Development Cycle Archive

Thread: IC 1-12: Combat Roles; Rifleman

PsychoticChipmunk
Tue Feb 10, 2004 11:56 am
#196

Which begs the question why not beef up the pistoleers? Also I was only using them as an example I could have also said smugglers, BH's, carabineers, riflemen, or combat medics. I just chose pistoleer since I'm starting to grind pistol xp for a few more boxes in the underworld branch.


You're biggest problem with us seems to be our ability to spam high damage shots almost continuously...while buffed, drugged, and full. Ever think that the last little part there had a large amount to do with it? Power down all the buffs and balance is restored to combat. I don't think I'll ever do "real" PvP(planned raids where everyone has max stats beforehand)when chance overt encounters are so much more fun. Too bad it's hard to find overt people away from towns.


Oh, and if a melee'er gets close enough to me, well a masterone that knows his stuff at least, I am dead in 4 seconds so I don't see what point that little jab had.


PS Anyone else prefer the old look of the forums to this new scheme?




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Owain1
Tue Feb 10, 2004 12:50 pm
#197








Xytroncore wrote:



...but doing this would make ranged combat a game of riflemen, would you honestly be a pistoleer when you're confined to only 64m being killed by every single type of combat class when you could easily switch to riflemen, and get the same more range, and 5x the power and only have to spend the same amount of skill points to do it too? ...


Why the hell would I want to play a class with only 64m range when I could play as one with 90m range and be at almost impunity to anyone else?







There is a reason the Marines have a goal of "Every Marine a Rifleman first...". Combat in the open field should be dominated by ranged weapons. Pistols, melee weapons, and unarmed combat have their uses when fighting in urban warfare, or other enclosed areas, but not on open ground.


This fits the SW continuity as well. Han Solo used a blaster pistol to good effect, but where did he use it? In the Cantina, in the corridors on the Death Star, etc. Consider the big battle with the Clone Army. They were killing/getting killed at long range using rifles, not vibro-knuckles. I wouldn't want to go prowling around Jabba's palace with my long rifle - I'm likely to turn a corner and get my skull split by someone with an axe. Conversely, why should anyone expect to be able to survive a battlefield environment carrying a sword?


Right now, things are screwed up because the whole combat system suffers from a poor design->trying to mix hand to hand combat, and swords and fists on an equal footing with blasters and ray guns. It was a stupid design, PvP suffers horribly because of it.


This is a very serious problem with SWG PvP, and i don't see it getting better any time soon. Instead, i think we will continue to see stupid kludges and fiction breaking, unrealistic game play for the duration.




blazed_fosho
Wed Feb 11, 2004 12:23 am
#198

I would like to see Rifleman have KD attacks and Carbiniers have posture up attacks. It is in a riflemans best interest to keep a target pinned down and as far away from them as possible. Whereas a Carbinier should want to close in and prevent their target from taking cover.


Arimah



Zade_Taerin
Mon Feb 16, 2004 7:48 am
#199

As a riflemen my place is out in the big wide open (50-60m)... but send me into a base with tight corridors and small rooms (20-40m)and I'm "out of my element". Dungeons, bases, interiors... I'm not going to survive very long, that's where the TKA, the Meeleers and the Commandos will shine.


But if you're out in the big wide open... run, ride or hide.





ZADE TAERIN - Crimson Fleet Alliance (-CFA-) - KETTEMOOR
- CL90 OFFICER (ELDER SQUAD LEADER) / ALLIANCE ACE (CFA-88) / CAPTAIN OF THE "NEMESIS" -
VF-88 MARAUDER SQUADRON "DO RIGHT, FEAR NOTHING"

Jerupsy
Mon Feb 16, 2004 10:34 am
#200

Rifleman should be able to operate at a range that exceeds pistol and carbine. If you cant get rifleman to work beyond 64m then how about removing 10m from the maximum on carbine and pistol.
Gatsu002
Mon Feb 16, 2004 6:42 pm
#201


Dunno why all players say that Rifleman is overpowered , i really dunno , ok im a rifleman and i know this professions is one of the best for PVP , why? because lot of players never use any kind of protection in head , u can shot them with a T21 and kill him in 2 - 3 shots if the T21 is good , but the problem isnt here , the problem is that people that dont worn helms say that rifleman is overpowered....... Try to fight 1vs1 ( melee combat ) without helm with a swordsmand and u will see how quick they kill u if u dont dizzy KD him. Ok Riflemans r not overpowered in my opinion , why? because u can use helms to protect from it , i found 10 - 11 players max in radian that used GOOD helmets , one was carabiner and i dizzy KD him and used my teras kasi , but i had luck with this guy , im sure that if this guy stand up again i was dead , other player is chicken cooker , i have lot of problems for kill this guy because he know how to defense against riflemans , but most of players dont know how to defense against riflemans and then die in 2 - 3 shots at 60m , its normal , try to kill a carabiner without armor , u will die too , maybe not in 2 - 3 shots but in 4 - 5 u will be incap , And about the high accuracy from riflemans .... yeah its a little overpowered i know but i think SoE done this because they nerfed the range of snipers because of lag , lot of players cant detect a mob or player at 125m , im sure if one of this days they change the range of riflemans to 125m will be impossible hit at 20 - 0 m , but atm they can do it because of lag , and its ok , if we dont have range we need something more , the accuracy. About the T21 , its a good rifle , maybe one of the best rifles to use with unarmored player , high range , high dmg , but its normal , we r riflemans , snipers , we can kill u in 2 shots if u r unarmored.


And at all , if u r unarmored and try to kill a BH u will die fast too , or other classes. I remember the first day of T21 in radiant , i bought my first T21 to malfunctions and sliced it OMG 35% DMG !! was great , i started PVP after malfunctions crafted the first T21 , and when i started PVP most of players died quickly , dam quickly , because they was unarmored , but some of players like GImps etc.. know how to defense against this rifle and now T21 in PVP if u r armored will be a lost of time and mind.



In my opinion the only profession that is overpowered atm is CM , why? because we have no defense agains venoms and diseases even if u r TKM kill the CM first and then meditate for heal the poison and diseases , or a doc ..., but atm i need to say that the only profession overpowered in this game is CM , when SoE start to make some kind of head armors that prevent players to be poisoned or diseased the CM will be easy to kill , because they have low defense .




At all , if u r a player unbuffed , unarmored and without any master and die against a rifleman is ur problem for PVP unbuffed unarmored and without any master , not the riflemans problem.



Kwisats Haderach
Ifoxe Osag

Noob of Radiant........................
Mj0llnir
Tue Feb 17, 2004 4:44 am
#202

Was doing some brainstorming and came up with a couple more ideas:


-I mentioned before the need for rifleman to be able to drop off radar and actually become 'invisible' when they conceal, so that they can truly act as snipers. Well, to make it a little more fair there could be a craftable sensor item that can be used by players to detect concealed players. Its success rate could vary based on the rifleman's ability to conceal themselves and the quality of the sensor itself.


-And another one that's a bit off topic, I came up with an idea that might not balance PvP a little more, but make SWG's profession system a little more interesting. First off, it's been said before, but bears repeating, our profession is in pretty good shape, and to balance things othere the other combat professions need some fixing. For example,sharply increasing pistol damage at ranges of 5m or less, and increasing carbineer accuracy and damage at medium to close range would, imo, balance things further. And now, the original part of this idea, why not remove skill points altogether, and create higher-tiered hybrid professions? For example, a master carbineer/master pikeman could become a dragoon, a master scout/master rifleman a Sniper, a master ranger/master marksman/master any elite ranged combat prof. could become a special forces soldier, etc. What do you guys think? Is it doable?



Heimdall Reinhardt
~ CO, Imperial 42nd Regiment ~
~ The Black Watch ~
"THIS IS MY RIFLE, THERE ARE MANY LIKE IT, BUT THIS ONE IS MINE."

Jerupsy
Wed Feb 18, 2004 10:03 am
#203

It would be nice if Conceal actually concealed you (made you invisible radar wise and visually) in PVP. Sounless your opponent got within 10m or sothey couldn't see you. Also you could still allow an opponent to see tracers coming from rifle. That way in a big PvP battle, snipers could find spots on edge of battle and snipe away, but if they fired to many shots in a row tracers would give them away.
canadianwookie
Wed Feb 18, 2004 11:41 pm
#204

Rifleman are great as they are. You want to make this class fun , give us an ability inherant to all snipers "give us the chance to fall off radar". Now that my friends would be a rifleman. Not just running around with a t21 (looks like size of a barret .50 cal bmg), wich is impossible . Some rifles used by snipers (again .50 cal bmg) are sometimes bolted down with tripods before a shot is fired. Give us suppressed weapons (accuracy international .308 widley used by law enforcement worldwide) giving us the chance to get a shot in without combat even engaging (eg; combat music doesnt queue up and mob has no freaking clue what hit them). Give us a secondary skill soo that when u pair with another rifleman he acts as your spotter (giving bonus to damage and accuracy). My thoughts
Dark_Jedi_Knight_11
Sat Feb 21, 2004 12:52 am
#205

special ability:


1 shot kill , drains all of ur mind .....lol


i would love that


or atleast a kd attack








Andronicus Vorador
Imperial A$$hole
Slicer/ Teras kasi/ Swordsman
---------------------------------------

Vando Nomashi - Dark Jedi Padawan
Wagnbat
Sat Feb 21, 2004 12:05 pm
#206

Suggestions for > range firing, conceal, and sniper-like functions.






Make conceal/take-cover work like mask scentdoes for scouts. Youcan be within visual, but the target does not appear on Radar. If for any reason the rifleman breaks the concealment (IE: stands up, fire's,comes within scanning distance of turret/covert detector, etc), he losesconcealment from radar, and normal /takecover rules still apply.






Conceal shotand > range firing


I do not believe this would 'overpower' rifleman, if implimented correctly.


1. Require that firing greater than 64 meters, must take place while prone. (Most people agree that if a rifleman is prone, it takes only a few seconds for an opponent to close that distance)


2. If rifleman uses conceal-shot, there is a *chance* (just as in PVE) that his target is unaware of where the shot originated. (like the +5 Awareness, zabrak skill. does it even have a use?)


3. If rifleman is under-cover, but not concealed, he would keep bonuses while prone, but just as with any engagement, the opponents would auto-target, and auto-attack the rifleman in defense. If at greater than 64m, the opponent may not be able to return fire, but he would certainly be able to close in, even if only within 64m, to return fire.


- This prone ranged firing, after losing conceal, would function much like a heavy gunner w/tripod while remaining prone.





Sniping-

Sniping can be handled fairly simply.

Give us a high damage, high HAM, high delay rifle,similar to arifleman sniper variant of the Commando's rocket launcher. Keep in mind the rocket launcher is a special attack itself, but if it were a weapon, using a specialinstead of a normal attack, would delay it even further. But unlike the rocket launcer, make it accurate.

Minimum range of 40m (will not shoot if target is within min-range), crap accuracy until 60m, and if greater than 64m range becomes permitted, average accuracy (by rifleman standards).

Make it Kinetic, AR3. (Yes, a very high end helmet would block most of the damage, but that is what it's for).


If it was 1500-1900dmg, 30 second delay, and Kinetic AR3, a strafe-shot2 [Strafe Shot2 D x5.0 T x3.5 M x6] against PVE would be devastating. It would also delay the rifleman nearly two minutes. At x5 damage, it would do 7500-9500 unresisted damage, per target, and the mind drain at x6 normal cost, would be significant.

If it was the same senario, vs someone in 80% kinetic resist comp armor, 1500-1900 damage would get through, not counting PSG's, ranged defense, damage mitigation, and PVP tables (which I don't know off the top of my head).


Being delayed for two minutes, if you didn't take out your targets, you had better run. And the mind drain for that single shot should be so significant, that only a highly trained and focused rifleman would be able to burst run (and standing up would break his cover)


Reminder note - within continuity of above suggestions, the strafe-shot2 would not be a conceal shot, thus the rifleman is visible, and all targets PVP or PVE, would auto-attack the rifleman in self defense.



Waagnba Entreri
d Chief Agent, Praetorian Guard d
DFGH Libertas, Rori HGFD
The Guardians PA forums
Auctions: Please offer winnings to "Waag's Misc Goodies" vendor at 815, -4685 Corellia.

.
jedimastermaniac
Sun Feb 22, 2004 7:16 am
#207

well i started rifleman and i m 2 1 1 2 right now


from what i see getting rifle Xp is a a bit hard when u are in a hunting group(which i playi n every day cause i love grouping-i hate soloing-and it's more fun in my opinion)u see some guys(commandos i think) that do 2000 dmg in 5 secs while u do only 4000 in 10 secs(using specials-i might be wriong here) also Rifleman are some guys that depend on distance i say INCREASE the distance if not 90 or 80 that some guys say do it at least 70 ...also remove this thing with the chance to hit when u re very close.. i mean u re fighting a melee guy that got close to u cause u KDed ya then u cant get up or u get and cant hit him cause u re too close ...i PvPed a friend that had commando 0110 and he kicked my ass from 30m :S when i was TKM i could take on commandos easily (masters) rifleman for PvP isn't as good as some other profs ... so i can an idea when u go for rifleman ... maybe master u should get an ability that lets u use sneak and make it work in PvP i went for rifleman cause i love sniping and when u snipe u cant be seen that's the main thingy or at least make it like fighting NPCs the PvP for eg. u shoot at the other player(PvP of course ) and if it hits he still cant see ya .. well the panicked player is running around and shouting HELP blah blah blah )ur time to shoot him comes again u miss cause he was running let's say then u understand where u are just like PvE with the diff snipers should have a good ability to dedect enemy players from distance so that u can use the sneak ability with prone.all thse examples i gave should be made with conceal shot of course also riflemen due to their nature should have increased dmg from very far and have the ability to shoot all the parts of a player/NPC


End of transimision


and dont try to ram at me if u have anotehr opinion it 's jsut my idea u agree it's ok .. u dont it's still ok just dont argue i m too bored to to do that




----------------------------------------------------
FarStar,
Takis McManiac ,Died due to ilness (RPing)
Mani'Ac Gakikoulas
/cheer whoever i am
Shut it
Psycrusher
Sun Feb 22, 2004 2:27 pm
#208

Leave the rifleman the way it is - there is almost no internal issues with this profession except...


1.Change the 'Hunter' title to something else. Why share a title with something from Scout?


2. How about adding some eye-candy instead? We all shoot at the same rate as every other ranged profession, and they all look the same - some sort of colored pill. Change projectile shapes and speed, to give some visual punch to the different guns/professions. How about machine gun weapons actually shoot like a machine gun? Fast and consistent, with no breaks inbetween shots!


3. Do something aboutthe 'block' ability of rifleman - I have yet to see it actually workwhileI observe the combat channel. Also, make sure it works on PvE too, just not PvP.


4. Don't listen to those that say we have todie when we get within 20-meters of anything - not all of us riflemanhave groups/pets to workwith.Just by the chance that cover fails, orI get attacked by a red dot, I don't want to be guaranteed dead! Given, we shouldn't be as effective as pistols/carbines in closer combat, but absolute DEAD is not the solution.


That's my two-cents.

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