Rifleman Archive

Thread: READ THIS NOW!!! MY IDEA FOR PVP!! please post your thoughts

Shortyrzr
Wed Sep 24, 2003 8:36 pm
#1

This is actually a re-post from a post that I just posted (that's alot of posts) on the TKA forum, and I'll be posting it in as many of the profession boards that matter as I feel the need to, (probably the BH one last, because they might not like it :-))


previous post:


I actually just read a post that mentioned something of what I am about to say, but not in quite as much... severity? or something, anyway, I thought I would post this first to the TKA's of our game, simply because I think and someone else might feel that TKA's were hurt the most by the KD/posture change nerf.


I have posted this before on the GCW forum, but no one seemed to care about that post or read it, anyway, I'll offer it up here in hopes that someone on this forum will respond.


I think there should be timer applied to ALL, yes ALL combat-related skills. This would include, but is not limited to :ALL special abilities that cause damage/status change/Pch/KD/ etc within ALL of the combat classes, poison/disease skills of the combat medic, stim-use, and things like warcry,berserk, etc etc, there might be more, but you get the idea...


The post that I read that was (sort of) concerning this issue, had a reply that said the Devs didn't want a group of players stringing KD's together to keep one enemy down.... well I ask, Why not??? I think that makes more sense than having something be KD-immune for 30 seconds, I mean that's just rediculous, in my opinion, if 5-7 TKA's teamed up and took on an enemy that could kill 2 of them in the process, they could keep it at bay with KD's but only if they used TEAMWORK, oh wow, there's and idea!!! instead of all of them just spamming whatever hits to do the most damage (as I think it would be now since KDnerf) they would have to communicate and plan out, then stagger their KD's and take whatever it is down.


So another scenario is.... what if 3-4 melee, with kd's or pch's take on 1, yes 1 player, say a BH, as it is now the BH could probably win with the out-of-range bug, but with my fix for KD/Pch, if one of the melees took down the BH, then they could possibly keep him down, by staggering their KD's... now this would be tough enough as it is, knowing when to use your KD, but it makes sense, 5 brawler-types beating the crap out of one marksman and he gets up and runs away? that would not, and should not happen, I mean did you ever see a police beat down with 5 of them beating away on one guy, and he gets up in the middle of them, runs, and they can't catch him and hit him..... or for that matter, knock him down again...


This timer, whether its 30 seconds, 25, or if its different for every skill based on how powerful that skill is, would stop people from spamming the strongest attacks over, and over, and over again and could possibly make PvP just a tad bit more even, who knows, I just think that people that can do 1-shot kills, such as HWcone2 or HWsingle2 should be able to use them just however long their attack works, it should be "1-shot kill, ok now I need to run around a little, and keep myself alive.... hgmmmmm... getting shot, oh now I can do it again BAM!"



ok, some of that was a little abstract and weirdly worded, but I don't really want to change any of it so... PLEASE POST, flame me, respond with thoughts, tell me I'm right, tell me I'm wrong, just RESPOND..


I'd really like feedback :-)


I would!

Shortyrzr
Wed Sep 24, 2003 8:58 pm
#2

ok just to clarify, I meant shouldn't instead of should, when I talk about HWspecials, I mean should not be able to use them just their attack speed


please post your thoughts!

ArianSix
Wed Sep 24, 2003 11:23 pm
#3

This system sounds like something that will blow up in our (and everyone elses) faces...


I'm not sure if I have this correct, but are you implying that you'd like a timer (24, 15, whatever seconds) on all specials?


This would actually make most of the Riflemen skills pointless. After all what use is headshot3 is you can only use it once every 30 seconds? With this kind of system any kind of attack that targets Action or Mind would be pointless because you can't string them together.


The current timer system targets moves that were being used to completely prevent targets from being able to fight back (KD spams, supression spams, etc) and while I hated losing supression in PvE, it really had to be done for PvP (just wish they could seperate the 2).


Personally, I'm against this system, as any player worth their weight knows how to use all their skills to maximum effect anyways... spamming the most powerful attack you have is not always the best solution.


-- A6





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

Shortyrzr
Thu Sep 25, 2003 11:40 am
#4

Well, yeah, giving something like headshot3 or bodyshot3 etc, a 30 second timer would be outrageous, that's why something like what I'm talking about would have to be tweaked, and maybe this would take alot time and measuring different skills, but in my mind to do it correctly, you'd have to assign a timer to each specific skill based on how effective it was, the damage, and whether or not it does status effects or DOTs, in my original thinking I actually wasn't including the ham specific attacks like bodyshot2/etc, or, specials like that would recieve shorter timers,


the other thing, is I do think that one person should be able to get pinned down and not be able to fight back, if that person is getting ganked (love that word) by 6 people staggering their KD's , because theoretically that one person would lose to the other 6 anyway (theoretically), plus if passive defenses worked (DvsKD), this might not be as much of an issue,


thanks for the post

Dyriel
Fri Sep 26, 2003 12:13 am
#5

For special attack move, there is a limit : weapon delay and caps.

The problem is these are totally bugged.



In fact, what you suggest is a counter-nerf of the new cap delay. You are still wrong, it doens't make any sense either, why can't a Rifleman aim 3 times the head of someone in a raw ?

The ONLY thing that should change isn't the weapon delay cap...it doesn't make any sense, I admit. It is the Speed Mods cap that should be introduced. Of course, Pistol should have a higher cap than Rifles, I hope you'll admit with that.

To counter balance "relative" underpowering it would create (really Rifleman isn't underpowered, you should really understand you're still able to kill 3 ppl before your mind pool is empty...) there should be some accuracy caps too. I admit atm Pistols hitting as often as some rifles at 45m is stupid. More a defense problem than an accuracy one imho.

Some professions should be much more harder to hit than some others, all melee profs should be very hard to hit at close range and like anyone at higher range. But atm, TKA is very hard to hit at 60, much harder than a Rifleman. Why ? because defense bonuses don't decrease with distance.

The +40 you can see at 64m means the same thing than the -90 i have with my DX2 = almost same chance to hit. THERE is the bug, not in accuracy, it is in defense. I hit once for 6 shots, you are doing the exact same thing...at opposite accuracy numbers...sounds to me there is something not working elsewhere.
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