Rifleman Archive

Thread: List of Concerns

Pecos
Fri Sep 19, 2003 7:14 am
#1

Enough with the "omg" posts, lets get a list of concerns that the correspondant can give to the devs.



Things to take into consideration when implementing the new system:


1) When these combo moves are implemented, pistoleers will be able to do their combo moves very quickly at .5 seconds per shot. Riflemen and Pikemen with a 3 second cap will require much more time to execute any combo move. A 6-part combo move would take a rifleman at least 18 seconds versus 3 seconds for a pistoleer. At the Master level, most PvP fights are over in 10 seconds or less, so riflemen would never finish a combo.


How will you balance this?


2) Giving bonuses to /takecover is a good idea, but with a 3 second minimum firing delay, a rifleman will only have time for about 2 shots in PvP before the target has closed the distance, forcing the rifleman to stand up.


If /takecover is truely going to be effective, we need some new special attack which limits the target's ability to quickly close the distance with us.


3) Some creatures require multiple warning shots before the effect sticks and they run away. With a 3 second firing delay and riflemen taking 2.5x damage from melee, one missed warning shot will be the death of us. Currently,a masterrifleman can fire 3 warning shots in that same period.


Perhaps the effectiveness of a warning shot should be related to the damage rating on the weapon, so a warning shot from a T-21 will be a great deal more effective than a warning shot from a Scout Blaster?


4) We want to know how the damage will scale. If pistol moves do current damage but at a delay of .5 seconds, you're going to have to massively increase rifle damage once you limit them to 3 seconds, if we're going to do the same damage-per-second as pistols.


You can't use the "mind damage is unhealable" excuse if Master Bounty Hunters will be doing eyeshot 2 times per second with a pistol. We'll need to at least match that.


Iodan
Fri Sep 19, 2003 7:24 am
#2

Man, I didnt even thing of setting up combos.. You know, he was talking about combo breaker moves too. A rifleman's combos would be broken continuously.. So thats a concern.


PvE Group XP - BH/Pistols/TKA/Fencer 6:1 vs rifles chance to get xp. Carbineer/Swordsman 3:1 vs rifles chance to get xp.


PvP State effects (Dizzy, Stun, KD, Blind, etc..)- BH/Pistols/TKA/Fencer 6:1 chance to land special moves vs rifles. Carbineer/Swordsman 3:1

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