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