Rifleman Archive

Thread: DAMAGE CUT by 75% in PVP!

tacobizell
Wed Aug 06, 2003 5:02 pm
#1

  • Reduced the amount of damage by 75% when fighting in PvP
  • If hit while knocked down the player will take 50% more damage

  • This is from the "In testing" page, regarding a push to the testing center today.


    No mention of a knockdown fix. In fact there's a knockdown improvement if you can believe it.


    So... what does this mean for us? A 1-shot is still theoretically possible if the T21 was functioning at AP3 like it's supposed to. Pistoleers will be hitting for like 75 damage per shot. I figure my normalhs3 willaverage about 300. This is going to be verrrry interesting. At least other skills will come into play now. Dizzy, etc. Battles will take longer.


    Thoughts? I think this might screw us horribly. Our dps is nowhere near that of pistol users. Our only chance in pvp was the 1-shot.




    - Hatch
    Outer Rim Alliance
    tacobizell
    Wed Aug 06, 2003 5:05 pm
    #2

    You'll also have no chance of taking on larger groups now. I have been able to take on 3 people solo a couple of times because I could kill one and get away in time to regroup and hit them again. Now it will take long enough to kill that first person that you'll lose the element of surprise.



    - Hatch
    Outer Rim Alliance
    Zip_Moonblast
    Wed Aug 06, 2003 5:21 pm
    #3

    Rogue_5 made a follow-up post to that one:


    "One other change. Knowckdown costs have changed so that it can no longer be spammed."


    Just thought I'd mention it.



    Note that if healing rates between players have not also been changed, this change may actually work in favor of Riflemen. Doctors, Medics, and Combat Medics will now be much more potent, relative to the Health and Action damage being dealt to their friends, while Riflemen using Headshots will still be doing unhealable damage. A Rifleman with First Aid 4 and some decent Stimpack Bs (or a medic standing by) will be able to hold out a good long while against non-Riflemen, while the same can not be said of the Rifleman's targets.

    Flyojumper
    Wed Aug 06, 2003 6:00 pm
    #4

    If they implement that 75% reduction soon on the main servers, they better fix the AR problem in PvP againt non armored opponents. As it is, our ar1, ar2 and ar3 (when the T21 gets fixed) do not do ANY bonus damage on a lower rated armor. So hitting a non armored opponent with a laser rifle will do 1x the damage instead of 1.56X... Fix that fast!


    Also, I think this change will screw us up pretty **edit** bad, as with longer battles, the enemies will have plenty of time to get close and get that nice 2.25x bonus damage on rifleman from melee range. If you ask me, that -75% dmg reduction is really gonna hurt rifleman way more than other classes...

    Flyojumper
    Wed Aug 06, 2003 6:04 pm
    #5

    And I forgot to mention on knockdowns... That is just unbelievable, I can't believe they are improving them, it's sad really sad... Now it's going to be: Knockdown from 64m, BS3, BS3, BS3, knockdown, BS3, BS3, BS3, dead... Correct me if I'm wrong but that's very close to a one hit kill while riflemen will be stuck trying to absorb the 2.25x damage when the target gets close and trying to run around at close range trying to get a headshot to connect with the super negative close range mods and the running penalty...


    This change is really gonna hurt...

    AldeonAvardulin
    Wed Aug 06, 2003 6:10 pm
    #6

    75 percent damage reduction helped us more then it hurt us. Do you guys not remember we do damage that isnt healable? This just means no more soloing, combine yourself with 2-3 rifleman. Atleast one with decent medical skills. If your the solo tpye that is.





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    AldeonAvardulin
    Wed Aug 06, 2003 6:11 pm
    #7

    Knockdowns wont hurt that much when they can only do 1 maybe 2 the entire fight without risking getting shot to death easy. Not sure what the new HAM costs are though, so not 100 percent sure on that.



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    zRhyno
    Wed Aug 06, 2003 6:17 pm
    #8

  • Reduced the amount of damage by 75% when fighting in PvP
  • If hit while knocked down the player will take 50% more damage

  • maybe im missing something here, but doesnt this make knockdowns more powerful? what stops them from spamming knockdown still? does that mean that they'll take 150% of the damage or that we will? to me it looks like we will take 150% of damage while knocked down, thus improving knockdown WAY more


    hopefully someone can correct me(hopefully..)







    R H Y A I M E S
    R o g u e U n d e r w o r l d
    MANDALORIAN DUNGEONMASTER®
    AldeonAvardulin
    Wed Aug 06, 2003 6:22 pm
    #9

    Read the whole post, they made it so Knockdowns cost alot mroe HAM, to make it not spammable.



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    LuellaLokidottir
    Wed Aug 06, 2003 6:30 pm
    #10

    Excellent.It seems my post in the Carbine/Pistol/Rifle balance for PvP thread was well-timed.


    And it's not before time. Ont he beta PvP boards, I would conservatively estimate that 80% of players were calling for a serious reduction in damage rates. And good to hear that knockdown skills will be limited too. Now all that's left that I asked for is a reduction in the HAM costs for armour, which seem just too much...


    I can rechange my changed plansfrom BH/RiflepersontoMedic/Scout/Rifleperson now.

    AldeonAvardulin
    Wed Aug 06, 2003 6:31 pm
    #11

    Next patch ACers can reduce HAM costs by experimentation.



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    TekDragon
    Wed Aug 06, 2003 9:32 pm
    #12

    Aldeon hit the nail on the head several times on this thread. Let me go through and expand on some of his points.


    "75 percent damage reduction helped us more then it hurt us. Do you guys not remember we do damage that isnt healable?"


    This is the biggy. Im a rifleman/doctor and i can heal for 800/800, easily. Can i touch my mind? Hell no. By us doing mind damage we will be the ONLY ones (beside BH's w eyeshot) doing permanent damage. One thing though, were gonna have to start watching our mind pools while using attacks. Most likely we will DEFINATELY need to be starting out with a T-21 mindshot2, mindshot1 combo. Then hanging back or switching to a light on the mind gun like the DLT20a.


    "Knockdowns wont hurt that much when they can only do 1 maybe 2 the entire fight without risking getting shot to death easy."


    Remember: damage is being reduced 75% but HAM costs on attacks are STILL going to be at maximum. I dont think a person is going to risk doing a knockdown when it does as much damage to them as a heavy hitting player attack will.






    Im already starting to revise how my PA will be handling PvP with this change. Since our PA is 75% riflemen i am going to go around with recomendations that health and stamina pools be lowered while mind is raised. Furthermore i will recomend they pick up some medic skills andi will attempt to recruit some more combat medics into the PA. This will keep us effective longer in the lengthened battles. Our squad leaders will also begin training in organized mindshotting to make sure ALL viable targets are bleeding from their mind. Previously, we did not bother with this.


    Im looking forward to this patch.. i just hope the T-21 is fixed in time.


    Aldeon, i strongly urge you to start strongly urging SOE to fix the T-21's before this patch goes in (sooner the better).




    TekDragon DeSol
    Duke Of House Atreides
    TekDragon
    Wed Aug 06, 2003 9:36 pm
    #13

    Aldeon, one other thing.


    We both know that with a good pistol a BH with eyeshot can do MUCH higher damage over time to the mind. First shot, we come out ahead, but by the time the BH gets his second eyeshot out, we fall behind and we KEEP falling behind (rapidly).


    Could you send a message to whoever your contact in SOE is to raise the cost of eyeshot? All of our weapons capable of doing heavy armor peircing damage cost tons of mind.. yet eyeshot does WAY more DPS and costs a fraction of what we would spend in HAM pools to do the same damage. I dont feel this is right.


    Im not necesarily saying nerf eyeshot damage but i am saying make it more expencive (and you already know my opinon on what should happen to their accuracy).




    TekDragon DeSol
    Duke Of House Atreides
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