Development Cycle Archive
Thread: IC 1-12: Combat Roles; Rifleman
I think a huge division on the Riflemen's niche is present. Snipers? Machinegunners? Both? There has to be something concrete before we can say what our specials are.
What defines theRiflemanrole in combat? to force combatants to take cover in order to avoid high damage, AE, state enducing attacks. forcing players to go prone, or come inside a rifleman's best range would improve combat tactics in the game and eliminate the run and gun.
What basic combat elements should they possess? fast, high damage, posture changing AE attacks, with extremely poor modifiers to players prone/in cover. medium to highdamage single pool attacks with high modifiers to opponents in cover.
What offensive abilities? all the ones we have now, with accuracy modifications based on opponent's state. high accuracy at ideal ranges, poor accuracy at close ranges. poor accuracy while moving.
What defensive abilities? little. they should be in trouble if the advancing forcegets pasttheir idea range.
What unique abilities? snipershot
Should add what advantage or asset in group combat? enable players to create defendable fixed positions.
How could/should they interact with other professions? support profession. create distractions for fixed positions, enabling players to advance/flank. viable solo, but only devestatingin cover.
What interaction / dependencies should exist with other combatants? rifleman should depend on other players to protectthem insidetheir ideal range. other players should depend on the rifleman to assist their advance on a target, and soften up large targets.
What should be their unique role in the Galactic Civil War? described above. this is all in effort to make cover worthwhile in the game. right now, in PVP,going in cover would probably mean a quick death. the run and gun ensures that. most of pvp (for me at least) consists of deciding what armor and weapon a player has, finding the counter for it, and spamming the 1 shot that will bring them down. occasionally i need to toss a dizzy in, but usually it's either headshot or ss2 with 1 or 2 guns. right now it resembles a game of paper rock scissors, repeated ad nasuem due to the group TEF. making cover functional would change this, but only if it forced other players to slow down.
lol...this thread is pathetic, ya uh, we want to fire as fast as pistols, never miss no matter where we are in relation to anything, and we want to do 3-4xmore damage then anyone else while doing it too...lmao, pathetic. I don't care if you guys only get this at master, why shouldn't any other master combat class be as potent? I mean they put the time into mastering their proffession too right? lol oh but if everyone was as powerful as riflemen then riflemen would find some reason to complain about everyone else lol...
What defines theRiflemanrole in combat?
Riflemen are the sharpshooters, snipers, and one-shot-killers of the game. Their role is finishing off battered opponents by targeting their weaknesses.
What basic combat elements should they possess?
Long-range attacks designed to finish off weakened opponents.
What offensive abilities?
Their attacks should be slow but deadly accurate. They should have the ability to target an opponent's weakest HAM bar or even shoot them where they are unarmored.
What defensive abilities?
Few or none. Concealment at rangeis their defense, and it may not be worth much.
What unique abilities?
Targeted shots. The abilty to pick Health, Action, or Mind as their damage, or to shoot the unarmored areas on a person (or general armor piercing ability).
Should add what advantage or asset in group combat?
The Rifleman should be able to finish off an opponent that has been battered by many, by shooting their weakest pool. This finishes the opponent a little bit faster than if a group keeps pounding on random pools.
How could/should they interact with other professions?
The Rifleman is great at long range on an unmoving opponent, but should be poor at handling anyone up close or moving (and should NOT be able to run and shoot well at all). This makes them very good against people who are already engaged with another enemy, and against Carbineers or other Riflemen who shoot without moving. It makes them very poor against anyone who is coming after them directly.
What interaction / dependencies should exist with other combatants?
Riflemen need defense and distraction from others. Anyone who decides to approach the Rifleman will probably beat him, so he needs a good tank to get in the way, or a bunch of moving bodies to keep the enemy from noticing his position. Groups need Riflemen to finish fights faster. The Rifleman should be the guy with the finishing shot.
What should be their unique role in the Galactic Civil War?
Accurate finishing moves against weakened targets.
Added Question: What is their weakness or shortcoming in combat?
Movement ruins them. If they move, they can't shoot, and if their target is running around, their shots should be pretty tough. Once someone gets close, the Rifleman is doomed to lose.
The best way to describe a rifleman in SWG is someone who is able to attack from afar but with an accuracy rate of someone up close.
What basic combat elements should they possess?
All characters that have guns should have the same basic combat characteristics under marksman. It is the under the advanced profession tree where the combatants will differ. So in other words, keep the marksman tree the same.
What offensive abilities?
Ability to attack from a long range but with a high accurracy. The ability to fire more shots but remain concealed. Perhaps the ability to bleed any of the HAM bar that the person chooses.
What defensive abilities?
The ability to remain concealed/cammoflauged. Perhaps add a conceal/cammo value if wearing certain types of clothes (like the clothes that Solo's party wore in ROtJ). that would be cool cause tailors could make cammo clothes. Since my character is a wookie I'm not sure if these clothes are already avaiable since I can't wear much stuff.
What unique abilities?
More bleeds would be nice. All combat classes should be able to able to choose which HAM bar to bleed. Perhaps being able to attack from a farther range would be better. This could be done by adding a new sniper like gun that only becomes avaiable at a higher level rifleman. The gun will allow the rifleman to attack from a somewhere between 64m to 75m. This would truly a master rifleman a sniper.
Should add what advantage or asset in group combat?
The rifleman should be the ultimate in ranged support. As powerful as TKA fighters are up close, rifleman should be from a far.
How could/should they interact with other professions?
You could add more guns so that the Weaponsmiths could make weapons for higher level riflemen. May be even create a silencer add on for the rifleman. The siliencer would be a mid to upper level weaponsmith craftable item and it could be used by a mid to upper level rifleman. Perhaps a sniper rifle for the elite rifleman. I also mentioned the tailor being able to make cammo clothes for rifleman.
What interaction / dependencies should exist with other combatants?
If a rifleman is grouped up then he/she should receive a bonus is either max dmg or in concealment cause the other people like the brawlers will be the ones getting the attention of the enemy.
With that said it would also be good if conceal shot didn't work as well as it does. As of now, a rifleman could use conceal shot and remain hidden 99.9% of the time. I say give a boost to concealment if grouped.
The rifleman should be the most vulerable of every combat class up close.
What should be their unique role in the Galactic Civil War?
Master rifleman should be snipers. Perhaps have a shot that is super strong but takes a couple of turns to either properly aim/set up the shot or about a 15 to 20 second wait after the shot has been fired.
Make rifleman someone like bounty hunters where rifleman are also able to take out hits on a player character. Like the bounty hunter, the rifleman could go out and stalk his/her pray and try to assasinate from a far.
Waste93 gave a great post.
I am not a rifleman and nor do i intend on going thro the profession. I am posting for the sake of balance to the game.
I just want to add, that I have not see most of you say, is that The rifleman (if playing the role of sniper) should be slow at firing, have a deadly aim, most range, and high damage compared to the other ranged professions.
If the rifleman is playing the role of 'machine gunner', it should be for support. Fast firing andhorrible accuracy. The damage im not sure about. Its debatbale. ButI wouldnt give them too much for this 'machine gunner role' or why do have carbineers?
You already posted this mindless drivel on the first page, Asshat.
ideas wrote:
What defines theRiflemanrole in combat?
Riflemen are the sharpshooters, snipers, and one-shot-killers of the game. Their role is finishing off battered opponents by targeting their weaknesses.
What basic combat elements should they possess?
Long-range attacks designed to finish off weakened opponents.
What offensive abilities?
Their attacks should be slow but deadly accurate. They should have the ability to target an opponent's weakest HAM bar or even shoot them where they are unarmored.
What defensive abilities?
Few or none. Concealment at rangeis their defense, and it may not be worth much.
What unique abilities?
Targeted shots. The abilty to pick Health, Action, or Mind as their damage, or to shoot the unarmored areas on a person (or general armor piercing ability).
Should add what advantage or asset in group combat?
The Rifleman should be able to finish off an opponent that has been battered by many, by shooting their weakest pool. This finishes the opponent a little bit faster than if a group keeps pounding on random pools.
How could/should they interact with other professions?
The Rifleman is great at long range on an unmoving opponent, but should be poor at handling anyone up close or moving (and should NOT be able to run and shoot well at all). This makes them very good against people who are already engaged with another enemy, and against Carbineers or other Riflemen who shoot without moving. It makes them very poor against anyone who is coming after them directly.
What interaction / dependencies should exist with other combatants?
Riflemen need defense and distraction from others. Anyone who decides to approach the Rifleman will probably beat him, so he needs a good tank to get in the way, or a bunch of moving bodies to keep the enemy from noticing his position. Groups need Riflemen to finish fights faster. The Rifleman should be the guy with the finishing shot.
What should be their unique role in the Galactic Civil War?
Accurate finishing moves against weakened targets.
Added Question: What is their weakness or shortcoming in combat?
Movement ruins them. If they move, they can't shoot, and if their target is running around, their shots should be pretty tough. Once someone gets close, the Rifleman is doomed to lose.
The stupidity your posting here would gut the entire profession and turn us into useless gimps. Stop reposting this **edit** and go crawl back into whatever hole you normally inhabit, as your not an actual rifleman, therefore you opinions on the matter are irrelevant. Now kindly **edit** off.
I am a rifleman and I only have one complaint. It does me no good to take cover. I am on the radar. The opponent can tab right to me.
If I were in coronet for example, and I were between the buildings that faced the starport and I got there overt without anyone noticing, and I took cover. It would do me no good as any enemy that came out of the door of the starport can see me on their radar and tab right to me. They already know I'm there. How is that at all sniper like?
If I had a weapon that did 1k of damage, wich is reduced by 75% pvp and mitigation, that fired at a rate of 20 and I used ( Just an example ) HS3 wich has a speed modifier of I think 3.5 I would be firing at master once every 7 seconds. If I could actually hide this might scare someone. But it doesnt, they can see me on the radar. Just like take cover means nothing in PVE. I get aggroed more under cover than i do without it.
If you are going to call us snipers make us snipers, carbineers are the machine gunners they even have shots called "full auto". Let us be snipers.
The most feared enemy in war is the one you cannot see. I want to be a sniper, one shot one kill. If I miss may TKM have mercy on my soul.
So my idea is to have 2 different modes of fire for a riflman. It would be like a similair system that other games use as stances. So say in mode one of rifleman, their gun goes into a say single shot mode. Which means high accuracy, and high damage, at the reduction of speed. So a master rifleman with a medium speed rifle would shoot every 3 seconds in single shot, but do extra damage. The next mode would be full auto. Damage would be less, speed would be greatly increased, and accuracy low. So in this mode we would hit the cap of 1 second for all guns, but we would do less damage. This mode would be good for attacking those large crowds, and for appling status effects to a large group of enemies instantly.
All our specials would conform to this system too. So strafe shot 2 would not just be an AoE anymore unless you are in full auto mode. Strafe shot 2 in single mode would do extra extra damage to a single enemy, while in full auto it would do decent damage to a large area. Headshot in single mode would do extra damage to one enemy, headshot in full auto mode would do an AoE to a large area of enemies at a low damage.
I believe this will increase the strategy involved in using a rifleman, and will balance us out with the other ranged professions. So it will take our two conflicting sides, and use them effectively, instead of just mending them together making us slightly overpowered.