Development Cycle Archive
Thread: IC 1-12: Combat Roles; Rifleman
We need extra range. What makes a sniper is the fact that he is out of range and impossible to find. When I attack I want an extra maybe 25-40m (personally I'd like more but that would be ridiculous) Also...when we do a surpriseshot....we shouldn't be automatically targeted. I can't count how many times I've been hiding behind someones pet in theed in prone position from 64m using advanced strafe and they start attacking (auto-attack and targetting) before they even realize someone has begun attacking. I want that extra shot in battle before the pistoleer or BH can find me to attack. I want to see people scatter to look for me. And...if I do get spotted I want them to have the advantage. Just my 2 creds...but if you want professions to have individual roles then you need to compare then in some way to real life. The last patch helped a lot in PvE but add these aspects to PvP.
1. sniper
2. sneaking and range
3. good damage like it is now
4. only really good w/ /takecover, good w/ prone, alright w/ kneel, bad when running
5. hidden shots
6. the guy who starts pvp raids....the guy who pulls in PvE
7. As mentioned above in PvP
8. If they get spotted they had better have a pistoleer, TKA, healer, etc. backing their ass if they get spotted. (They need a spotter).
9. In the GCW they should have assassination roles when actual content is added.
Vargos wrote:
We need extra range. What makes a sniper is the fact that he is out of range and impossible to find. When I attack I want an extra maybe 25-40m (personally I'd like more but that would be ridiculous) Also...when we do a surpriseshot....we shouldn't be automatically targeted. I can't count how many times I've been hiding behind someones pet in theed in prone position from 64m using advanced strafe and they start attacking (auto-attack and targetting) before they even realize someone has begun attacking. I want that extra shot in battle before the pistoleer or BH can find me to attack. I want to see people scatter to look for me. And...if I do get spotted I want them to have the advantage. Just my 2 creds...but if you want professions to have individual roles then you need to compare then in some way to real life. The last patch helped a lot in PvE but add these aspects to PvP.
1. sniper
2. sneaking and range
3. good damage like it is now
4. only really good w/ /takecover, good w/ prone, alright w/ kneel, bad when running
5. hidden shots
6. the guy who starts pvp raids....the guy who pulls in PvE
7. As mentioned above in PvP
8. If they get spotted they had better have a pistoleer, TKA, healer, etc. backing their ass if they get spotted. (They need a spotter).
9. In the GCW they should have assassination roles when actual content is added.
In reality this is the way it should be, however, look at it from game balance perspective, you have large mind damage capabilities, outrange people, and they can't target you right away. If that was implemented youd get nerfed shortly after.
In my opinion the only basic thing that really urgently needs to be done is to balance the speed, range, and power.
That's it.
Here are the main complaints
1.) Range, Range Range
With a Sniper Rifle, at the most 100m. But with the Heavy Machine Gun (i.e. M60) 70m, because its not that accurate. Perhaps in order to get such range a Scope must be attached, like a powerup but last ALOT longer and you can SEE IT on the riflemodel. Whats a sniper rifle if there is no scope.
2.) Need a Heavy Machine Gun
I have a Star Wars Guide to Weapons and technology book I got a couple years back, and it says that the T-21 is actually a Heavy Machine Gun, not a Sniper Rifle. It can be carried by hand but is most effective when using a tripod. So here is my idea, weapon smith can sell tripods with built in and replacble power cells which can be attached to the T-21. It would increase the speed of attack, like 2-4(max) shots per second, reduce the damageby say 15%(which isnt that much considering the advantage). Heres the catch so it wouldnt be uber powerful. It take some time to set up, like 6-10 seconds and when in use the rifleman is rendered immobile. If you want to move, it would be similar to when your sitting down, just click foward and you will automatically disassemble the gun. Now since the T-21 can operate with two-men, a second rifleman could replace the powercells as the first-rifleman fires, thus negating any damage penalty. Although the power consumption would be significant. The last note, to make sure that not all Rifleman are uber-powerful, is that in order to use the tripod, one most be Master Rifleman or at least 2-2-2-2.
3.) Invisible Cover
A rifleman should be able to be hidden from other players in PVP, but not completely. The Opponent would be able to know the general direction and would be able to radomly fire with a decrease amount of success than normal. If the hit the rifleman however, their position would be revealed. Thats is with Marksman Classes, Melee would have different shurbs and such they would have to check automatically before they successfully find them ( stabone and moveon). Lastly, Rangers and Bounty Hunter would be able to spot the Rifleman and the Higher level one could use a Group Command that would reveal the Rifleman to all. This Invisible Cover Skill only works with the T-21 Sniper
Brokenlightsaber wrote:
Power i think is ok as is, range should be increased slightly, as for speed, this is where something needs to be done. A sniper takes time to aim, and fire, they cant pump out 1 shot every second. It is possible with a pistol, or carbine (submachinegun) but not with a sniper rifle.
Quite true, which is why we use an M-16 equivalent. If we are meant to be snipers then our gun is nowhere near tailored for it. Sure you can use it to snipe but then the same is true of all rifles that exist post musket era. As has been suggested make it so that we are either a sniper or a gunner thanks to our weapon choice and we'll be happy and you all will be happy (we'll have a strength and a weakness depending on the gun as well as our inherent weaknesses)
Also, if they fix our melee defense we'll loose a bunch ofour bandwagon buddies.
What defines theRiflemanrole in combat?
Damage/supression at range.
What basic combat elements should they possess?
Depending on the weapon being employed, large damage, low rate of fire against single targets (sniper rifle), Low damage, high rate of fire, multiple targetAOE (heavy machine gun), Medium damage, Medium rate of fire against single or multiple targets (assault rifle).
What offensive abilities?
Sniper weaponsshould be able to target specific hams, heavy AOE weaponsrandom hams, Assault rifles attack combination of health and action.
What defensive abilities?
Primarily concealment, with the exception I would suggest a change that a rifleman that has taken up the PoleArm brawler skill branch should be able to equip a bayonet rifle mod that uses pole arm melee skills/specials at close range. That way, a person has to expend skill points to offset deficiencies at melee distances, but still would not be as proficient as someone who specializes in melee skills. This would be balanced in that the melee fighter would take damage at long range while closing but would inflict more damage at close range. The rifleman would inflict more damage at longrange, and less at hand to hand distances. The outcome should be uncertain, which sounds pretty balanced to me.
What unique abilities?
Different special skills for use with specialized weapons - sniper rifle, AOE automatic weapons, assault weapons.
Should add what advantage or asset in group combat?
High damage against single targets, suppression fire against multiple targets, shock assault power.
How could/should they interact with other professions?
Great combined arms tactics using squads of riflemen led by a squad leader, with commando heavy weapon support. Heavy machine gunners supply supresssing AOE fire to keep opposing force's heads down, allowing carbineers and assault riflement to advance. Snipers offer counter sniping and targeting of opposing machine gunners/patrol leaders. Assault riflemen and carbeeners supply close in support and penetration, covering pistoleers and melees to close for the close in fighting.
What interaction / dependencies should exist with other combatants?
Snipers are deadly to opposing snipers/machine gunners, but would be vulnerable at closer range to opposing assault riflemen/carbineers, and even more vulnerable to pistoleers/melee.
Machine gunners would be lethal to advancing troops, forcing them to either go prone or die, while they would be vulnerable to snipers and flanking assault/carbine/pisol/melee troops.
Assault riflemen could fire better on the move (not as well as carbineers or pistoleers), providing close in fire support, but are also vulnerable to snipers/gunners and flanking assault/melee.
What should be their unique role in the Galactic Civil War?
Fire support - Sniping/counter sniping, AOE supression, assault.
Please excuse me if this subject was already touched on, but I could not read this entire thread.
I feel there is a great problem with Riflemen. I am sure the devs meant to make them powerful, but not at close range. Why is it as a Pistoleer, I am the one that suffers at close range combat and not the Rifleman. I am getting sick and tired of bein 6-10 meters from a Rifleman and getting smacked with 2 sniper shots. SHouldnt the Rifleman not be as accurate or not be able to hit someone when you are that close in? This game has turned into a game where people just pick the same professions. Everyone gets Fencer for the Dodge and def Mods and Rifleman because basically, they are unstoppable.
Riflemen should be deadly, but deadly at a distance, not at 10 meters. The professions are not balanced as long as this remains the way it is. Shouldnt' it be a Rifleman is deadly at far range, yet a TKA or other Melee would have a field day with him? I should not have to become a Rifleman just to keep up with everyone else in PvP. On my server, if you dont do the Fencer profession and Rifle profession and get Charge Shot in the Carbineer tree then you are at a disadvantage in PvP. I'm sure I am not the only one that feels that this is not the way a game should be. The professions should be balanced with each class able to crush another class yet able to be crushed by yet another class.
Am I wrong?