Rifleman Archive

Thread: Suggestion Thread: How can we make ourselves seem like nukers without debalancing combat?

Ackehece
Mon May 16, 2005 10:39 pm
#1

Ideas I have seen already



  • higher damage vs longer delays on basic specials


    • suicidal if not grouped

  • armor break built into our regular low damagespecials


    • ap3 anyone? it was debalanced in the previous system

    • commandos already are begging for this

  • Shorter timer on our snipershot


    • totally for this as our cooldown is to long I feel

  • conceal shot damage amped up and with a shorter delay


    • as well as this - both warm up and cool down could be shortened by 30%

    • this would allow 4 shots before aggro in pve

  • Higher base damage on our weapons


    • nice but a bad idea with cross cert'd weapons as everyone would use a rifle for everything then

  • just fine as we are


    • possible - maybe we are to early looking at this due to bugs?


suggestions and debate desired here ^_^




"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 --]
Encoded as per Garva




PyscoJuggalo
Mon May 16, 2005 11:41 pm
#2

Well if WS's aint making some great rifles in a month or two, we must ask for improvements...





Option 1- If they amp up conceal shot alittle, reduce the delays on both it and sniper, make Head shot just .25 more of a multiplyer powerfuler then leg shot, then we are a nuker IMO.....


Option 2- They make Head shot 30-50% more damage then leg shot and increase the delay 40%-55%, then we are a nuker (slows us down alot though)


Option 3- They make our weapons 20% more damaging across the board, slow em down by 20% across the board and garuntee the best damaging weapon (non-gernade)will always be a rifle and the second best a (to appease Commando) HW, then we will be nukers.


Option 4- they give us armor break on some of our weapons, master/4'th teirlevel, with cert.Ticks offcommandos off but we are nukers also


Option 5- is a mix and match of above.....


Option 6- is ********reserved*******





I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Bermag
Tue May 17, 2005 2:59 am
#3

I am not sure increasing damage on prone specials is the answer. There are no disadvantanges of being prone other than you can't kite.

If they do that I think they need to add a damage modifier to melee vs prone. Then it would be balanced. You use high damage specials which require you to be prone which makes you more vulnerable and you would need a tank to keep aggros away (or when solo use prone clever for example when target is rooted).



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
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Now playing Eve
PyscoJuggalo
Tue May 17, 2005 3:11 am
#4






Bermag wrote:
I am not sure increasing damage on prone specials is the answer. There are no disadvantanges of being prone other than you can't kite.

If they do that I think they need to add a damage modifier to melee vs prone. Then it would be balanced. You use high damage specials which require you to be prone which makes you more vulnerable and you would need a tank to keep aggros away (or when solo use prone clever for example when target is rooted).




The disadvantage is you can't run away. In most PVP I've played in the ability to move is highly prized.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Rakos_Rokarr
Tue May 17, 2005 4:06 am
#5

1. leave snipershot the same, increase damage to 3k

2. conceal shot increase dmg/same timer or no timer/same dmg

3. improved head shot should do more damage

4. when u activate a specialor ability needing to go prone, it automatically makes u go prone, not give u a wrong message

5. we need SOME group control...maybe a kd? or is startle shot and kneecap it? if it is it..then fix kneecap..doesnt slow down people much at all



So far im SERIOUSLY finding hard a reason to be rifleman..


1. you slow down the group by going prone

2. you only have 1 spammable special(head shot), other profs have 2-3

3. timers are WAYYY too slow

4. the dmg output is 100 more than a carbineer that can kd you like a toothpick, slow u down,etc and do as much dmg as u can without going prone or in cover

5. cover should work like jedi cloack..you can move around whilst under it anywhere but once u fire, it breaks(who cant see 1m long red bolts?)



50% of rifleman is broke...not to mention the line of sight thing.. i was 10m away from a creature that was id say on a 1m slope in front of me.. i could clearly see from head to its knees but i couldnt fire(this was the same for carbs and pistols)


they need to fix this game and theyre not doing it as fast as it should happen




IGN Rakos
L33t Nubl3t
Mastered the Imperial Assasin Profession
kiell_amor
Tue May 17, 2005 4:12 am
#6

From my experience just recently in the Phase 4 village quest I have to say that if they fix the issue with terrain which allows us to fire snipershot then we should be 'reasonably' fine......


In 2 different groups recently I was outside both the north and south gates for one spawn each - one is hilly terrain and one is flat. On the hilly terrain whereI cant use snipershot I was outdamaged by most people in my group (pistoleers and melee primarily) and had to settle for getting a couple of quick shots in to claim any part in the kill. Howeveron the flat terrain where I could go prone, use my extra range and snipershot I was definitely outdamaging everyone (they had to ask me not to use snipershot as I was killingoutlaws before they got to them) - a combination of snipershot>headshot>startleshot>headshot finished most in 4 shots with onlya mediocre rifle (277dps) and left me ready to snipershot someone new. My action only ever ran out once (when my vasarian brandy wore off) so I dont think that limits us too badly either (there are plenty of other foods to add too).


My No 1 suggestion is to get this fixed and then see where we are. If they dont then we cant get an accurate idea of how much of a 'nuker' we are in 'usual' combat. My other suggestion would be to increase Headshot by about 30% to balance it against other professions - at the moment in most combat that is our primary attack due to the bugs, and its just too weak on its own to outdamage any other profession using their full range of specials. Just my 2 cents.....


Oh, and as a MWS if you want a decent T21 or Adv Laser then the recent changes to the crafting last week mean you can get decent stuff again, but if you want any other decent rifle other than those then get yourself Rage of the Wookiees cos they're all quest rewards or loots....... /sigh






Kiell Amor (ahazi)
Crimson Defence[RDN] Vendors at -5723 3315 naboo {theed}

Antillies (Bria)
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Zariell
Tue May 17, 2005 4:28 am
#7

Just fix our abilities


Headshot isn't applying an accuracy debuff to the target as far as I can tell,


cover hardly ever works, conceal shot hardly ever works if you can even get into cover, and sniper shot hardly ever works as well.




Corbantis
Zariell Lentanis - Light Jedi Knight
Master Powers FTW


Abraxas1969
Tue May 17, 2005 6:12 am
#8


I don't see how we can do any corrections until we have some time to use our profession without the many crippling bugs we have ( & I'm talking big Starship Troopers bugs, not a gnat!!!!). Too many core abilities are broken & we get nothing but the canned "we're aware we screwed something up & are working on it." message from the devs & SOE.

Once we are working, then we can see if we are unbalanced.

Message Edited by Abraxas1969 on 05-17-2005 06:13 AM



Account cancelled..AGAIN 5 dec 2005. Currently on WoW & re-activated my UO account.
valetman
Tue May 17, 2005 7:01 am
#9

Whilst I agree with much of the sentiment here, in that until our abilities are experienced workingcorrectly its difficult to judge.

However, I dont think there is much room for manouvre with snipershot as it is.
Increasing it sounds good in concept, but I can presently do around 1800 damage to another player before armour using snipershot and a half decent T21.

Now, from cover you get first shot, against a non defender jedi that is already a 3 shot kill when combined with a couple of headshots, mostly without any chance for the opponent to even get in range of you.

Much more damage than that, and the nerf calls will come, something to be avoided at all costs.

The key problem is we do not have a higher damage special we can use within the high end content of this game, you cannot go prone on the corvette, the DWB, geo or the NS POI's very easily, at this point carbs, and BH become higher damage dealers than rifleman, which is the unbalancing situation most people are upset with.

All high end content except krayts and gorax are in enclosed situations, and there not only are we outdamaged by carbs,pistols and BH, they all also have better state attacks, better defences and more useful group contribution.

To me, apart from the severe crippling bugs in cover and snipershot, that is the situation that needs addressing.




VOBLAT [REJEK]-FARSTAR
Vobbucca - Test Center Wookiee
Light travels faster than sound. This is why some people appear bright until
you hear them speak

Roszce
Tue May 17, 2005 8:05 am
#10




My feel for it so far is that it's mostly fine, except for a few bugs. The bug I've noticed the most is snipershot going through the wind-up, and then not firing. No failure message or missed shot or anything, just nothing. Otherwise, my cover is working just fine, concealshot has worked fine, even against CL 82+ targets...sure the cover breaks eventually,but I don't even have any +cover skill mod attachments, so it's working as well as I would expect it to.


If there's anything the rifleman tree is missing in and of itself it might be some utility specials (like armour break, maybe), but I don't think anyone has only rifleman skills and nothing from other profs, and I get my utility shots (knockdown, dizzy, etc) from the other profession trees I've picked, so I don't have a need to get them from rifleman, personally...that's what matching profs and designing templates is all about. If there's any utility rifleman could really use again, it might be an improved AOE. We used to be AOE specialists, now the one cone of fire shot I have is fairly weak. I know the devs don't want us AOE-killing lairs solo any more, but I think a low-damage, wide+long-range knockdown cone-of-fire/limitedaoe shot on a long cooldown timer would be pretty cool...it seems like the kind of shot the t21 was madefor. Alternately, ifthe rifleman tree isnot supposed to have that much CC power, just a high damage, longer range cone-of-fire/aoe would be fine with me, too(or just a damage boost to the aoe effect of the spray shot would be great). Another possibility could be a distracting shot that momentarily forces the enemy to un-target the rifleman. The enemy could re-target, but it gives us a chance to catch a break since our high damage causes lots of agro, and it could give us an interesting option for pvp.


Summary:


  • Mostly fine, needs a couple bug fixes.

  • Could maybe use one or two utility shots of its own, but no need to overlap too muchwith specials available in other profession trees. Ideas for utility shots:


    • Armour break

    • knockdown aoe

    • higher-damage on aoe

    • de-targetting special

  • All things considered, I'm very happy with the current state.

Message Edited by Roszce on 05-17-2005 09:10 AM




Ackehece
Tue May 17, 2005 8:15 am
#11

ok two things to add to the mix:



  • We are most definitely not going to recieve an AOE

  • We are most definitely not going to recieve more crowd control specials



"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 --]
Encoded as per Garva




Roszce
Tue May 17, 2005 8:27 am
#12







Ackehece wrote:


  • We are most definitely not going to recieve an AOE








I'm not surprised we don't get CC, that what other profs are for, but this part surprised me, since nukers pretty much always get some AOE...





Cookie-Eater
Tue May 17, 2005 8:30 am
#13

I was suggesting that Sniper type shots(Sniper shot, Conceal, Head shot)will have Higher dmg and gunner type Specials (Kneep cap shot, Startle shot) have Higher speed....



just my 1 cent...(Ran out of money)





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