Rifleman Archive
Thread: 12-22-03 TOP FIVE ISSUES The Development Team Answers
Rifleman Top Five (12-22-03)
1. Warping/pathing.
Should be improved now. Devs have moved forward and have corrected this problem.
2. Range of rifelman attacks is limited (Combat Medics can now throw farther than riflemen can effectively shoot)
Devs have stated that the Combat Medics throwing further than Rifleman can shoot is a bug. However the request for longer range than 64 meters was stated the platform is not set up beyond 64 meters.
I hope torally for something more in the new weapon balance.
3. Rifle damage for all rifles is very low when compared with weapons from other professions
Damage has been increased and the development team is working on a new Weapon Balance the beginning of next year that will review and revamp all weapons. This new balance will also correct missing resources and the high cost of our T21.
4. Posture changes and special moves are weak compared with other professions
Devs stated that they have some upcoming HAM changes and this deficiency should go away.
5. Headshot 2 and 3 mind penalties excessive when compared (2 almost usefull, 3 is prohibitively expensive and effectively not being used for that reason.
With the upcoming HAM overhaul and other balancing things that will occur in upcoming publishes, these problems should evaporate.
Message Edited by klawlegna on 12-23-2003 01:58 AM
Ya top five responses.
But it's still all:
Lies, secretes and lies, its always secretes and lies![]()
Just kiddin, thanks for the info
klawlegna,
Thanks for your efforts on this. Although it is probably not said enoughyou time is appreciated.As was mentioned it looks like many of these issues should be resolved in the near future. Unfortunately we will just have to wait and see.
I'm gonna go check out the other professions and see what sort of response they have been getting.
soooo... thats a wait for the new system, cause were gona change everything, so we get to discover all sorts of new broken things, and try to get those fixed ![]()
oh, and if we cant shoot further, then every one else should shoot less far, so there
hate to cry nerf... but...
the situation between rifles and flamers is the most balanced in the game. we can shoot further than them! duh! were riflemen! and it makes them think. any commando who has faced me once will no longer charge me across an open field, they have to draw me into tight spaces, where they can get me in range... and its fun as hell for both of us!
First of all, who's words are these? Is that you, summarizing your discussion? Is this quoting TH? Is this quoting a dev? Who is "I" in these statements?
klawlegna wrote:2. Range of rifelman attacks is limited (Combat Medics can now throw farther than riflemen can effectively shoot)
Devs have stated that the Combat Medics throwing further than Rifleman can shoot is a bug. However the request for longer range than 64 meters was stated the platform is not set up beyond 64 meters. I hope to rally for sometihng more in the new weapon balance.
Isn't this contradicting itself? Well, maybe CM shooting at 80 meters was a bug. But it certainly PROOVED that attack ranges beyond 64 meters are very well possible in this game. So what is the answer here? Is the answer again "You won't get more range, because tanges over 64 are not possible" when in the same paragraph TH admits that it is technically possible, but was not intended to be enabled?
klawlegna wrote:3. Rifle damage for all rifles is very low when compared with weapons from other professions
Damage has been increased and the development team is working on a new Weapon Balance the beginning of next year that will review and revamp all weapons. This new balance will also correct missing resources and the high cost of our T21.
Damage has been increased? WHERE? WHEN? Did any of our specials get changed? Did any of our weapons get changed? Please provide some details on this.
klawlegna wrote:4. Posture changes and special moves are weak compared with other professions
Devs stated that they have some upcoming HAM changes and this deficiency should go away.
Issue: Posture changes and special moves
Answer: upcoming HAM changes will change this
**edit**? What have HAM costs to do with the effect that a special attack has? Does this mean "since you have crappy special effects, we will leave them crappy, but lwoer the costs?" Or does that mean that in addition to the HAM system being changed, all specials will be reworked? This answer is unclear or incomplete. Please provide more detail what is meant here.
I'm pretty dissapointed. Even though we finally got answers, seeing the clarity and content of these answers I would not have minded waiting a bit longer. I did expect a general direction of "wait for the updates in the next month", but I had at elast expected this as a clear and understandable answer.
My apologies if this is all clear and logical to native speakers. But my limited english tells me this is pretty weak for an "official statement".
2. Range of rifelman attacks is limited (Combat Medics can now throw farther than riflemen can effectively shoot)
Devs have stated that the Combat Medics throwing further than Rifleman can shoot is a bug. However the request for longer range than 64 meters was stated the platform is not set up beyond 64 meters. I hope torally for sometihng more in the new weapon balance.
[/quote]
As an avid hunter, I cannot understand why there is a 64m maximum range. I can drill a deer at 100 yards easily, much less taking time to get into a reasonable stance. Anyway, most snipers and competative rifle target shooters easily hit targets at 1000 yds, roughly 950m.
WHY CAN I ONLY SHOOT 64M in a game basedon futuristic technology? WHY DO THINGS NOT DIE WHEN I SHOOT THEM IN THE HEAD? WHY DOES A RIFLE THAT CAN PUNCH AT-ST ARMOR only TICKLE MOST OF THE CREATURES? WHYIS THAT WHEN I BLEED A CREATURE AND THENSTOP SHOOTING, DO THEY CHASE ME?
deardevs, please come hunting with me soI can show you how real rifle shooting works. OR giveus assault rifles thatshoot faster than pistols. You guys have really f--k-d up this game. Let me help you a little:
Pistols = short range, 0-50m,inaccurate with high rate of fire,medium damage
Carbines = medium range,10-100m, accurate with high rate of fire, medium damage
Rifles = long range, 35-250m, very accurate with low rate of fire, high damage
WAKE UP DEVS
*hurts his neck while twisting it quickly to try and catch a glimpse of the angels singing from above*
Owww......
klawlegna wrote:2. Range of rifelman attacks is limited (Combat Medics can now throw farther than riflemen can effectively shoot)
Devs have stated that the Combat Medics throwing further than Rifleman can shoot is a bug. However the request for longer range than 64 meters was stated the platform is not set up beyond 64 meters. I hope to rally for sometihng more in the new weapon balance.
Bull**edit**. Pure bull**edit**. Exceeding the technilogical limit is not a bug, it's impossible. Therefore the technilogical limit is a farce, and is at least 80 meters. The ability to throw further than the man-made rule of 64m max is a bug. The Devs aren't telling the truth here, cause the Combat Medics proved that 64m is not the max range the system can handle. Technilogical limit my arse.
Thanks for the update, though.
I can not understand how it took so long for them to get this to us, and the fact that it is an extremely small amount of information that we either know or could reasonably guess at.
Oh well, still better then some.
Don't post much, but been keeping track of the threads in the hope of seeing some upgrades to my rifleman....
I have to agree, the range seems to be odd since CMs proved they can outrange 64...
Plus..don't turrents have a range of 70-75?
Don't Atsts have range higher than 64? I recall on no less than 3 occasions getting blasted at 80ms. *shrug* maybea fluke....still odd.
If they don't want to change our range, that's fine, at least say that. But ...well I'm going to give the benefit of the doubt for the umpteenth time. May the force help us all...
Until then....watch the eyeshots.
biwan: