target and you'll be dead before he even gets incapped.

If you're allowed to spam the same move to form a combo it's pretty easy:

1. head3, head3, head3, head3
2. strafe2, strafe2, strafe2

Now if you have do use different moves, a good PvP combo could use:

1. head3, head2, strafe2, strafe, flurry2, flurry

Ofcourse in PvE we don't want to be using those AoE attacks because that ticks off everything in the area so we turn dead really fast. Maybe in PvE we'd end up combo'ing:

1. mind2, mind, head3, head2 (if we want a head theme)
2. conceal, strafe, flurry, surprise (if we want an HA theme)

Dunno how effective these combos would really be, just food for thought!

-- A6



(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

EternalN00b
Fri Sep 19, 2003 9:56 pm
#3

I re-read the new proposal and now see that it specifically states that combos would be target specific. So I guess this wouldn't be an option. I have now gone from 'there might be a way if...' back to 'I have not the faintest idea how one could credibly do this with a rifle'. If anyone can think of how it will be possible for rifles to land combos in the proposed system I eagerly await your post.
PyscoJuggalo
Fri Sep 19, 2003 11:11 pm
#4

I know the combo RM= Rifleman PL= Pistoleer


RM: miss


PL: 300DMG


PL: 300DMG


PL: 300DMG


PL: Heals self


PL: Misses


PL: 300DMG


RM: incapped


PL: Deathblow


RM: Slecet cloning station




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
TonPhannan
Fri Sep 19, 2003 11:13 pm
#5






PyscoJuggalo wrote:

I know the combo RM= Rifleman PL= Pistoleer


RM: miss


PL: 300DMG


PL: 300DMG


PL: 300DMG


PL: Heals self


PL: Misses


PL: 300DMG


RM: incapped


PL: Deathblow


RM: Slecet cloning station





Yup



Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
EternalN00b
Fri Sep 19, 2003 11:29 pm
#6

I've been combing the boards and saw an alternate interpretation for combos that would enable a rifle user to use them.



In this interpretation, the combos operate independantly of weapon speed. I'll give an example of how I envision this interpretation:



Pretend that a combo is Mindshot2, Strafeshot2, OverchargeShot



The user would queue up these 3 attacks, and then they would all go off simultaneously, or maybe even combine their effects. In this case,a stronger than normal aoe mind bleed.




Given this interpretation it would be possible for a Rifleman to make good use of combos. Any other interpretations that would allow a rifle user to make use of a combo system?

PyscoJuggalo
Fri Sep 19, 2003 11:35 pm
#7

If that were the case, why would they need to up our damage? I doubt it will work that way but what the hell do I know?



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
EternalN00b
Fri Sep 19, 2003 11:38 pm
#8

I doubt it would work that way either, I'm just trying to look at all the possible interpretations of the proposed mechanic so that we know what questions to ask.
zanetheinsane
Fri Sep 19, 2003 11:48 pm
#9

Or the combo might be:

Rifleman: miss
Rifleman: miss (crap)
Rifleman: combo move1 (alriiight)
Rifleman: miss (crap)
Rifleman: combo move1 (ok here we go)
Rifleman: miss (grrrrrrrr)
Rifleman: combo move1 (third time's a charm)
Rifleman: combo move2 (sweeeeet!)
Rifleman: miss
a crazed durni hits you for XXX damage. You die. *Nelson Muntz 'HAHA'*

Did I mention I was kiting a crazed durni?
zanetheinsane
Fri Sep 19, 2003 11:49 pm
#10

*side note* The rifleman in the previous story ran out of mind trying to do a combo. The durni hit him for like 250 mind damamge.
Gazkan
Sat Sep 20, 2003 3:54 pm
#11

If it is independent of weapon speed then it will work on one combat round (1 second). That seems to be what the dev is trying to state.. in that case they probably won't up our damage.I don't think the enginecan go below 1 second so you'll probably see master fencers/master pistoleers getting double attack or something at master... seriously, why would anyone be a master pistoleer right now?can be even more devastating with the pistol by getting a couple of pistoleer boxes and a little bounty hunter.That being said I don't think pistoleers need an damage increaseas double attack would likely give them above what it looks like .. they just need more of the perks skewed to the master to reduce this bounty hunter dabbling crap. Fencers need something.. their class really sucks ass especially without a knockdown. All novice's, yes even novice riflemenwho are perhaps the weakest novices areoverpowered in this game.. they should all be weaker, andmore perks skewed towards master.. why? because there'slittle to do at this stage after you're a master... it should be far harder to reach, also all high level mobs need to be much harder to encourage grouping... I can kill lvl 50+ mobs continuously with no challenge, I can just auto attack swarms of them down with a lvl 34 pet tanking, and I could do this usinga rifle, pistol or carbine... I can kill lvl 70 mobswith just a yawn.. I killed a gorax with no trouble whatsoever... anyways, back to combos... it will suck our ham with one combo, no more than it does now,butbasically anythingwill be dead ina 8 shot combo anyways. Eat some caf, ryshcale and muon gold and you'll be shooting combos out your ass. I really hope that they skew alot of this combo system to master.. maybe put +1 to combo in each of theboxes in our top row, and +4 at master. +2 at novice marksman will be silly. As it stands iwth a 3 second cap if this combo system is skewed towards novices I may as well untrain the entire rifleman tree above novice.

swirly_commode
Sat Sep 20, 2003 9:05 pm
#12

wow, someone needs to learn about paragraphs and periods.
Page 1 of 1
Previous Next