Development Cycle Archive
Thread: IC 1-12: Combat Roles; Rifleman
What defines the Rifleman role in combat?
Rilfeman is very power at long range and very important role for a support within a group.
I mean rifleman works good like a combination with scout profession. It must be like a Spec Ops-profession.
Rifleman is NOT overpowered, because in wrong position he/she will faster death by melee or carbineer.
What offensive abilities?
Sniping at long range. 64m is not good range, because pistoleer and carbineer can hit at this range.
Maybe at 90 - 100m range for rifleman.
What defensive abilities?
Doesn't have. Maybe dodge, but not more ![]()
What unique abilities?
Sniping and scouting.
How could/should they interact with other professions?
It must be different at range with pistoleer and carbineer. Because Pistol and carbine can hit something at 64m.
Rifleman can not hit better at lower then 64m.
What defines the Rifleman role in combat?
1) all class here unbalance.
2) rifle don't need others nerf. only high accuracy.
3) swg community need nerf. this game is no design for pure pvp.
Pistol shot at 64M, this need urgent revampe.
max in rl pistol range shot 25-30M.
There are 2things that would solve the balance issue with Rifleman and would help to fix the other ones. First, create a max range for every class. If, as you have said before, it is not possible to attack things farther than 64m away then lower themax range on carbines and pistols. 40? for carbine and 25? for pistols. And to make the prof. more realistic, allow us to conceal ourselves from other players, but make the command take 45-90 seconds to apply (w/o combat of course.) and with that ability it would justify the high recycle time.
What Rifleman Should Have:
- High accuracy at ranges greater than 40 meters
- Specials that target each HAM pool
- Very high ranged defence
- Highest DPS of all non-elite ranged proffesions
What Rifleman Should NOT Have:
- Status change attacks (give them to carbineer)
- Melee Defence (give them to pistoleer)
- High accuracy at ranges less than 40 meters (pistoleers and carbineers)
What defines theRiflemanrole in combat?
Riflemen have two jobs. One is support for the heavy weapons and other such things. Two is the high damage without being seen.
What basic combat elements should they possess?
Riflemen should be abel to conceal themselves for Radar and player sight when in cover position. They should only be spotted from about 32m away. They should have a farther attack range and supirse/concealshot should do considerable amount of damage so that being hidden is useful.
\What offensive abilities?
See above
What defensive abilities?
See above
What unique abilities?
See above
Should add what advantage or asset in group combat?
They should be able to have a cover fire ability, an ability to keep the enemies heads down. THey also should have the ability to take down single targets with ease.
How could/should they interact with other professions?
WIth the melee professions I can understand having a disadvantage. Among other marksmen professions they should have a slower but much much more powerful shot.
What interaction / dependencies should exist with other combatants?
Rifleman should be dependant on melee abilites for up close combat. They should be at master one of the most deadly if not the most deadly ranged profession.
What should be their unique role in the Galactic Civil War
In the Galactic Civil War Riflemen should be able to take targets out slowly but with great power. Watching Enemy At the Gates shows the patience of a Sniper. Waiting for the right moment to strike with the most deadly accuracy and power.
I'm not sure if this was mentioned before, but what about Rifle Concealment for PvP?
I don't know about the rest of you, but I generally don't wear armor as it's encumberances are too high a burdon on my mind, which is the main pool source for our Specials, even with Brandy and Muon, it's still too taxing.
I think invisibility on a player's compass while prone at optimum distance would be a unique and ideal skill for a Rifleman.This wouldn't disrupt the balance in SWG and would at least give the prone position some useful purpose as a Rifleman since this, ideally,should be a Rifleman's best Posture.
For a group bonus, perhaps a Grouped Rifleman can add a Concealment Modifier to the rest of the Group. Personally, I would opt to give this to the Ranger Profession, especially since Ranger Camo works soooo well on other players, hehehehe.
Conceal for PVP would be amazing and is much much needed.
The current system doesn't allow for any real tactics honestly, it is take a shot or two and then either run in circles around each other or run one way shooting while the person bursts towards you for the knockdown.
I think allowing guerilla tactics in PVP would be amazing.
Give us a penalty for firing on the move with the larger rifles, but give us the ability to honestly snipe.
Please please please please please please please please please.
This is kinda of topic but, What about the Heavy Acid Rifle in Commando, Shouldnt it be considered a Rifleman weapon ?
I think it should since its very possible to have a Master Commando and Master Rifleman and still you have 18 skill points left
Getting to the point if its named Heavy Acid Rifle it should qualify for the skills mods of the Rifleman tree and the Attacks in the Commando branch should qualify for the Mods also ....
Of course Acid Single and Acid Cone arent Rifle attacks .. so it should be change so it all concords
In conclusion make the heavy acid capable of being handled by a Master Rifleman /Master Commando and all the mods that fall under rifles
first post sorry if it doenst make sence ![]()