Rifleman Archive

Thread: Lithitanium Rifle is now Energy... Why ???

Kathleen
Fri Aug 27, 2004 11:21 am
#1

Well i just did the mission today and this is one hard mission to do, and the reward is now a uselessEnergy Lithitanium Rifle which used to be Kinetic rifle.










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Kathleen
Fri Aug 27, 2004 1:04 pm
#2


Well...


It's all about population control.


Few monthsago, everyone used to be Master Rifle/Master Combat med. So in order to reduce the Rifle population they rebalancedthe gameto keep the rifle population low. Because they didn't want everyone to be riflers, there are creatures that can not be killed by rifles, plus they try toinvite some players to try other templates.


However, some players beleive that they have the right to play the game therefor they shouldmake NS Weaver, NS Protector, NS Stalker 95% immunte to riflesNOT 100%.


A 100% resist to all rifleslimits the things you can do with your character. It's not that Rifle can kill steala 95% resist... but alteast a 95% would make them feel useful when hunting with other. Beside a 95% resist will decay a rifle thus contribute to the economy.


100% immunity is just stupid.












Message Edited by Kathleen on 08-27-2004 01:11 PM



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Dynastar
Fri Aug 27, 2004 1:45 pm
#3

The 158 skills points you have left after Rifleman are the answer to your problem.



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
Rinndalir03
Fri Aug 27, 2004 2:07 pm
#4






Dynastar wrote:
The 158 skills points you have left after Rifleman are the answer to your problem.






Unless the majority of those158 skill points are devoted to one of the many non-combat professions (artisan, medic, ranger, squad leader, entertainer, and politician). In which case you're still screwed and you're nothing but dead weight in a group (e.g. when hunting mobs like Nightsisters).


No animal or NPC should be immune to every damage type that a profession has available to it... 90% resists are fine, but they should never be any higher. SOE can fix this by either (1) giving every profession a weapon of each damage type, or (2) overhauling NPC resists. Option #1 would be easier for the programmers and more fun for the community since we'd get to play with lots of different weapons and crafters would have more items to make.

LiakyK
Fri Aug 27, 2004 2:10 pm
#5

Mokk (and other of these humanoid things) Rock Sharpeners are 100% Kinetic.



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
takiana
Fri Aug 27, 2004 2:35 pm
#6

Squad leaders and combat medics are anything but dead weight when hunting highend critters like the sisters.


A good SL/MRM/Medic, or like a tkm/combat medic is a huge benifit in any high end area no matter how good your squad is.


pfft..
LiakyK
Fri Aug 27, 2004 2:49 pm
#7

You should fight a Gorax and see how usefel a SL can be



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
Kathleen
Fri Aug 27, 2004 3:59 pm
#8







LiakyK wrote:
Mokk (and other of these humanoid things) Rock Sharpeners are 100% Kinetic.



As far as we know,


Master Sword/Fencer with 0 skill pointshave requested the exact same thing.


They are requesting to cap the resist at ~90%kinetic instead of 100%so theycan actually play and fully usetheir gaming time in the combat templatethey are in.


The subscribersaren't asking to be able to kill every creatures,they are asking to be able to do something instead of just standing there with zero option.


For those who did not understand the concept, this 100% resist is merely adesign to make people surrender their skills (time sinking their time in a grinding process) toforce them to pickdifferent skills to perform certain tasks they wish.


If you want to do this you have to grind that prof.


But if you want to do that you will have to surrender part of that prof and grind this prof.


But if you want to do that you will now have to surrender this one however you won't be able toperform that action anymorebut you can anytime regrind that profession later if you beleive its not worth it etc etc etc..


PS: And you can Expect Everquest 2 to be the same.








Message Edited by Kathleen on 08-27-2004 04:04 PM



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DrekkarStorm
Fri Aug 27, 2004 5:19 pm
#9

Just curious guys... I'm thinking about Going MFencer/MRifleman ...just curious what are the stun defenses on NS's?




~Drekkar Storm~
Master Rifleman/Master Doctor
Captain in the Rebel Army
Proud Member of the Omega Shard
Sunrunner Galaxy
Rawauh
Fri Aug 27, 2004 5:46 pm
#10






DrekkarStorm wrote:

Just curious guys... I'm thinking about Going MFencer/MRifleman ...just curious what are the stun defenses on NS's?





100% stun. plus they got medium armor so a gaffi stick aint gunna kill them fast at all.




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Celcon - Master of the Whoring of Loot Profession
Dynastar
Fri Aug 27, 2004 10:57 pm
#11


Rinndalir03 wrote:


Dynastar wrote:
The 158 skills points you have left after Rifleman are the answer to your problem.


Unless the majority of those158 skill points are devoted to one of the many non-combat professions (artisan, medic, ranger, squad leader, entertainer, and politician). In which case you're still screwed and you're nothing but dead weight in a group (e.g. when hunting mobs like Nightsisters).

No animal or NPC should be immune to every damage type that a profession has available to it... 90% resists are fine, but they should never be any higher. SOE can fix this by either (1) giving every profession a weapon of each damage type, or (2) overhauling NPC resists. Option #1 would be easier for the programmers and more fun for the community since we'd get to play with lots of different weapons and crafters would have more items to make.





Oh Christ, this isn't about fun, it's about people wanting to solo everything in the game.

Sony gave us the option of fixing it by giving us 250 skill points to play with. If you can't figure it out with that, find another game.

Message Edited by Dynastar on 08-28-2004 12:58 AM



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
soal-farous
Sat Aug 28, 2004 12:30 am
#12

thats gay. anyway, the lithium carbine is teh pwn.



-Soal-Farous Maccama, Gorath-
-Master Pistoleer, Master Bounty Hunter, Carbineer 0440-
"Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."
I have a catapult. Give me all the money, or I will fling an enormous rock at your head. - Latin Proverb.
Do You Need Some Soal?

XaverriJade7
Sat Aug 28, 2004 12:38 am
#13






Kathleen wrote:

Well i just did the mission today and this is one hard mission to do, and the reward is now a uselessEnergy Lithitanium Rifle which used to be Kinetic rifle.













Sorry you didn't know about this beforehand The Devs changed it to Energy very shortly after the rifle became available. Apparently, they think that Kinetic damage should only be done by melee classes. I can what they mean by that, but it's still pretty dumb to even introduce a Kinetic rifle in the first place if they supposedly don't think we should ever have one. Seems like everyone's not communicating as much as they should... I suppose one could make the arguement that Kinetic damage would overpower us(and I would be inclined to agree), but the least they could do is let us use the Cold and Heat damage weapons we are supposed to have. *sigh*





Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
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