Rifleman Archive

Thread: Something is wrong with our specials

SilverLobo
Sun Sep 07, 2003 1:56 am
#1

I just spent the last2 hours pissing off the rebels at the base in Rori so that I could get a good idea where we stand after the changes made. This is what I found out:


1. Our to hit chance with specials IS FUBAR. Looking back at the logs and seeing my hit rate with specials and without leads me to believe something is not right. If I used auto attack, and seeing how much our specials cost and the miss rate, I hit at a much higher percentage then if I used a special. I was missing a good 50% with specials, and without having to count out each auto from2 hours of logs I would say roughly I missed 30% with auto.


2. I dont mind missing more, but if the mind cost for specials are going to be 140+ a pop then we have issues. There was many of fights where I drained my mind pool using HS, granted I still came out ahead, BUT if I was fighting someone that could have done mind damage, then I would have died.


3. I believe there was a some kind of ninja nerf on the chance to hit for max damage and we now have a much higher chance to hit at the lower end of the damage table. I landed ONE, yes ONE SS2 for over 1000 damage in2 hours of fighting. Granted I was testing out my Jawa, but I did use the T21 alot also. My Damage with a Pre Nerf T21, top damage being 620, was roughly 500 with SS2. This is much lower then what I am use to. To put this in prospective I got damaged durring all this for 500-700 with a auto attack from a flame thrower not once, but multiple times.


4. The Jawa rilfe with its lower HAM use still is not a acceptable PvP weapon because Rifleman are forced to count on auto attack damage, even more with the changes to hit. I was using a 110-320 Jawa by the way.


In summary the profession has some issues. I cant ignore the fact that I am less effective then I was before. I cant ignore the insane HAM costs for specials. I cant ignore that I only use specials in a emergency, and that another class can triple my auto attack damage when I am using a pre Nerf T21.


I am almost sounding like the whiners, but when the facts are there I cant ignore them because I dont want to believe it. I still think this class is viable, and even with these changes I believe I did very well tonight out there. The problem is my auto attack is my best attack now, that is not a strong position to stand and say the class is good to go. With that said I do not support most of the people asking for drastic changes to this class. They have spent ZERO time looking at balance and think that upping our damage will fix everything. What we needis for theDevs to get off their lazy arses and test stuff on their own, stop counting on gamers who have a interest in making their profession stronger to come up with all the fixes.

Silent-Scope
Sun Sep 07, 2003 2:07 am
#2

Yeah it blows. Dont get your hopes up though, the devs dont care, they're not going to do anything, in their opinion, we're well balanced.
zaltarn_xan
Sun Sep 07, 2003 10:31 am
#3

Well this will make you scream


Me novice lvl rifleman, i have flurry shot, mind shot 2, headshot 2 and strafe 1


using a pre nerf T-21 196-498 dmg sliced to 8.0 speed and the mind cost is 74


my freind novice BH with cone 1 using a LLC i made 407-741 4.4 26/52/28



We went krayt hunting and using an ATST to tank for us these are typical numbers i saw in the combat log


me:HS II 700 to 1491 points of dmg


Him: (forgot whats its called). 800 to2800 points of dmg


mestrafe shot 1... 950 to1400 points of dmg


hisauto attack... 150 to900 points of dmg


my auto attack.. 200 to 430


Ok i should have posted the combat log for real scrutiny but for this argument ..hell who needs it really



T-21 AP3 ...does similar and even less dmg than a LLC AP0 ...both kneeling at our perspective optimal ranges against an AR3 creature



balance ? ...what balance ....i'm dropping rifleman and going full pistoleer with novice carbineer i think ..thanks raph for effectively castrating the rifleman class becuase ..we all read your quote "frankly a player shouldn't be getting 3000 point dmg shots..that scares us" ....or in so many words ...bleh




Another disenchanted player
SilverLobo
Sun Sep 07, 2003 1:53 pm
#4

The areas that concern me is our HAM costs. Every problem with the Rifleman always comes back to this one little thing. I am getting so desperate that I am testing every weapon we have just trying to find a happy medium between damage and mind cost, and it is not looking real good so far.


The problem I have with alot of people is how they think this problem should be fixed. People are asking for more range, more damage, a better chance to hit. All these things dont fix the underlieing problem and that is HAM use, they are only a band-aid that would end up getting this profession Nerfed in the long run.


Master Rifleman are on par with Master Pistoleers and Master Carbiniers. I think even in this state we are a tad bit better 1on1 against pistoleers and maybe just a tad bit weaker against Carbiniers. The problem though is we have absolutely no staying power, and it has been componded by the new accuracy mod.


I think it is very easy, look at our HAM costs now that the accuracy for everyone has gone down. If the Devs work on that I believe we will be just fine.

Pecos
Sun Sep 07, 2003 2:12 pm
#5

Yeah, our 1 on 1 power against a pistoleer is almost irrelevent. As you say, we have no staying power. In a big group battle, it's the BH's running around eyeshotting everyone, giving their own action pool a little heal now and then.


The riflemen fight 1, maybe 2 people, burn up most of their own mind pool just from shooting and then have to either rely on autoattack or go hide.


Or take Muon Gold knowing that you're going to be sacked with mandatory downtime in a few minutes.



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