Rifleman Archive

Thread: Lets Compare Other Professions?

Willistonia
Tue Aug 26, 2003 8:33 am
#1

What no love for commandos here? You all have nothing to complain about.
PoopJr
Tue Aug 26, 2003 9:43 am
#2

Every commando I talk to tells me how none of their main weapons work. I think its hard to compare a class thats just not working. It is hard to figure out how strong their going to be until Sony fixes the commando problems. I'm sure once that happens people will be saying more about them.. Also I've never dualed a commando before and am unsure of the amount of damage they can put out.

PoopJr
Tue Aug 26, 2003 12:05 pm
#3

Ok so we are always talking about what we need and they dont. So lets take each combat class and talk about what we think they need to be balanced with us. Tell me what you think the melee, Pistel, Carbines, Smugglers, BH, and others need.


For me as far as the Melee professions go they have a hard time catching me. As a rifleman i can just run and shoot. I think that , well sucks for them... I think we should just have a harder chance to hit them while moving. I dont think that some should move slower depending on the weapon carried since I beleive some axe's, polearms, and swords would weight as much or more then rifles. As it would not slow down pistel users who could still out run melee users. Also I believe those in the TKA profession and Pikeman and maybe some others melee areas should be the only ones with knockdown moves. Pistel whip would be a knockdown but of coarse it would be a type of melee move for pistel users. I think this would give melee guys a better chance and make them rule when they get in range. Since I think if you let them get in range you deserve to die.


Ok for pistel users I believe they should have only one knockdown move that being pistel whip which would be a melee attack. We could avoid this by just keeping our distance. As far as their disarm shot goes it should do just that disarm us. I think it should have a timer on it like 20 secs. Also we should have to wait 5-10 secs to rearm that weapon. This would give them a couple extra hits to worrk with but they couldn't spam it give us the same chance to fight back. It also should damage the weapon hit. This would give them a move that could be used with their health shots and bleeds and do damage to our weapon at the same time.


BH well hmmm were do i start they shot fast, do mind damage, blind you, and well they pump out the damage. Eyeshot really needs to be looked at since it seems it is the only move most of them use. I like to see them use a variety of moves against their targets not just eyeshot. I dont mind them using their action pool that much jsut think the damage should be way less since it also blinds. This would make it take long to kill just using this move making fights last long enough for the other player to have a chance.


As for carbine users I really havnt had that much exp. I dualed one once an won, but it was very close and I mean very close. Maybe since they attack legs and such, maybe they can slow a target down a bit so melee guys can catch you. This could help team work between carbine and melee classes. Hell if someone shoot my leg i'd slow down a bit.


I missed a couple classes but Im sure others can give ideas how to those more balanced and fair for those who play them. I want to have a good fight no matter what type of fighter im facing.

Page 1 of 1
Previous Next