Rifleman Archive

Thread: Rifleman and Tanking.

Skull-Taker
Thu Jun 30, 2005 12:14 pm
#1

I thought that rifleman were classified as Long Range High Damage Dealers and Melee like tka's and swords, pike were going to be the tanks!.

Im going through allot of armor and allot of stems being the groups meat sheild / main damage dealer. I was with a group eairler and I was the only one in armor, the others just waited till the ursors were agrod on me and then went in for there hits. Come on devs either fix the hate or tank ability or give rifleman better defences



Skull-Taker - CL 90 Jedi
Steve' - CL 90 Spy
Brutalus - CL82 BH
Girlfriends alts
Jazelle - CL 90 Officer -
Kaiko - Master Domestic Artisan
Candy' - Master Entertainer
Skull-Taker
(ggggggggggggggnnnnnn]]]]]]]]]]]]]]]]nnnnnngggggggggggggg)
Death It's Nature's Way Of Telling You To Slow Down
Arxy
Thu Jun 30, 2005 12:21 pm
#2

LOL iv had the same problem with my alt, and if you notice alot of people are grinding xp with a cdef variety pistol/carb/rifle what ever. I was training this one chap he was level 60 ish and he simply said that all he wanted to do was hit for minimal damage therefor he doesnt get the agro. In a word you are doing too much damage. I actually swallowed my pride and bought a decent low damage jawa rifle to grind with, this way i dont seem to get the agro all the time.
Chris-DaMan
Mon Jul 04, 2005 5:16 pm
#3






Skull-Taker wrote:

I thought that rifleman were classified as Long Range High Damage Dealers and Melee like tka's and swords, pike were going to be the tanks!.

Im going through allot of armor and allot of stems being the groups meat sheild / main damage dealer. I was with a group eairler and I was the only one in armor, the others just waited till the ursors were agrod on me and then went in for there hits. Come on devs either fix the hate or tank ability or give rifleman better defences






I dont think the devs need to fix the hate here and i dont think the devs need to give rifles better defenses for this reason. After all its kinda comprehendable thata mobgets the most anger towards the person that hits it the hardest.


You should rather get another group or tell the group members why you think their behavior is not ok




JediNyt
Mon Jul 04, 2005 9:00 pm
#4


Yes, find a different group that has real tanks like melee specialists. They're job is to get in close, deal andtake the hits, and taunt the enemy. If your group is not letting you be the sniper your designed to be then forget them. For me since I'm also a Teras Kasi Master I can tank when nessesary, even if I have a rifle equiped, and I don't need to wear armor that will decay like crazy in a tank position. TK gives me the defense I need to survive in case the situation goes sour and I get mobbed while sniping.



There is no emotion, there is peace.
There is no ignorace, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony,
There is no death, there is the Force....

Nyt Josan - Alliance Ace Pilot, Master Rifleman, Master Carbineer, Explorer, First Responder.
Donder
Mon Jul 04, 2005 9:12 pm
#5

<<Wookie


The best Cerimonial Armor I could find was 6k Energy, 7k Kinetic, 6k all else. Still, right nice armor. Added an ADK to the chest piece. Vastly reduced what I was spending. Take all the right foods. Meaning, ranged defense foods and dodge, if you are after anything with primarily ranged weapons, or melee defense and dodge foods if you hunt melee fighters. These do add dramiticaly to your defense, survivability, and the Durabilty of you armor (actualy, your armor just lasts longer if you don't get hit in the first place).



Combining Rifles with anothercombatprofession will add significantly to your defenses, as well.



Bunker


Keppisuutari
Tue Jul 05, 2005 4:45 am
#6

Im master rifles and master doc and Iam the best aggromagnet/tank in the game at the moment.


1. Go prone, snipershot to pull the aggro


2. Headshot while the animal is running towards you


3. From prone to kneel and keep altering between adv. startleshot and headshot until action runs out.


4. If my health runs low I use adv.startleshot followed by bactajab/shot


5. Use ranged shot until action runs up to the point I can use adv.startleshot or headshot again


This way everyone else in the group can just keep hitting the creature while getting no aggro. I didnt plan to become a tank but after CU thats exactly what my proffs made me to be.....




urLemurLemurLemurLemurLemurLemur
LemurLemurLemurLemurLemurLemurLeLemur Merodak Human Jedi
murLemurLemurLemurLemurLemurLemuTyrsis Resistance Force
rLemurLemurLemurLemurLemurLemurLBrooks Wookiee Trader
emurLemurLemurLemurLemurLemurLemVendor: /way 5172 -3252 near Mos Eisley
urLemurLemurLemurLemurLemurLemurGeneziz B-Orange Ithorian Medic
LemurLemurLemurLemurLemurLemurLeI was banished to the seventh level of hell
emurLemurLemurLemurLemurLemurLemTake the Dante Inferno Hell Test
Skull-Taker
Fri Jul 08, 2005 11:16 am
#7

My rifleman is a M-Rifle - M-BH with some pistols for root shots, I also use some buff foods for better health and action regeneration. Im using Trandosian hunting rifle and a proton carbine both with 29% damage power ups my average hit on a target is about 1100-1500, so Im usualy the top damage dealer in the group.


During the 2x xp week I was with some friends grinding jedi down in the mydryyl cave and those urnoris pack a heck of a punch, I worked on them for a day or two then went to dant for rest of the week. What really doesnt make sense is the xp rate, A lvl 75 urnsor was twice as hard to take down as a level 82 mauler but the mauler gave quite a bit more xp.


I guess I'll have to start forming or trying to find high damage dealing groups. Hmmm a full group of lvl 80 rifleman can you imagine the carnage.



Skull-Taker - CL 90 Jedi
Steve' - CL 90 Spy
Brutalus - CL82 BH
Girlfriends alts
Jazelle - CL 90 Officer -
Kaiko - Master Domestic Artisan
Candy' - Master Entertainer
Skull-Taker
(ggggggggggggggnnnnnn]]]]]]]]]]]]]]]]nnnnnngggggggggggggg)
Death It's Nature's Way Of Telling You To Slow Down
DarthDrool
Fri Jul 08, 2005 1:58 pm
#8

I agree with you. This could all be fixed by simply making the beasties agro on the closest group member not the largest damage dealer. The devsshould make a change.



MBH/MRM Bloodfin
"I've got those crystals you wanted,
just meet me at the Coronet starport"
ShadowCM
Fri Jul 08, 2005 2:20 pm
#9

I just wear disposable armor


I always seem to outdamage, so I just try to finish my creature as fast as possible so they don't usually get to do too much damage. If it's something big, then I take out my more expensive set of ubese armor to replace my 3000kindefense compo that I take to grinding.


Although bols rule to world of grinding (no swarming, never get to me), pikets tend to give a lot more xp so I'm usually prepared to take all the damage.


Nice cdef thought though...might give that a try. In the meantime, I realized that if I'm going jedi my bio-linked trando would be worthless so I'm going to grind with that, end the piket's misery real fast. Worth a try





________[Given up on trying to get a pvp rating of 0]_________


S_H_A_D_O_W_R_I_D_E_R


____________________ Suicide Extraordinaire ____________________


---------------------------------------KAURI RULES!-----------------------------------------
Skull-Taker
Sat Jul 09, 2005 5:56 am
#10

Seems like armorca's & aa's dont really help much anymore. As a test I timed and counted how many ranged shots it took to take out a piket then I equiped my chestplate with aa's that gave it +10 speed and +5 accuracy and took out another piket with the same results. I tried the test 3 more times and Kept getting the same results.


Armor is messed up it wears out way to fast. If urnsor hits me 300 points the armor should absorbe most of it not take just take 300 points of health decay



Skull-Taker - CL 90 Jedi
Steve' - CL 90 Spy
Brutalus - CL82 BH
Girlfriends alts
Jazelle - CL 90 Officer -
Kaiko - Master Domestic Artisan
Candy' - Master Entertainer
Skull-Taker
(ggggggggggggggnnnnnn]]]]]]]]]]]]]]]]nnnnnngggggggggggggg)
Death It's Nature's Way Of Telling You To Slow Down
Soldier-For-Hire
Sun Jul 10, 2005 1:21 am
#11

I don't think anything really needs to be changed. I've been a riflemen for a long time and have dealt with the same problem of being the tank because i deal the most damage. However, the only reason this happens is because of an irresponsible group. Realistically, a creature would attack the person dealing the most damage or attack the healer. In most other MMORPG's where group work is stressed, creatures have agro counters and attack either the healer or the person dealing the most damage. An irresponsible tank who doesn't taunt often enough would just cause the group's healers and damage dealers to die off, and eventually the tank will die too. SWG Pre-Cu really did not stress teamwork at all. Not that the CU has arrived, SWG players haven't gotten use to their roles. Hunting groups are more common now but the majority of them are "everyone shoot the creature as fast as they can" groups. The reason why experience is awarded regardless on whether you hit the creature for very little damage or most of the damage is so that the TKM tank who did small amounts of damage but kept the creature from attacking the damage dealing riflemen will be equally rewarded. Once SWG players understand that their professions actually have a role in a group, then groups will run off more smoothly. We will also see more efficient hybrid templates such as Riflemen/BH for heavy and fast damage dealing, or TKM/Pikemen/Part Fencer for Heavy Melee Tanking. For anyone who's played other MMORPG's. Riflemen = Black Mage. Melee= Soldier. Doctor/CM = White Mage.



Sypher Rein (HERO)
Master Bounty Hunter
Master Carbineer
4/4/X/x - Riflemen
Leafgreen
Sun Jul 10, 2005 3:58 am
#12

I think all of you are missing an important part of this.


(Yeah, that statement alone will get me flamed)


If I shoot into a mob then they go from question mark to exclamation point and aggro on me. That's fine. There's a major problem here. An example.


A group of four went down to play with the little nightspiders, looking for a badge. When they were ready i'd take a potshot at the next group of critters and they'd come over for a fight. Great. If I did 1500 dmg then the whole GROUP of spawns stay aggroed on me until that damage is surpassed.


So i'd have 4 critters chasing me around that would not bother to attack anyone else that was dealing damage to them. All of the spawn ignored damage done to them unless is was over 1500.


Ended up with me running back and forth around the melee party members, with the whole spawn chasing me, the melee members chasing the spawn and getting an occasional hit in for 1000 dmg... That just isn't right. If the particular creature I did damage to wants to pound on me until someone does a higher amount of damage to it, fine. But all creatures in a spawn acting that way when I haven't even touched 3 of them?


Anyone that does cover/concealed has probably noticed this too. Groups of spawn come after you and ignore the rest of the party pounding on them.


Bye-bye headshot & startle shot, time to put something else on the hotkey bar.







Chorvat Carty'ugi
Master RangerMaster Rifleman


Build a man a fire, and he'll be warm for a day.
Set a man on fire and he'll be warm for the rest of his life.

Ackehece
Sun Jul 10, 2005 7:27 am
#13






Soldier-For-Hire wrote:

I don't think anything really needs to be changed. I've been a riflemen for a long time and have dealt with the same problem of being the tank because i deal the most damage. However, the only reason this happens is because of an irresponsible group. Realistically, a creature would attack the person dealing the most damage or attack the healer. In most other MMORPG's where group work is stressed, creatures have agro counters and attack either the healer or the person dealing the most damage. An irresponsible tank who doesn't taunt often enough would just cause the group's healers and damage dealers to die off, and eventually the tank will die too. SWG Pre-Cu really did not stress teamwork at all. Not that the CU has arrived, SWG players haven't gotten use to their roles. Hunting groups are more common now but the majority of them are "everyone shoot the creature as fast as they can" groups. The reason why experience is awarded regardless on whether you hit the creature for very little damage or most of the damage is so that the TKM tank who did small amounts of damage but kept the creature from attacking the damage dealing riflemen will be equally rewarded. Once SWG players understand that their professions actually have a role in a group, then groups will run off more smoothly. We will also see more efficient hybrid templates such as Riflemen/BH for heavy and fast damage dealing, or TKM/Pikemen/Part Fencer for Heavy Melee Tanking. For anyone who's played other MMORPG's. Riflemen = Black Mage. Melee= Soldier. Doctor/CM = White Mage.




The problem is that taunt generates to little aggro while damage and healing creates to much. The tanks can not hold aggro no matter what they do unless the other players just plainly stop doing their role. It is not the nukers or the healers who are broken but the tanks who can never acquire aggro no matter how hard they try. 2 pikes +2 swordsman + me.... equals me with the aggro no matter what the other 4 do.




"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 --]
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