Rifleman Archive
Thread: Did pub 20 nurf rifleman?
I was in Theed last night heading to the Palace to train up my piloting skills. I was combatant so I knew I'd have to fight my way in. I am a Lvl 44 so those Lvl 25s are usually gnats. Last night though I couldn't do a single point of damage. I was taking hits from the stormies as if I were a lvl 20. I was able to get into the palace because my doc skills kept my health up till I ran out of mind 5 minutes later. Then they left me a lone till I left and again I could not do any damage.
A buddy of mine was able to take out the Stormies around the palace, he is a lvl 56. His problem was that he was not allowed to loot the corpses and getting "You do not have permission to loot corpse." Upon his leaving the palace a new spawn of the stormies were there. He dispatched them and was then able to loot the corpses.
Not sure what is going on here.
nope no damage problems.
Fact I think I took down a lvl 111 on dant mo even easier postpublish than before...nice
And thx to covering while grouping, we're aren't exactly nerfed, are we?
I thought it would be more...
Well, the pub did givea new "anger" feature to the oponent when we apply a daze (effect of startle shot) on to him, true it was kind of an exploit what we did with the daze effect before, but the 10 second anger duration seems a bit too much..., master rifles already has some compleatly useless skills, like headshot for example.., this toke alot of the potential that startleshot had..., it seems that master rifles is more and more unable to stand on its own after the CU.., much to my sadness..
So, the anger effect on daze is lets say the fix of the exploit, but still you are able to chain two diferent skills witch have the daze effect, though only once, it can still be somewhat effective; for example, if you have improved dissarming shot from pistoleer and advanced startle from rifles, you can chain like startle / dissarming that you can leave the oponent still dazed during each round you fire them, but if you continue to chain them, after the second time the oponent will get the anger effect and you will not be able to daze them.
Still its effective on some situations, you can KD with improved underhand, startle, dissarming and while the oponent is dazed, prone and sniper shot... too bad this last now also requires a minimum of 20 meters to fire ![]()
But a definitive nerf on the effect.., before pub 20 I could just chain startle and dissarming over and over that the oponent wouldn't be able to do anything, true it was abusive, but I liked it ![]()
Regards.
N-Breen wrote:
in attacking a TKM with center of being enabled, I was hitting for around 300, with headshot, with my HLR, max 1281... wteff?
I thought it would be more...
Innate armor + PSG brings TK to the equivalent of 8.4-8.5k resist armor. Add COB, foods etc. and I'd say TK is pretty out of whack at the moment. Jedi defenders have a bit more, but atleast they're limited by the force bar. A TKM can literally last forever against 4+ ranged pplbecause damage will be so low that they don't have to heal often, plus COB and innate defenses = a lot of missed shots.
ShadowCM wrote:
nope no damage problems.
Fact I think I took down a lvl 111 on dant mo even easier postpublish than before...nice
And thx to covering while grouping, we're aren't exactly nerfed, are we?
Been wondering about this: do these things drop anything good. +25 AA/CA's, by chance? ![]()