Development Cycle Archive

Thread: IC 1-12: Combat Roles; Rifleman

Blutzoll
Wed Jan 21, 2004 2:51 am
#40

riflemen should be deadly snipers - carbineers should be gunners with aoe attacks
ZamMeLon
Wed Jan 21, 2004 5:30 am
#41

What defines theRiflemanrole in combat?


Riflemanshould be the support class of other "close range"combat prof.Using long range, high accuracy with very deadly results.


What basic combat elements should they possess?


As they are now, I really do love the profession. I have mastered it four different times from scratch and it is always been so rewarding once you hit that master lvl.


What offensive abilities?


I see nothing wrong with the majority of the attacks in place now.


Startle shot, same as flushing without the stun effect. So no need. (possibly turn into a suppression fire type move?)


Surprise shot, single shot - relatively weak, or at least the same as strafe1/flurry1/flushing1


Conceal shot, although more useful in PvE, the damage compared to its slow recycle time tends to not make it worth it. Would rather bleed and take my chances.


Sniper shot, perfect how it is. Can not ask for anything more. (Not everything should have to be both PvP/PvE)


Headshot2/3, very little damage difference for the mind cost. Although with food/spice/buffs it is not as much a problem.


Cover, i would never use this skill. A static rifleman is a dead rifleman.


What defensive abilities?


I am happy with how the resists are now. Do not want to ask for too much.


What unique abilities?


Ranged deathblow.


Heavy Armor piercing.


Various weapon types. (Energy, Stun, Cold, etc)


Should add what advantage or asset in group combat?


Since i do not PvE much i will not comment on that aspect of it. PvP the rifleman are the people who stand back are are always looking for hostile targets - be it defenders or attackers, I tend to always be on top of that if another wave comes in, or if they bring a doctor/combat medic, it is my job to help speed up the enemies loss. (Ranged deathblow/ mind shots help do this)


How could/should they interact with other professions?


Rifleman shouldhave it much easier with a "tank" prof to take care of them, but should not have to rely on any prof to do this. (every prof should have some lvl of self-preservation)


What interaction / dependencies should exist with other combatants?


If a Rifleman has you in his/her sights at max range - you should not be able to get anywhere near enough to realized it.


What should be their unique role in the Galactic Civil War?



Rifleman are not meant to be heavy hitters on bases/turrets/etc. More just keeping down the infantry (killing their leaders/healers/keyprof needed for the task at hand/etc), while other prof focus on their roles in the GCW.



Nyii,
Shadow Gypsies
JTysoe
Wed Jan 21, 2004 5:35 am
#42

Thisthread and possible the whole IC board just show we are wasting our breath discussing these issues on the rifleman boards andcreating a top 5 issues list to present to the devs. What is the point in having representatives from each board then duplicating the whole thing here?


We already have a top 5 issues list for riflemen, we had one last month and one the month before, but the issues being raised are just ignored or glossed over. What difference will it make raising the same issues here than in our top 5 issues?


Thisthread seems like another sop to customer service without having to actually provide any customer service.




Kradlum
Retired Master - Artisan, Brawler, Entertainer, Marksman, Medic, Scout, Dancer
Rifleman 2222, Creature Handler 3244
Seflyn
Wed Jan 21, 2004 9:26 am
#43


PsychoticChipmunk wrote:

And sorry seflyn but I have to disagree with the death within 20 meters. We should be able to survive, just using a gun tailored for our countersniping type line. We should have a gun that is massive damage, massive range promotion and prevention (won't even hit a barn a foot in front of it) and slow to help promote sniping from a large range and using tanks to give you those 2/3 shots required to kill someone. We should also have a gun that is medium damage, medium range, and fairly fast. If we are wielding the "sniper rifle" then yes we should be more or less a running corpse within 20 meters. However if we are wielding the fast rifle around 20 meters we should have just as much chance as a carabineer sans the state attacks.






Hehe I think we will have to agree to disagree on the death at melee range. I've always been a fan of tradeoffs, the tradeoff for being a great long ranged profession in my opinion should be a great weakness at close range but I know some people don't like this. By enabling riflemen to simply swap rifles to remove this disadvantage you remove most of the point of having the disadvantage in the first place.

One thing I would like to see is a high damage single target attack, it makes no sense to me that I can hit five people for a lot of damage with strafe2 but can't target only one of them with an attack that comes close to the same damage. Startleshot2 would be a good place to start looking at implementing this single target high damage attack as it is currently worthless imo as flushing2 does the same and more for less skillpoints.



_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
BigAke
Wed Jan 21, 2004 9:56 am
#44

i consider riflemen to be more of a "sniper" type of character.

a rifleman should have long range weaponry dealing high damage per shot having a high delay between shots and a good accuracy at all distances against stationary and moving targets - as long as they remain stationary. however, as soon as they start to move their accuracy should drop a lot.

riflemen have a natural form of ranged defense because other weapons are (or should be) less accurate at long ranges when compared to rifles, so no special bonus is needed here.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
jhfries
Wed Jan 21, 2004 10:02 am
#45



Great posts everyone!


I agree with tone of the posts, but would like to add a quick opinion.


I've always envisioned the Rifleman as a sniper. That's it, nothing more, nothing less. That's how I personally play, rarely do I use AoE type attacks. I tend to feel that "grunt", "gunner", "soldier" type of abilities should belong in another profession, such as Carbineer, for example.


It's just a vision. That the Rifleman's purpose is to be a silent, solitary hunter/killer. I love the Rifleman profession and everything we currently have, but I'd also like to be clearly defined from other ranged professions, as I'm sure they also want that distinction.


It would be cool to have available another skill tree once you mastered an elite profession. For example, if you want to play a "sniper" type of character, perhaps after Master Rifleman, there is a profession dedicated to sniping, or to "Soldiering". I know it would limit the amount of things we can dabble with, but a player can have the opportunity to become highly specialized. Which I think is what we are looking for, a unique piece fo the pie that sets us apart from everyone else.


Just my perspective, thanks for listening!




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XAvad Cousmew X
Obsidian Dagger Squadron
AvCom Corporation

Quidium
Wed Jan 21, 2004 10:13 am
#46

Ok, TH, this is the first time I have posted on one of these, mainly because nothing else realy applied to my character, and I don't feel I should give comments about something I know nothing about. Well here we come to my beloved Rifle(wo)men. I have been one since August, when I finished my grinding. From day 1 I wanted to be a sharpshooter, but the definition of one has eluded not only players, but it seems the development team for a while.


Taking a quick glance at the rifleman forums you can get a lot of nice information regarding what the "Sharpshooter" definition is in a military sense. They are the common foot soldier. The ones who run around with the AK 47 and the M16, the standard Soldier. This is the niche we fill in SWG right now. The common misconception is that we are snipers. A sharpshooter is not that. A rifleman is not that, and it seems for the most part, in SWG the profession is not that. We only have two sniper skills. Conseal shot, which is PVE only, and Sniper Shot, PVP only. All of our other shots are typical machine gunner skills as I believe they should be. Our rifles for the most part are assault weapons with no true sniper rifles, aside from the broken Tusken, accoding to the EU.


So what to do with our profession. There are only a few flaws that have made us kind of the flavor of the month. First is the Ranged Damage penalty was removed. Although the 2.5x modifier was quite harsh, a 1.5x would be perfect. We are not ment to be in close quarters combat, and if we get stuck there we should be doomed. A rifle butt attack, as a last ditch defense, kind of like the pistol whip skill, would be nice to at least give us a chance, but in all honesty, if a melee profession gets close to us, we should die, but fix GTEF exploiting first. After that I think we are fine, but there is still the sniper issue.


The common misconception is that the rifleman is a sniper. Infact most of us diehard riflepeople, signed up for the profession thinking this was the case. There is nothing about us that makes us a sniper besides those two shots, which are never used in a real sniper situation. If you wish to make us snipers and carbineers machine gunners, then we need different weapons, different shots, and an ability to hide from radar when under "cover", yet another usless skill. You would also need to fix rifle scrawl speed. IF you chose to go this route, a speed cap might be in effect, but you would have to increase damage dramatically, as a sniper's motto is, "one shot, one kill."


Since it seems that the rifleman profession is infact a blending of a sharpshooter and a sniper I would offer this as a fix to the profession all together. Add a 1.5x melee modifier. Lower our Melee Defense and Ranged Defense. Make it to where when we are under cover our ranged Defense increases dramatically, and finnaly make sniper rifles very slow, very high ham, high accuracy, and very high damage, and make the haevy machine guns, i.e. t21, very fast, low accuracy, high damage. Giving us, the seeming option, to pick to be a sniper or a machinegunner.


I would like to say though, before you even think about messing with any profession that is working now, please fix everyone else. You will notice that if you fix pistoleer, carbineer, pikeman, ect. The complaints about rifleman will drop and us being the FOTM will go away. I hope you take what I said into consideration, and we are all tired of the people who don't know how to play this game, screaming nerf, seem to have a more significant voice than the people who do know how to play thier chosen profession well.


signal1941
Wed Jan 21, 2004 10:16 am
#47

Not sure why so many people are saying a rifleman should be prone/in cover to fight, unless they have a hidden agenda. Requiring us to be prone to fight without increasing our range would be the death of the profession. A rifleman is not ONLY a sniper but he IS a long range fighter. There is a difference. Powerful attacks from long range, while being weak in melee is what rifleman should be, and is what it used to be before the latest change to rifle in melee.

Mind pool attacks and big damage AE attacks are what defines a rifleman and the ability to deal a death blow from range is one of our best abilities, perfectly suited to the definition of a rifleman as a long range fighter.



Takro Kest
PsychoticChipmunk
Wed Jan 21, 2004 10:48 am
#48






Seflyn wrote:

Hehe I think we will have to agree to disagree on the death at melee range. I've always been a fan of tradeoffs, the tradeoff for being a great long ranged profession in my opinion should be a great weakness at close range but I know some people don't like this. By enabling riflemen to simply swap rifles to remove this disadvantage you remove most of the point of having the disadvantage in the first place.

One thing I would like to see is a high damage single target attack, it makes no sense to me that I can hit five people for a lot of damage with strafe2 but can't target only one of them with an attack that comes close to the same damage. Startleshot2 would be a good place to start looking at implementing this single target high damage attack as it is currently worthless imo as flushing2 does the same and more for less skillpoints.




Well that is the thing we would need to tweak this idea.Of course you shouldn't be able togo from sniper getting the opponent's health down to 1/3rd then swap guns and be able to take out the rest with ease. We would just become a flavor of the month and more or less demand nerfing. The slowness of the sniper rifle would need to transfer over to the first shot of the auto powered one. This appears to be in the game already to me, whenever I swap to my spraystick to take out the minimum HAM left in a picket and save my T-21's condition the first shot takes just a little bit longer then subsequent shots. Well if you were to increase this pause by 3 or 4 seconds you are more or less ruining the change to run and gun option.


Make a gun that is just a frontloader and swapping out to a melee range weapon (including other rifles) should be a hassle. However using this gun has plenty of benefits thanks to it's high damage potential and armor piercing. Maybe even make it so that some specials can't be used with this weapon, it is so specific to the sniper ideology that only sniping and concealment line skills can be used (ie mind/head shots). Then in the other camp we should get a gun that lets us blast many people in fully automatic. More or less have that gun turn us into carabineers without the state attacks and action targetting. That would require a bit of tweaking so that we don't get overpowerful and blast carabineers away with their own ideology.


Just on2 more deci-credsto toss into this. Basically this seems like the rifleman forum minus the screenshots, tips, and declarations of mastery.



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signal1941
Wed Jan 21, 2004 10:56 am
#49

What defines the Rifleman role in combat?
Long range fighting

What basic combat elements should they possess?
High accuracy, high damage, long range

What offensive abilities?
Mind pool attacks, high damage area effect attacks

What defensive abilities?
High ranged defenses and resistance to posture changes with lowish melee defenses

What unique abilities?
Ranged deathblow, conceal shot and heavy armour piercing

Should add what advantage or asset in group combat?
High damage output, area effect attacks

What interaction / dependencies should exist with other combatants?
Rifles should be high damage long range weapons much as they are now, should fall rather quickly if reached by a melee, dealing ranged deathblows to disrupt the enemy

What should be their unique role in the Galactic Civil War?
Killing from afar, providing accurate powerful attacks



Takro Kest
DVader539
Wed Jan 21, 2004 11:00 am
#50

Given the basic considerations listed above, please answer the following questions: Roger that. To begin with, I'm in favor of the role of Riflemen being Sniper. My answers should reflect that.

What defines the Rifleman role in combat? Right now, ranged mind damage, ranged DB, high AP...

What basic combat elements should they possess?Keep the above, maybe tweaking them as needed. They should be the ultimate combat profession at maximum range, and therefore be of greatest use in outdoor settings and limited use in tight indoor settings (where the pistol take over).

What offensive abilities? Fix HS3, and you're good to keep the current skills.

What defensive abilities? Right now the Riflemen have too high of melee defense. Ever since the innane 2.5x melee damage was removed, our defense has reached a nice equilibrium, but the melee defense went too far, me thinks. Riflemen should perhaps have the highest ranged defense, but the lowest melee defense of the non-hybred combat professions.

What unique abilities? Right now we have the high AP weapons, DB at range, and the ability to use Conceal shot. This is good, but the DB at range doesn't have the same usefulness in PvP as Conceal Shot has in PvE. I'd like to see Riflemen's range extended beyond 64m (even if only 70m) to better examplify the long-range title, and to add to the sniper role, allow us to somehow be less noticed in PvP combat. (off radar?)

Should add what advantage or asset in group combat? Confusion. A Sniper-Riflemen could shoot a target from concealment, confusing the target as to where the shot comes from. This could inturn distract it for a (very) short time from a tank or other targets.

How could/should they interact with other professions? We should be support fire, taking out strategic targets at a distance.

What interaction / dependencies should exist with other combatants? As stated above, our Confusion in group combat would aid the Tanks, who inturn aid us by keeping the targets at bay.

What should be their unique role in the Galactic Civil War? Sniper, silent assassin.

Request For Comments: 70m is possible. And CM proved that 80m is possible. So please don't give me the old "64m is the maximum range as dictated by the technological limits of our servers" excuse. It's old, I've heard it before, and it doesn't hold water.



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

Veustuh
Wed Jan 21, 2004 11:04 am
#51






PsychoticChipmunk wrote:
I'm sorry but I just have to point out something that I find funny. The people who are proposing the idea of rifleman as just snipers on a hill, after doing a quick and easy search, rarely if ever have posted in the rifleman forum. Not saying anything by it; just pointing it out.




I'd also like to throw in something as well because many people have a misconception of how a sniper works. If you are on a hill, building, or near trees/buildings/other standout objects you're not a sniper but just dead. This is a huge misconception as being in any of these locations only insure how easy the enemy will spot you.


The ones who snipe will do it from cover in any area; however, elevated positions do give certain advantages these are not always the best choice. A sniper in a valley will last much longer and have a less of a chance being spotted than one on a hill, by a tree or on top of a building. Things to keep in mind when sniping:



  • Concealment is your number one priority. Find a spot to shoot from that will offer the best amount of cover yet the least amount of visibility.

  • Always have more than one escape route from you location. Never snipe from buildings or places that you cannot make a quick exit from.

  • Weight your options before you shoot. Do they know you're there and how many are around? Will others notice where I'm firing from when I start to shoot? Also, how many visible targets are around or near your intended target?

  • Never attack from the same location for more than a few shots (if possible). If you stay at the same location and attack targets from there you will be found sooner or later. Keep on the move.

I know that in Star Wars Galaxies that there are many constraints that will prevent us from being able to do some of the suggestions; however, these methods can be carried over to other games. Currently I'm a master rifleman with the tracking and wayfaring line in ranger complete. I can check for possible targets (creatures, npcs, and players) and conceal myself within most agro environments. Using a camo kit I can position myself in or near a lair of agros and hit target players as needed without being spotted easily by a visual scan. Other than still being able to be spotted by another ranger using a player scan or if somebody actually takes the time to read all of the red con names I can successfully operate as a sniper.




Veustuh - Rifleman/Carbineer
Geno - Old School MD/MCM
Hunter'a - Dark Force Wielder
Kardo - Smuggler Extrodinare - Retired

"Stop trolling
your post has no merit and is just plain trolling"
Garva

Fishtank
Wed Jan 21, 2004 11:42 am
#52

I like rifleman, been one since sept. I don't think they need alot of work but I agree with what some of the posts have been saying. We need to have our melee D, nerfed a bit...we can't have everything afterall. In exchange for something like that I have liked the idea of certain skill shots not resulting in auto-aggro in pvp as well as not being able to tab to us. I realize they can't make us invisible, but if they can't automatically find us with tab then they have to put in the effort to get a lock on us, and that can be difficult from 60+m away. It would give us an edge over having terrible melee d and I think that it would add another dynamic to fighting. Some people say we are meant to be "machine gunners" but with skills like cover, conceal shot, snipe, head shot, i think the dev's were leaning more towards the sniper proffession. I think we should have great ranged defense from 40+m, but it should decline rapidly once the enemy is closing in past that. I think rifles should excel at ranges from 45-65m, carbines at 25-45m, and pistols 0-25m. I think that getting a couple big shots in while the target needs to find you then get a lock on you would be fun. Once he has that lock I think we should be at somewhat of a disadvantage to any class. I realize it would be difficult to balance this out with other classes but its something to think about.
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