Rifleman Archive

Thread: Idea(s) to Balance the proffesion

Xors
Tue Jan 20, 2004 11:25 pm
#1

All right. Let's face it. Riflemen are not going to be allowed to run rampart with everyone jumping on the band wagon. The nerf is coming, and it is coming hard I believe. There are rumors of 3 seconds caps, capping damage and other things. So this is what I propose:


1) Reduce the +20 speed at Master to +5. This gives +75 rifle speed, putting a rifle in line to be about on par with Carbines and slower than pistols. However it isn't a 3 second cap and it isn't totally debilitating. Plus with Defense stacks looking to be nerfed, suddenly Master Marksman will be worth it for the +5 speed since the points to dabble with would be wasted.


2) Restructure the high end rifle shot damages. Heahshot3 is a 3.5x multiplier right now I believe. Move it to Sniping 3. Get rid of surprise shot, it doesn't work. Flushing 2, Flurry 2, and Startle 2 all get dropped to 3.5x. Not much of a difference, but noticible. Strafe 2 gets a whammy and drops to 4x.


Now before everyone goes nuts, lets analyze this. With a 650 max damage laser against AR1 10% energry resist you can do:


650 (Theoretical max damage)x 1.5 (All shots given a 1.5 mod automatically) x 1.25 (Armor Piercing)x .9 (Resists)x 4(Shot Multiplier)= 4387


In PVP thats about 1050 damage. 650 is a decent rifle. Attainable by almost anyone with 20k credits for the rifle and slice, and some money for damage powerups. You can still shoot for over 1k in PVP. With the pistol power handler nerf a while back, not much longer will pistoleers have guns capable of 900 point Fan-Shots. So the extra .5 seconds or so will balance outand should leave Rifle about even with Carbine (besides their spammable KD, but I'm not going there).


The speed drop hurts, but not extremely so. With a 16% speed powerup, you can still hit the 1 second cap. Rifle already has one of the best stand alone defenses in the game, not much we can't hit nowadays, and we lost the 2.5x melee damage multiplier. I think these small changes will be enough to balance out the profession where it needs to be, rather than sending it to the grave yard.


Thoughts, comments, all appreciated.


-Jardone




-Nuff Said

Pwned by A'rien

-------------------------------------------
Jedi Initiate
4-2-4-4
-------------------------------------------
Leader of:
Grand Tarquinas Elimination Forum Force
http://www.imagedump.com/index.cgi?pick=get&tp=47358&poll_id=0&warned=y
PyscoJuggalo
Tue Jan 20, 2004 11:36 pm
#2

GDM, it won't matter. We will get the nerf and carbineers will be the next big thing. Then cabines will get the nerf and pistols will be big again, ect until it's our turn to get wacked again.


No the only way to stabalize the professions is to fix pistoleer, they are the ones screaming for the nerfs.


So this is my proposal to fix pistoleer.


1) Disarming shots are now ranged warcrys.


2) Master pistoleer gets a speed bonus to 100 speed.


3) Pistoleer gets crazy defence, lots of it. Enough so at master we miss 2 out of every 3 shots.


4) Pistoleer gets one AP 2 to Kenetic weapon


-This should be enough to make pistoleers happy.




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Xytroncore
Wed Jan 21, 2004 2:02 am
#3






PyscoJuggalo wrote:

I guess I know how to play CM better than you.


-OK how a CM can beat a Master Rifleman 101-


1) Throw a poison


2) Run Far Away


3) Comeback and finish em off.


WOW is that hard?






lmao...here's how it actually works, get within 64m, almost ready to toss the poison, then the riflemen lights up a nice adv strafe for 800 damage (partially blocked by 40% stun resists) then fires another 1 second later and we're incapped...lol, where does the running come in? if you can't start firing at us while we're glued to the **edit**ing ground for 4 seconds while we toss the poison then you suck and deserve to die...



_________________________________________________________
Manimal : Gunslinger
PyscoJuggalo
Wed Jan 21, 2004 2:06 am
#4

I flaming this jackass because ever thead he makes is a nerf the rifleman thead.


-and to X-tra sucky


How can CM's in my server do this to riflemen and you can't?


Maybe you have arthritus in your fingers or some other mallody that affects your hands cordination?




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Xytroncore
Wed Jan 21, 2004 2:16 am
#5






PyscoJuggalo wrote:

I flaming this jackass because ever thead he makes is a nerf the rifleman thead.


-and to X-tra sucky


How can CM's in my server do this to riflemen and you can't?


Maybe you have arthritus in your fingers or some other mallody that affects your hands cordination?







Or maybe I don't exploit the combat system and make poisons that can be used outside of 64m...if you can't take out a combat medic in 2 shots as he's crossing the 64m range to toss a poison there's something wrong, there's no way a combat medic can do what you're saying unless the riflemen is afk or LD.


And I've never made a nerf riflemen thread, I actually very rarely make threads.




_________________________________________________________
Manimal : Gunslinger
PyscoJuggalo
Wed Jan 21, 2004 2:21 am
#6

OK fine nerf posts then, big diffrence.


Well whatever guy, for some reason a CM can incap even the best of riflemen in Starsider and for some reason you can't incap one.


Maybe you need to switch servers and learn your profession?




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Xytroncore
Wed Jan 21, 2004 2:30 am
#7

Ya, and you know what, starsider has the best combat medics out of any server, end of story, no one else is as good as them, there's no "learning my proffession" that could be done to make better poisons, I'm completely at the mercy of the server for what I can make.



_________________________________________________________
Manimal : Gunslinger
PyscoJuggalo
Wed Jan 21, 2004 2:34 am
#8

Ahh I'm crying you a river, atleast in the future you will be able to use the uber 1000 quality resources to make your poisons.


I never even got to touch a prenerf T-21, now it's gone and aint coming back.




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Xytroncore
Wed Jan 21, 2004 2:45 am
#9






PyscoJuggalo wrote:

Ahh I'm crying you a river, atleast in the future you will be able to use the uber 1000 quality resources to make your poisons.


I never even got to touch a prenerf T-21, now it's gone and aint coming back.







Ya, some of these resources don't spawn for months...who's to say I'll get any decent resources down the line? And who's to say in the year that it'll take me to get as good of resources as those on starsider have that there won't be new weapons and stuff that will be better then the old T21...there are new weapons comming in the balance pass, highly unlikely new uber spawns of resources will appear in that time on my server.


On another note, galinorian rainbow gems just spawned on my server for the first time, apparently 999 OQ too...can't wait to see the overpowered rifles that come from this...




_________________________________________________________
Manimal : Gunslinger
MSP0
Wed Jan 21, 2004 7:17 am
#10

I was thinking about this. In real life people who carry rifles when possible to combat. Pistols are only used as a back up. Why? I thought.


It comes down to this. If you are going to fight you take a rifle. If you need the convenience of a small, concealable weapon you get a pistol.


Then I thought, "You know, it is kind of ridiculous that I carry 6 rifles on me at all times" That's the key. You could carry six pistols in real life with no real problem. But on or two rifles and you should be seriously hurting for cargo space.


Thus, as a way to balance riflemen without touching damage stats, up the amount of space a rifle takes in the inventory. Say make T21 take 15 volume spots, Laser and E11 rifles 7, Jawa Ion Rifle 5, spraystick3.


This would give us a significant, non-combat related, penalty for using the high damage weapons rifles are.


One the same line carbines should take about 3 volume points, and pistols 1.





Makkil of Wanderhome - Assistant to the Mayor of New Defiance, Naboo
(Master Rifleman/Master Bio-Engineer)

Supreme Cuisine and BioTech, at the Market in New Defiance
-4267, 3107, On New Defiance, Naboo (1.2km SSE of Theed)
Xors
Wed Jan 21, 2004 12:02 pm
#11

First off Manimal, its Jardone here, not A'rien. Next time I'll tag it in size 32 font to get the point across. Point is, I was master Rifle too. And one on one with any other straight up combat profession (not Hybrids or dabblers) it is about 2-3 times more powerful. Only thing that comes close is TKA, and we have 59 meters on them. Its been posted again and again, a nerf is coming. Most see it in the form of a 3 second cap. All I was doing here is trying to present an alternative to something that would cripple the profession.


You want to be an ass Manimal and come flame me here, while I'm trying to be constructive, whatever. That's your business. Why don't you just try to keep me from posting, since obviously these are ETU's boards an all. See how well that works. Then maybe you can cry to Nerf the forums since you won't be able to PWN them anymore once you wake up and realize you aren't God.


To get this back on track, besides the obvious fact that it weakens the proffesion (duh) would most of you rather see changes like what I posted, or a hard cap at 3 seconds?




-Nuff Said

Pwned by A'rien

-------------------------------------------
Jedi Initiate
4-2-4-4
-------------------------------------------
Leader of:
Grand Tarquinas Elimination Forum Force
http://www.imagedump.com/index.cgi?pick=get&tp=47358&poll_id=0&warned=y
Jeisyn
Wed Jan 21, 2004 12:51 pm
#12

i dunno man... that speed reduction nerf you suggested, coupled with the reduction in dmg on certain shots, coupled with reduced defense - that's going WAY too far, imo.


do you think we're the only combat class that can deal 600-1000 dmg in pvp?


fencing pve i hit for 1500-4000 every second - how is that terribly different from rifleman?


and i can deal stun dmg with my stun baton... so, moot point. and tkm's - sh|t, they knock you down and deal 200-400 dmg every second - more if they knock you down. less if you're wearing composite - but still...


you know what +75 speed works out to on strafe2 with a 7.3 second t21?


6.3 seconds per shot. you may wanna re-think that one. that's completely useless. and you want to make the dmg LESS on top of that? nooo way. not even the devs hate us that much.


BH's have one-shotted me with an llc while i was buffed to over 1200 ham (low buff) and wearing minor armor (composite chest plate, marauder pants/arms). 1400 dmg in my combat spam. and i was standing at 25m and moving at the time.


put 2.5x melee back on us (this shouldn't have been taken out ANyways...imo) - maybe only apply it once a rifleman hits Master.


besides all that, for a rifleman to be in "rifle god mode" you have to spend a crap-load of credits on musician buffs, or food/drugs, and doc buffs. only then can you actually spam a bunch of specials. yes, it's fairly easy to obtain those things, but not as easy asmost other professions that can get away with a doc buff and maybe small amounts of mind food. point being - it takes abit more time and credits to support a rifleman toon than it does to support *most* other professions.


armor - most rifleman, especially non-humans, have a very tough time wearing armor. we have armor piercing, but a lot of rifleman don't wear much armor. that balances itself. they should bring the max stats up on some of the other species (all in my opinion) to human levels. nerfing humans won't solve anything.


i honestly can't imagine playing a rifle toon without at least 900 focus. yet there are a LOT of riflemen who play like this on a daily basis - i have trouble managing specials with 1100 focus (if i run out of food or drugs) - let alone 500! and you want to introduce speed caps and lower dmg output on top of our already limited (and very expensive) sustainability?


I wouldn't mind if they put melee penalties back on. i wouldn't mind if they put a higher delay on certain shots and maybe adjust some dmg's - but what you're suggesting is a complete nerf to the profession and without giving us some MAJOR TLC - like one shot kills or more range or working prone/cover in pvp,far less ham cost ormore diverse dmg types- rifle will be reduced to "the other ranged profession" and we can adopt the pikeman motto's as our own.


"Rifleman: Because the devs needed one more ranged profession"


"Rifleman: For masochistic dumb@sses who thought 'bigger is better'"




SWG computer requirements: *486x or better, 4mb video card*


(*using anything less than a Pentium 4 requires you to play a Rifleman toon so the computer can calculate your 15 second headshot without problems*)





Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Xytroncore
Wed Jan 21, 2004 1:29 pm
#13






PyscoJuggalo wrote:

GDM, it won't matter. We will get the nerf and carbineers will be the next big thing. Then cabines will get the nerf and pistols will be big again, ect until it's our turn to get wacked again.


No the only way to stabalize the professions is to fix pistoleer, they are the ones screaming for the nerfs.


So this is my proposal to fix pistoleer.


1) Disarming shots are now ranged warcrys.


2) Master pistoleer gets a speed bonus to 100 speed.


3) Pistoleer gets crazy defence, lots of it. Enough so at master we miss 2 out of every 3 shots.


4) Pistoleer gets one AP 2 to Kenetic weapon


-This should be enough to make pistoleers happy.






What and carbineer gets screwed? lol...


But I for one will be glad to see you nerfed A'rien, I don't care what it is, nerf your mod stacking or nerf your speed, it'll probably bring a tear to my eye to see you get owned in Theed all the time...




_________________________________________________________
Manimal : Gunslinger
Page 1 of 6
Previous Next