Development Cycle Archive

Thread: IC 1-12: Combat Roles; Rifleman

rcafferata
Fri Mar 19, 2004 8:22 am
#248

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.


Ruraroo
Sun Mar 21, 2004 1:18 pm
#249

Other than fixing the defenses for rifleman (block and things of that nature) there is only one thing that can be added to make the Rifleman more complete and realistic, increase the range at which a rifleman can shoot from. Right now the range for all ranged weapons is 64m. Rifleman should be able to from further away than that. This is how I think this can be fixed, when you start out as novice marksman you can shoot all weapons at the same range. As you progressup the marksman tree you gain more distance with each skill box. During the trip up marksman the distance should only increase in small amounts until you hit the elite profession for each weapon. Since a pistoleer is better at short range ranged attacks they should only be able to attack from a shorter distance getting more acurate the closer you get to your opponent. And Carbineer is a medium range ranged weapon it should be the most balanced of the three choices. Have a slightly further range than the pistoleer but not nearly as far as the rifleman, and be more accurate in the middle range as become less accurate as they get to the extremes of thier limit. The Rifleman is best used as a long ranged attacker having the longest range of all the choices but losing accuracy the closer one gets to thier opponent. As the player progresses up the elite tree they will gain more and more distance until they reach thier limit at master, with pistoleer gaining the least and rifleman gaining the most per box gained. To compensate for the lack of balance between the rifle and pistol path they could give each profession an added bonus. When a pistoleer is at the maximum distance they can while still being able to shoot they should have the option of a startle shot which would cause the NPC to "duck" giving the player time to aim or run like it would in real life (this might not nessecarily work against stormtroopers or other trainer troops). For riflemans weakness againts melee. the rifleman can "use his rifle" as a shield of sorts to block say 3 of 10 hits. I hope this makes sense to everyone as it is late as I write this.


Thats my 2 cents



Ruraroo - Wookiee Commando "There is no situation a liberal amount of explosives won't fix"

"Only two things are infinate, the Universe and Human Stupidity, and I'm not sure about the former" -Albert Einstein
Occhio
Sun Mar 21, 2004 3:43 pm
#250

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.

Occhio
Sun Mar 21, 2004 3:45 pm
#251

Pistol shot at 64M, this need urgent revampe.


max in rl pistol range shot 25-30M.


Applecorc
Sun Mar 21, 2004 8:45 pm
#252

I have been a rifleman from when I Started the game and have never droped it, nor will. one thing I have learned is that the devs have accualy done afair job with this class, but the major down fall is the costs, i.e. time, HAM, & acc. andI know that you are going to fix the HAM cost.

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.


my 2¢




Rifleman Quotes
-"If you run you'll only die tired"
-"The only thing I feel for you is the Recoil"
-"The few, the proud, the neglected"
-"Sniper Eye for the Imperial Guy" ;-)
NasherUK
Thu Mar 25, 2004 7:32 pm
#253

[quote]

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)

[/quote]


I have to agree with that, rifleman should be in BIG trouble and go down fast if a pistoleer or carbineer gets close to them. Close range (under 30m) should make rifleman very unaccurate, especially on targets that are moving and darting around.


The problem is at the moment they are the powerful at all ranges.
NasherUK
Thu Mar 25, 2004 7:36 pm
#254

Also rifleman should not get rapid fire attacks, they are ment for carbines (which are the closest thing to machine guns in SW).






(new forum plz)
SniperCox
Fri Mar 26, 2004 1:55 am
#255


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.




SniperWolf-Jedi Elder

nnnnnnnnWX9ggggggggggggggggggggggggggg)

(ggggggggggggggggggggggggggg:WXnnnnnnnn

Kurayami Ashigaru- Officer

Reactivated and Ready for Action


NlMH
Sun Mar 28, 2004 6:15 pm
#256

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.




"Dogs have masters. Cats have staff" -Anonymous
Xyber_Hex
Sun Mar 28, 2004 6:22 pm
#257

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.






Xarian Hex
Wanderer
Starsider Galaxy
TheDukeofPolo
Sun Mar 28, 2004 7:42 pm
#258

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






My 3 accounts on Flurry gimme a tell
Perco Stollian
Nadrev Stollian
Zellan Stollian
Proud Elder Member of DFR...
Official first (Now retired)DWB TANK/OVERLORD SLAYER
Joseysales
Mon Mar 29, 2004 8:15 pm
#259

Stealth/conceal in other games gives pvp tactics great dynamics....mind shots with hidden would mkae sense.
Nojj
Mon Mar 29, 2004 10:29 pm
#260



This thread needs to be locked. Why?


1. Every good point made here has been made many other times in places far more accessable.


2. Far too many "Troll" posts with people suggesting absurdities that would either never be made a reality.


3. Pointlessness of trying to balance things that are simply impossible to balance.



Want advice on how to change riflemen positively? Go read the rifleman forums.

In fact the same can be said about almost all professions (except chef... they are plain crazy).


The only thing that topics like this do is muddle the point with trollers who really have no idea what they are talking about. My eyes bleed when I read the sheer stupidity that people consider "good ideas". It makes me wonder how many of the posters actually use rifles, in real life and in SWG. I read posts saying that riflemen should be absolute fodder in melee. These people are the same people that have never even seen a bayonet nor know what one is used for. A rifle stock makes for a pretty effective bludgeoning instrument as well. But god forbid that a game have any semblence of reality. With that said I say riflemen should get the "Gaze of Death" special which fires Eye Beams of Doom and Combat Equality.


This whole "different but yet the same" mentality is really killing the game, combat-wise. The Devs are so busy trying to make pistols as effective as rocket-launchers as effective as rapiers. If that isn't bass-ackward thinking, I don't know what is. I thought this game had an open ended skill system! What is this profession nonsense? Is this Levelquest? Did I unwittingly select the Rifleman Class? I decided to use a rifle in SWG because in real life they are more combat effective than pistols.


Did it ever occur to anyone to make these professions into skillsets? Why not make your profession be defined as what you do in the game rather than what skillboxes you have.


Heres an idea. Why not make Rifleman, Pistoleer, and Carbineer trees contain the weapon modifiers and have more "Advanced" professions determine what specials you have? Of course you would have to redo the prerequisites and skills and all but in the end it would be so much more realistic and easier to balance. This way you could add more skillsets... like Sniper and Gunner actually being two different things (gasp).


Certain weapons are just better, plain and simple. Ever heard the saying about bringing a knife to a gun fight? But you know what? I bet you it would be far easier to get that knife into a cantina, use it, and get away without getting caught. And why aren't these Stormtroopers doing anything about the guy over there walking around with a flamethrower? Aren't those illegal to carry in public? Ever wonder why its harder to obtain a pistol in America than it is to get a long-barreled firearm? I'll tell you why, because you can hide that pistol from view.


This brings me to weapon effectiveness. Pistols should be less effective than rifles and carbines, and heavy weapons are in a class of their own. To equalize this there should be other penalties for using better weapons. One of these penalties could be power usage (add blaster batteries and weapon magazines). This fixes the problem of my rifle mysteriously getting eaten away by "Overcharge Shot" gremlins and it gives a source of income to crafters. Another aspect is legality... like what was added for spices and sliced weapons. You better believe that if you walk around your hometown with a Light Anti-Tank weapon, every S.W.A.T team in the county will be converging on your location. Same should be said for Star Wars. You walk into a major city brandishing a sniper rifle, you should have Stormtroopers breathing down your neck.


And that is how you balance the game.


Will we ever see it? It would be like seeing snowmen in Hawaii.

It would require changing "Core Game Systems", and in the end be "Too drastic a change" therefore making it "An unfeasable solution". 50 dollars to anyone that can name what MMOG those quotes came from.
Page 20 of 21