Rifleman Archive

Thread: DEVS: Tusken Rifle: Energy to Kinetic? Everyone?

Aeniepo
Mon Jul 12, 2004 6:55 pm
#1


Would like to see the Tusken Rifle damage type changed to kinetic, since as the movie goes, it is not an energy weapon. As depicted in Episode one, a tusken raider bounces a shot off Aniken's speeder during the race, clearly a projectile. Changing this to kinetic, other than for movie accuracy, would give a little more variety in dmg types for rifleman and give use to a weapon that is pretty much useless in combat at this point.

This may have been mentioned before, I didn't see any kind of dev response, but maybe something that could get pushed for an easy change. Sorry if this a repeat. Please feel free to leave feedback if you agree/disagree.



Aeniepo Sasa [Rebel Colonal / Alliance Ace Pilot]
*** 3rd Master Rifleman on Bria ***
LLJK_Griz
Mon Jul 12, 2004 7:47 pm
#2






Aeniepo wrote:



This may have been mentioned before, I didn't see any kind of dev response, but maybe something that could get pushed for an easy change. Sorry if this a repeat. Please feel free to leave feedback if you agree/disagree.






A long time ago, it was kinetic. Then they stealth-nerfed it to energy, ignored all the posts about it for over six months, then decided to lie to everyone and say that it was never kinetic in the first place.


According to the devs, kinetic is supposed to be a "reserved melee damage type" and no ranged weapons should do kinetic damage ... except they forgot about the striker pistol which is still kinetic, and they've ignored all the posts pointing that out.


Someone has been posting a very long article with the entire history of the tusken debate in the In Live Issues thread every week for the past several months, and the devs are still ignoring it.



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martinit
Mon Jul 12, 2004 8:32 pm
#3

Totally agree for many reasons which has been listed elsewhere numerous times, but doubt they will ever change it - they have been ignoring us for this long.
LiakyK
Mon Jul 12, 2004 10:19 pm
#4

What the Devs say is final

I guess they dont want us to do every damage type. The Bezerker seemed to be blast at first, now its heat. The Lithium was supposed to be Kinetic now its energy, and no one has one for this reason lol.



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Aeniepo
Mon Jul 12, 2004 10:48 pm
#5

Aight, sorry to pour salt on old wounds.. thought maybe talking about it might help get the point across.. but i guess this one is a lost cause. Thanks for responding guys..



Aeniepo Sasa [Rebel Colonal / Alliance Ace Pilot]
*** 3rd Master Rifleman on Bria ***
UrraKerri
Mon Jul 12, 2004 11:28 pm
#6

meh being TKM and having to pick up master rifleman for more than just kenetic I say if you feel the need for kenetic damage pick up a melee skill.. MR already has damage over stun/energy/acid and makes for a very effective toon with that alone... to add kenetic would blow this WAY out of proportion...



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jkray8472
Mon Jul 12, 2004 11:36 pm
#7

The T21 was originally Blast damage as well. I was so excited when I was getting ready to use it on ATSTs. Then I logged off for a week, came back ready to do some damage...and found it had changed to Energy. :/


In all honesty though...Riflemen and Pistoleers are the two professions with the widest amt of damage types.


Rifleman: Energy, Acid, Cold, Stun, Heat

Pistoleers: Energy, Acid, Heat, Stun, Kinetic


Adding kinetic to riflemen would literally make it the most diverse weapon, in addition to being the most powerful ranged one. As much as I'd love to see it happen...I don't think it will...at least not until other professions (like the poor carbineers) see some more variety first.



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GrayFox9420
Tue Jul 13, 2004 4:21 am
#8


DarthMarksman wrote:
I agree with UrraKerri. If you want to do kinetic damage, pick up a melee system. I'm personally goign for pikeman for my kinetic damage.

/agree
I paired up TKM with MRifleman, and it's great for PvE. Pikeman would stack nicely, too, with +Block coming from two professions.



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TK3387
Tue Jul 13, 2004 6:32 am
#9

For me, it's not an issue of rifleman getting the damage type or not. I just think there should not be anytarget in the game that a particular person is completely useless against. There should be a use for each combatant in a group to make it a group. If mobs can have 100% resistances, then they should have <100% resistance to at least some type for each profession. Nothing is more rediculous than being in a "group" where my only available contribution is /bodyslam, /noogie, /slap, and other comic relief for the guys who can actually do damage.


Of course using Nightsisters who are 100% resist to everything except blast and kinetic as examples, rifleman or carbineer would have to put away their weapons and do thier 1-5 pts of damage per swing to be able to contribute damage or throw a very weak pet at the mob so it can be killed ina couple of seconds. Why can't the rifleman or carbineer use their professional skills to contribute.


I do agree that one profession shouldn't be the best for all situations so a group is needed. I don't think people should be unable to contribute just because they are not in a certain combat class either. Easiest solution would be to lower any 100% resists to 95%. With those numbers, you are still doing more damage than using a weapon you aren't certified for, but even using specials you will never hit over your weapon's max damage. Everyone can at least contribute to the group kill while still maintaining that others are still more effective against a particular mob. This works for everyone.


I know the current belief is to be useless in those fights or build your character to contribute in those situations, but I have built my character to help my guild in aspects outside of combat. My only combat ability is Rifleman. I can't heal damage and I don't have any skillpoints left to pick up combat skills to be sure I can do something in every fight. Right now during those fights I can only use emotes, check email, or inventory resources. Doesn't add much to the "group" feel.


Of course, that's just my 2 creds.
Waste93
Tue Jul 13, 2004 9:17 am
#10






TK3387 wrote:

For me, it's not an issue of rifleman getting the damage type or not. I just think there should not be anytarget in the game that a particular person is completely useless against. There should be a use for each combatant in a group to make it a group. If mobs can have 100% resistances, then they should have <100% resistance to at least some type for each profession. Nothing is more rediculous than being in a "group" where my only available contribution is /bodyslam, /noogie, /slap, and other comic relief for the guys who can actually do damage.


Of course using Nightsisters who are 100% resist to everything except blast and kinetic as examples, rifleman or carbineer would have to put away their weapons and do thier 1-5 pts of damage per swing to be able to contribute damage or throw a very weak pet at the mob so it can be killed ina couple of seconds. Why can't the rifleman or carbineer use their professional skills to contribute.


I do agree that one profession shouldn't be the best for all situations so a group is needed. I don't think people should be unable to contribute just because they are not in a certain combat class either. Easiest solution would be to lower any 100% resists to 95%. With those numbers, you are still doing more damage than using a weapon you aren't certified for, but even using specials you will never hit over your weapon's max damage. Everyone can at least contribute to the group kill while still maintaining that others are still more effective against a particular mob. This works for everyone.


I know the current belief is to be useless in those fights or build your character to contribute in those situations, but I have built my character to help my guild in aspects outside of combat. My only combat ability is Rifleman. I can't heal damage and I don't have any skillpoints left to pick up combat skills to be sure I can do something in every fight. Right now during those fights I can only use emotes, check email, or inventory resources. Doesn't add much to the "group" feel.


Of course, that's just my 2 creds.





I disagree. I like having some targets I can't fight effectively. It helps the interdependence issue. One other thing, even if it says the target is 100% resists. You can still land a bleed on them and they will take damage. Was fighting some NS Protectors (100% vs energy). I was landing MindShot2 on them with my T21and pulling back to draw them towards me. Well when the bleed ticked they took damage. About 200-250 points per. So just land MS1 and MS2 on those targets in a group. You will still get some Rifle Xp and will contribute somewhat.


Though I have no problem with your 95% cap idea. It's a good one.





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ganesh666
Tue Jul 13, 2004 11:02 am
#11



TK3387 wrote:
For me, it's not an issue of rifleman getting the damage type or not. I just think there should not be anytarget in the game that a particular person is completely useless against. There should be a use for each combatant in a group to make it a group. If mobs can have 100% resistances, then they should have <100% resistance to at least some type for each profession. Nothing is more rediculous than being in a "group" where my only available contribution is /bodyslam, /noogie, /slap, and other comic relief for the guys who can actually do damage.
Of course using Nightsisters who are 100% resist to everything except blast and kinetic as examples, rifleman or carbineer would have to put away their weapons and do thier 1-5 pts of damage per swing to be able to contribute damage or throw a very weak pet at the mob so it can be killed ina couple of seconds. Why can't the rifleman or carbineer use their professional skills to contribute.
I do agree that one profession shouldn't be the best for all situations so a group is needed. I don't think people should be unable to contribute just because they are not in a certain combat class either. Easiest solution would be to lower any 100% resists to 95%. With those numbers, you are still doing more damage than using a weapon you aren't certified for, but even using specials you will never hit over your weapon's max damage. Everyone can at least contribute to the group kill while still maintaining that others are still more effective against a particular mob. This works for everyone.
I know the current belief is to be useless in those fights or build your character to contribute in those situations, but I have built my character to help my guild in aspects outside of combat. My only combat ability is Rifleman. I can't heal damage and I don't have any skillpoints left to pick up combat skills to be sure I can do something in every fight. Right now during those fights I can only use emotes, check email, or inventory resources. Doesn't add much to the "group" feel.
Of course, that's just my 2 creds.





As a rifleman you dont think that the wide array of damage types you have is enough? Try being a TKM, with our amazing array of damage types (one) there are many mobs that we are completely redundant against. But as a rifleman having energy, cold, acid and stun is not enough? I agree that riflemen should not get a kinetic weapon, considering how powerful rifleman already is. If you wish to be master of damage types, then i suggest you pick up swordsman, this will give you blast and kinetic.
jokijim
Tue Jul 13, 2004 11:57 am
#12

I WANT MY KINETIC RIFLE BACK DEVS I CANT TOUCH THE REST OF THE NS I CAN TOUCH GIME GIME GIME



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DarthMarksman
Tue Jul 13, 2004 12:09 pm
#13

I agree with UrraKerri. If you want to do kinetic damage, pick up a melee system. I'm personally goign for pikeman for my kinetic damage.



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DarthMarksman
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