Development Cycle Archive
Thread: IC 1-12: Combat Roles; Rifleman
NaKitNa wrote:
You know, looking at many combat classes I think there would be room for different "subclasses". Rifleman could have areas above Master Rifleman specifically Sniper or Machine gun or the like. Just a thought.
And a very good thought. Cheers to you, you're thinking.
DeathRydar wrote:
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?
Well a few things.
One, you do realize that you are complaining that people have found a powerful build. Basically stating that if you were to nerf the Fencer line or Carbineer you would basically have the same results as nerfing rifleman. People would pick other builds, and actually I'd say that 0/0/0/4 TKA would be better with rifleman, in order to be the best.
Two, we have a bug that makes our defense at melee range higher then it should be. We should be getting beaten with ease when a melee char gets incredibly close-by but we aren't because of the bug. This is going to be fixed and we'll loose some of the FoTM bandwaggoners so you can complain about their new builds then.
And three, you are better at sniping then we are.We can actually miss at 64 meters with our rifle meanwhile you guys can hit us easily. I may be confusing some pistoleers with BH dabblers but there are plenty of documented posts and personal accounts where a pistol actually outranged a rifle in terms of accuracy. If we are hitting you fairly often up close then consider it a trade off for that silly little fact. It should be reversed, and likely will be in a few months. (after all we're still waiting on the January patch)
The rifleman as defined by their skills is literally a sniper. I have seen and heard alot of people compare the SWG rifleman to real life riflemen. The comparison is weak. The real life rifleman, or infantryman, is the SWG equivelant of a Carbineer. The only reason real life doesn't have carbineers now is cause the assult rifle was created like a hybrid of the hunting rifle and the carbine. The assult rifle is correctly very accurate at long range, and can be set to fire as single shots or three round bursts. The sniper rifle used by the military is a bolt action, long barreled, single shot gun, with a accuracy upto 360 meters away for a person just out of sniper academy. Most military snipers can nail a target upto a half mile, thats 800 meters away.
The biggest problem with the rifleman in SWG right now is range. 64 meters just isn't long enough. In the 5 seconds it takes between shots a mob can cover that distance and start smiting the rifleman.
The point to a SWG rifleman in any group fighting "sentient" mobs, (NPC imps, rebs, swoopers, etc.) would be to take out the squad leader in the opposing group. Squad leaders bestow many bonuses onto their groups, it would be the rifleman's job to get rid of that guy. Then the rest of the rifleman's group rushes the now confused and leaderless group of mobs, be they stormtroopers or what ever.
The only other real issue that I as a rifleman have found is the HAM of the mobs. I understand the desire to make situations difficult, but there is really no reason that any mob of a player race should have 10 times the normal HAM of any player, unless there is an NPC there to buff them, (doctor, dancer, etc.) Even that is pushing it. I may be mistaken, but I feel that the idea of the rifleman is... anyone who has rifleman skills over novice is considered militarilly trained. A person with marksman: rifles 4 is just a really good hunter, and should regularly be able to one shot moderately sized animals, or people who are not combatitivly trained. The HAMs of almost all of the mobs really should be revised. There are some creatures that really have no reason to have as much HAM as they do. The tabage is a prime example. The tabage (which I have taken to be a kin to the real life caiman, or komodo dragon) should be able to be one shotted with a DLT20A. It currently takes 1 MindShot2, and 2 HeadShot2s. Thats three shots.
As for damage comparison, the rifleman, the carbineer, and the pistoleer should be doing about the same amount of damage over time (or Damage per Second). Almost all players that do combat will calculate there damage to that degree.
As for skill progression, I think it's ok. I agree with others that the rifleman should be able to choose which attribute pool they wish to attack. The thing that should save a person from a rifleman is armor, not more HAM. There should be rebel and imperial missions that are geared toward snipers.
I hope this helps, they are just my personal observations and opinions, some may dissagree and that's ok, others will. Thank you for listening.
Raynor Talos - Interplanetary Knights Of the Republic - Gorath
I just wanted to add that, several people have noted that riflemen should have posture down attacks, and assault rifles and such.
First, since the rifleman skills are focused on sniping accuracy, concealment, and counter sniping (primarily) and sniping is usually a really long range form of combat, it should be noted that a sniper doesn't want his target to be prone. A prone person has a bonus to ranged defense, (last I checked). That would make it harder to hit your target. However, it would also be correct that a sniper doesn't want a target to advance on them, that is why there is the SuppressionFire skill given under marksman. So a rifleman does infact have both, because FlushingShot is a posture up.
Second, almost everyone who makes the starting arguments I noted above, are ignoring the fact there there is a whole profession geared toward supression and AoE attacks, the carbineer. I would be in total agreement with others on the assault rifle idea if there was no carbineer profession, but there is.
Third, as for needing a faster high damage gun. That is why many riflemen I have talked to, are also marksman: Carbines or Pistols 4. That usually gives me the added edge I need to protect myself when engaged in close quarters combat.
To start with, before I even played the game I had decided on playing as a Rifleman, why? I wanted (for RP perposes) to be a ground pounder. And fitting that a Rifleman in the Empire, complete with Stormtrooper armour fitted perfectly. I have always been a Rifleman, and always will be.
What other have said about the profession sums it up nicely. There is definatly a branch between the "Sniper" role and the "Machine Gunner" role. Personally I love our abilities to go covert and slowly whittle down a larger beast using out concealment skills...ok this is utterly useless in PvP but it could become something? why not a sub branch skill of giving our concealment line a change of disguise? maybe "bush", "rock", "tree", or "wall"....our disguise could be made (nice addition for a artisan based class to make holo projectors for us or something). Weapon wise in "Sniper" style we have the T21, its good if a little heavy on mind damage to ourselves at times. On a guild hunt for example though, this skill would be utterly useless, as being covert, and sniping is of little use in a pack unless (as I do) I hang back and protect the medics from 60m out. This would make our concealment skill (partically if it worked in PvP alot more unique).
The "Machine Gunner" role is effectively completely different. No fancy covert tactics, no subtlety, just lots of damage given out and lots of damage taken (or so you would expect). Maybe a differant line of weapons here from the sniper line could be introduced, or even run as modified versions of the current rifles. This is more of a role which would be used when in groups of dungeons, since the "Sniper" role is really problematic when the length of a dungeon passage is 30m and short of using a Spray-Stick (not saying I don't like the Spray-stick, it is very nifty....even if it means people mistake you for a Jedi all the time *mutter*) you tend to hit a few probs with range. The gunner role would be based on maybe the Spray-Stick model for short range and fast.
We are in essence gound pounders. We are the front line assault troops who should die often (know that feeling way too often by equiping my ST armour hehe). We are the protectors of a team both via sniping and removing hostiles from afar, and up close we can be the front line in protecting of others also. We are the infantry unit ![]()
sorry about htis 3 posts lol , i missed some things lol.
The PVP is unbalanced for :
1.- Combat Medics.
2.- Armors 80% + .
3.- Buffs.
Other things that i think can be added to rifleman professions :
1.- incress the range , the riflemans can hit at 64 to 90m
2.- Low melee defense.
3.- Plz , block is bugged true? unbugg it lol.
4.- 90 - 70 great chance to hit targets 70 - 50 = normal chance 50= 20 low chance 20 - 0 impossible to hit ![]()
5.- Why a rifleman need startle shot 2 and flushing shot 2??? this 2 attacks r exactly the same lol.
6.- High ranged defense.
its all i think lol
Xytroncore wrote:
Gatsu002 wrote:
Other things that i think can be added to rifleman professions :
1.- incress the range , the riflemans can hit at 64 to 90m
Hey everyone, why be another class when you can just be a riflemen and shoot farther away then anyone else? lol, honestly, would you be a pistoleer if you were just going to be killed from 90m away when you can't even auto attack back? uh no, you wouldn't. No one would be anything but riflemen.
Unbelievable...
PsychoticChipmunk wrote:
Xytroncore wrote:
Gatsu002 wrote:
Other things that i think can be added to rifleman professions :
1.- incress the range , the riflemans can hit at 64 to 90m
Hey everyone, why be another class when you can just be a riflemen and shoot farther away then anyone else? lol, honestly, would you be a pistoleer if you were just going to be killed from 90m away when you can't even auto attack back? uh no, you wouldn't. No one would be anything but riflemen.
Unbelievable...
Ok how do you think melee professions feel when pistoleers spam them from 40 meters and they can't auto attack back? So why isn't everyone in a ranged profession?