Rifleman Archive

Thread: Rifleman Issues for Submission for September

Borion_Sunrunner
Fri Sep 05, 2003 8:10 am
#1

Everyone,

Since I don't see a thread for September issue submission, lets get a clean one here. If no one wants to participate, this thread will naturally fall off the board if you don't waste time flaming it

My suggested top five list of Rifleman issues for our corespondent to submit:

1) Bounty Hunter Eye shot is unfair to rifleman. Eye shot should use the mind pool instead of the action pool, as in the current implementation the Bounty Hunter can spam eye shot with the use of stims to heal action, and is SIGNIFICANTLY more effective at hurting a target's mind pool. I agree a bounty hunter should be an overall better class than rifleman as they have more pre-reqs, etc, especially in PvP. Suggested for balancing is to make Eye Shot use mind cost instead of action... just doesn't have to be very much. They can still spam it, but not forever as in current implementation. If you won't change it to mind, please increase the action costs.

2) Rifle range and accuracy still an issue. With the 9/4 patch it seems the pistoleer run-and-gun accuracy is finally decreasing in my play testing, but accuracy still seems to be an issue. Rifles should be much more accurate from long ranges, pistols should be much less. I have novice pistoleer, and four boxes in Rifleman, and I am much more accurate with my pistol in just about every situation at just about every range. One suggested fix would be to give the novice rifleman even greater accuracy bonuses at distance. Say +5% at 40m, +10% at 50m, +25% at 60m. The Rifleman could have to be prone for these bonuses to take effect, or bonuses could be halved when kneeling/etc. A master level could get the range bonus regardless of pose, or could get an additional 5% across the board at those ranges. Rifleman are so weak up close, they really need to be deadly accurate at maximum distances.

Best situation would be increasing rifle targeting ability to 80m, leaving all others capped at 64m. You could have to get within 64m most of the time to acquire the target, but could back off to 80m to do some semi-serious sniping. Accuracy increases wouldn't matter as much as we'd have an advantage over the 100%-accuracate-at-60m pistoleer class.

3) Headshot 3 appears broken. It uses significantly more mind than Headshot 2 but does almost negligible different damage. Headshot 3 costs could stay the same and increase damage by another +25% or more... or an added bonus effect could be added such as knockdown, dizzy, stun, posture change, blind, whatever. This is in keeping with the role-playing aspect - you take the biggest possible shot in the head, it could have consequences...

4) Cover shot is broken in relation to mobs that Bring A Friend. The creature targeted cannot see you but the mob can - makes it very much useless for a lot of creatures. This was listed and responded as an issue last report but no fix yet, keeping on the list as still a top issue. If it cannot be easily fixed, suggested tweaks are lowing cost, increasing success rate against those non-BAF creatures, and/or having it provide a defensive bonus while in effect (thus somewhat reducing the BAF issue, not entirely but perhaps allowing you to live long enough to finish off your primary target before standing and running away.

5) the 9/4 patch reported that defensive bonuses now work. if this is in fact the case (haven't been able to do significant play testing on defensive bonus effectiveness) this is a huge boon to riflemen everywhere, enough to have me suggest only four things instead of the allowed five as thanks to the devs

My $0.02

Borion, Sunrunner
Squad Leader, Rifleman, Creature Handler



Borion
Master Merchant, Master Doctor, 3/3/3/3 Imperial Navy Flyboy, Storm Squadron
Moravec Orphu <nOOb>
Dark Jedi Knight, Master Force Wielder, Combat Upgrade Sandboxer
visit Borion's Emporium SE of Coronet on Corellia at (500, -5400)
Henzo-Kauri
Fri Sep 05, 2003 11:59 am
#2

1. Instead of crying to nerf another class why dont you think of something here to balance or benifit Rifleman. This issue in no way helps Riflemen at all.


2. agree, they need to remove the 2.5 damage penalty from rifleman or else make it dependent on posture and have it effect all ranged combat users.


3. agree, either make it do significant wound damage, increase the damage multiplier or give it another effect, blind would be nice.


4. agree

JuCat
Fri Sep 05, 2003 1:46 pm
#3

1 RANGE AND ACCURACY - INCREASE, INCREASE


2. 2.5 MELEE MODIFIER - ABOLISH


3. PRONE WARP- BUG, ERRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR


4. T21 FIX IT AND LEAVE IT ALONE- MORE DAMAGE,COST TO ACTION


5. MOVE SPECIAL ATTACK COST TO ACTION


6. THE RIFLEMAN STUTTER-STEP, BUG ERRRRRRRRRRR, ERRRRRRRRR


7. ALOT OF OUR SPECIALS ARE NOW CRAP, SUPPRESION, WARNING, FLURRY, ETC








JuJu VooDoo .. AI


Pire
Fri Sep 05, 2003 8:14 pm
#4

1. range and accuracy vs other ranged weapons


2. dmg dealt. riflemen are combat class as far as i can tell, dmg output should be along other elite combat classes such as BH or commando.


3. concealment fix. the BAF mobs seeing through concealment needs to get fixed. bad.


4. we could REALLY use another advancedrifle b esides the T21. perhaps some weapon with extra high dmg per shotbut charges on it similar to the other combat professions.


5. headshot 3 HAM cost. either reduce it accordingly to proportions for headshot 2, or justify it by adding dmg or extra effect to it.


Boborina
Fri Sep 05, 2003 11:50 pm
#5

What needs to be looked into is


1) special costs... they arethrough the roof and we cant heal them like others, even the ones that dont do mind dmg =( imo should keep all our shots together though so we dont have to split our mitigation points.


2) fix dizzy on flurry shots to a fixed time like before the nerf, with the lower dps and the melee penalty we need more time to kill mobs or keep them out of range....


3) fix suprise shot to be in line with the penalties you take by being in cover.. should be more dmg than HS3 and at less cost imo since its higher in the tree and has a LONG delay. Should be the dmg of strafe shot 2 but not AE imo


4) mob warping...


5) our dps should be higher ... with commandos and the newLLChow is the prenerfT 21 to powerfull even with AP3? If you dont want to unnerf the T 21 giveus a lower AP gun withhigher dps...


6) 2.5 dmg penatly to melee so we dont get one shot killed by any commando


7) Randomly warping when you go prone


8) Conseal shot shouldnt draw the attention of its friends, if the guy getting hit cant see where it is comming why should his friends...


9) Range... why should pistols be ABLE to hit at 64? they should be CAPED at 32 imo and carbines 48.


10) Accuracy why can a pistol be near as accurate at far ranges as arifle? I know this has been stated to the dervs but i dont think they understand that they should be just as accurate at range as we are at point blank.


11) Block doesnt work which we NEED to stop attacks because we got a lower dps so takes longer to kill mobs.


12) Sneak bonus should work, im 99% sure they dont.


13) AE attacks need to work correctly.


14) master consealment should make cover more usefull... Many feel that you should be taken off radar in PvE and reduced range of targeting you in PvP since it is called consealment.


15) master consealment needs a new title, scout also has hunter as a title, others have suggested infutrator (sp?).


Thats my list for now... I know there are a few more issues but i think i have a long enough list hehe.


PS. my list is in no particular order

israiley
Sat Sep 06, 2003 12:12 am
#6

no, hes right. mind dmg from a pistol is unfair. i suggest eliminating the llc branch in bounty hunter as it has no place there to begin with, especially now that it does dmg on par with commando weapons, and replacing it with a bounty rifle branch. it would make sense since you have to be a master marksman to be a bh yet there are no rifle skills in the bh profession at all. switch eyeshot from bh pistol to bh rifle and replace bh pistol with something else.


i know theres gonna be a lot of people who hate this idea, so as everyone's fantastic 4 character says, "flame on"




rail

"Well sir, although I may not agree with what you say, I'll defend to the death your right to say it."
-Voltaire/Peter Griffin
meyer1215
Sat Sep 06, 2003 9:40 am
#7



  1. Mind attacks should use mind pool (eyeshot!, mindshot,etc) and Non-mind attacks use action or healh (strafe, startle, etc)

  2. Remove the 2.5 melee modifier

  3. Increase our accuracy at our ideal ranges.

  4. FIX BLOCK and other defenses

  5. Mob Warping

bpeter3
Sat Sep 06, 2003 9:54 am
#8

1. Damage stinks compared to the other new weapons. LLC for example. 3000 damage was a problem for the T21 but the LLC constantly does more damage as does the flamethrower.


2. We get owned by commando weapons and other meleers. Commando weapons have huge damage and are counted as melee weapons so 2000 damage to a rifleman in PvP (flamethrower) is the low end for them with specials. The damage and speed on rifles is insuffient to stopmost mobs from getting to within melee range and there is no way to stop them now. This wasn't as big an issue when you could use suppression fire to stop the mobs from charging (but that doesn't work now-the posture change "misses" alot).


3. flurry shot is now worthless. It takes 5 or more shots to actually knock someone over if they're standing (flurry to get the dizzy effect thena coupleshots of suppression fire to actually get that to work) and they're only down for 1/2 a second. They get right back up as soon as they hit the ground negating any real bonus for knocking them down (rate of fire is slow so you get no damage bonus) and the dizzy wears off. A dizzy knockdown should actually keep them down for a few seconds. After they're knocked down there should be a % chance of success at getting back up every 4 seconds or so. For players, 50-60% should balance PvP well and mobs should have possibly between 33-75% depending on difficulty of the mob.


4. warping is the bane of our existance.

Adasi
Sat Sep 06, 2003 10:03 am
#9

Only got 1


Fix the Take Cover bug for Rifleman/Rangers. It is not an acceptable workaround to have to relog..twice..after every fight if you take cover. For those that don't know what this is, after taking cover and standing up the unfortunate Rifleman/Ranger is stuck walking..slowly. To fix this you must relog, after relogging you are stuck and can't move at all. Relog one more time and you're unstuck and can run freely again. I strongly believe this has something to do with the effectsof Terrain Negotiation being higher then 50.

lefmicro
Sat Sep 06, 2003 10:46 am
#10

1. Bring the T21 back to, or if not, close to pre-nerf levels. If I shoot you in the head with a high-powered rifle you should be dead in one shot. Just like if a commando burns me with a flame thrower or blows me up with a rocket, I should be dead.


2. Possibly give the rifleman a mind cost bonus as they go up the ladder. For example, A Head shot 2 costs more for a Novice Rifleman than for a Master. Gives ppl a reason to Master the profession. Too many ppl are just climbing the Accuracy and Speed trees.


3. FIX COVER SO IT WORKS


4. Give ppl a reason to use Head Shot 3. In my personal experience I only score higher damage with Head Shot3 vs. Head Shot 2 5% of the time.


5. Fix the accuracy for the other classes, especially pistols. Right now aBounty Huntercan eye shot me to death from 64m. If you'd ever fired a pistol from range you would know that a shot that hits a 1cm target from 64m is almost impossible. Even for a master pistolman. I'm not saying they shouldn't be able to hit you from that range, but if they do it should be by chance, and not 100% consistent. I should know I was almost a master Pistoleer before I gave it up and took up Rifleman.



Kitopirroch


Nartitus Server


Novice Rifleman, Novice Creature Handler, Master Medic (take a wild guess why I'm a Creature Handler and a Rifleman)




Kitopirroch - Colonel, Rebel Alliance - Jedi Padawan
Faboni Pirroch - Lance Corporal, Rebel Alliance - Master Weaponsmith (11 Point), Master Merchant
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