Development Cycle Archive

Thread: IC 1-12: Combat Roles; Rifleman

T-Bone78
Wed Jan 21, 2004 10:02 pm
#66

Our role as rifleman right now is the heavy gunner. We operate the Light Repeating Blasters. (M60s and SAWs are what the t-21 is comparable to in rl)


Rifleman should be a pure offensive proffesion like it used to be. Yes our guns deal heavy damage but they should leave us open to attack more. But we also have some sniper ablities. If you want us to use these abilities more make them usefull. Give us the ability to have very good defenses while undercover and increase our accuracy and damage. (While delaying our shots of course takes a while to line up a target for the perfect shot)


Defenses shouldn't be totaly horrible for us but i believe we should be the least defensive ranged proffesion. Unless of course we are under cover. Then we should be harder to hit.


As for special abilites Sniper shot is great. It doesn't need any PVE usage. Fix the other concealment moves to do other status effects. Maybe suprise shot should lower posture. Would be nice for use to be off rader while under cover. Give us the ability to be true snipers.


Rifleman used to be a pain to level. You did ok pve but where vulnerable to taking alot of damage. I would keep it this way. I believe the progression is fine, you get usefull skills at the first few boxes and they do get better and better as you get higher up.




Remember people when the game was first release rifleman was difficult to master but was well worth it. The problem people have now is that rifleman is to easy a proffesion to master and the drawbacks that early rifleman have are gone. Ham costs no longer matter with the use of Muon, Fishnak, Tempari, and Glucose. That was one of the bigger balancing features our high ham costs. But now with rifleman having 3k mind and only loosing 70 a shot it really does throw us out of whack. I've been a master rifleman forever. I've never had to give it up. I do see alot of fairweather rifleman out there that do take advantage of the easiness of the proffesion. High level kinetic armor plus the food/spice/entertainer buffs make rifleman far easier and more effective than it needs to be. Don't cry nerf on the proffesion when it's fine. Cry nerf on how rediculous buffs are.



T-bone
On SWG Vacation
PyscoJuggalo
Wed Jan 21, 2004 10:41 pm
#67

TH, if you want to please both halfs of the rifleman community, why not make 2 seperate rifle professions.


As it is now we are the only elite profession that uses rifles.


Carbines have two professions carbineer and BH.


Pistols have 3 professions Pistoleer, Smuggler, and BH.


Why not Split the curent Sharpshooter profession in two?


1) Will be Gunner = It will consist of our AOE shots, speed, and heavy damage.


2)Will be sniper = It will consist of our mind damaging shots, great accuracy, stealth or great defence(maybe not making us dissapear on radar but making us a blue dot)


I know this is probably an unlikely solution but it can appease both sides of our profession.




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Onichi
Wed Jan 21, 2004 10:59 pm
#68






PyscoJuggalo wrote:

TH, if you want to please both halfs of the rifleman community, why not make 2 seperate rifle professions.


As it is now we are the only elite profession that uses rifles.


Carbines have two professions carbineer and BH.


Pistols have 3 professions Pistoleer, Smuggler, and BH.


Why not Split the curent Sharpshooter profession in two?


1) Will be Gunner = It will consist of our AOE shots, speed, and heavy damage.


2)Will be sniper = It will consist of our mind damaging shots, great accuracy, stealth or great defence(maybe not making us dissapear on radar but making us a blue dot)


I know this is probably an unlikely solution but it can appease both sides of our profession.








Or just have specialised weaponry?


Rifles that only work for the Sniping type ablilities ( Concealshot, Headshot1-2-3, SniperShot,Mindshot1-2etc...) in the concealment / sniping lines


Rifles that only work with the Gunner type abilities ( Flushing1-2, Flurry1-2, Strafe1-2,Startleshot1-2etc...) in the Countersniping / Special abilities lines


Though two professions would be prettysweet also.




In the immortal words of the mighty Chewbacca "MUAAAAAAAARRRRRRrrrgh!"
Imperial Leiutenant

Official Rifleman's Motto: Of all the things i've lost, I miss my mind the most.
"If you can see it without a scope, it aint Sniping"
T-Bone78
Wed Jan 21, 2004 11:10 pm
#69

Yeah because you wouldn't use an m60 or saw to sniper someone from a long distance. You use them to mow them all down at a closer range. So t-21 wouldn't be a good sniper weapon. Give us a new "sniper rifle" insane damage, even more insane speed like 12+ something that at master sharpshooter you won't shoot every 1.5 seconds. That is if you plan on keeping/enhancing the 2 trees that are dedicated to being a sniper.



T-bone
On SWG Vacation
PsychoticChipmunk
Wed Jan 21, 2004 11:21 pm
#70

Exactly, don't change the skills hell we just finally got most of them working after all, fix our defenses since block is screwy and melee seems broken. Fix the other professions since you can't compare a wholeto a half, or in some cases even less then that. Limit our special options with certain guns, and give us some interesting new guns. (example-Xerrol Nightstinger sniper rifle, only used by imperial crack snipers it fires invisible bolts to help frame the suspect or get an impossible to trace kill. In game, master rank weapon that fires white bolts just to add more color to the fights.)



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Tenfo
Thu Jan 22, 2004 12:46 am
#71

Could maybe also add timer bonus + to hit for each 5-10 secs a rifleman remains prone and cap it off a +50 or something. This would encourage more sniping and less run and shoot.



l Tofeity Edeiso - MBH / Rifleman l l Tazon - Elder Jedi l
BadDawGe
Thu Jan 22, 2004 1:29 am
#72

I got down to Waste93's post (the one in green on the first page). I would just like to let Waste93 know that the definition of a rifle in this game is much different than one in RL. A rifle in real life might represent the M82A1A Anti-vehicle sniper rifle. The weapon that the basic infantry of the U.S. military uses is the m16A1 Carbine. The carbineer should be the one used to provide suppressive fire. The rifleman, used in the rear lines or in buildings to shoot at specific threats and allow for a more effective means of quick enemy elimination. The carbineers (in-game) would work as basic infantry providing suppressive fire (inaccurate yet concentrated fire to drive the enemy down into hiding to allow for troops to move safely), while the snipers would act in counter-sniper missions and more or less scouting (therefore a rifleman/ranger would be a suitable profession for todays definition of a real sniper).

Your post, otherwise, was very nice




Taji
That's right, I'm back with an effin' vengeance... Zacky Vengeance!! (my alt duh!)

Xytroncore
Thu Jan 22, 2004 2:37 am
#73






Gwee-Godo wrote:


fix carbineers and pistoleers so they are on par with rifles.




If you can think of another way then to intitute a speed cap I'm sure the devs will hear it....but all of you just keep saying fix the other classes blah blah blah without actually saying how, I'm willing to bet you can't think of a way that makes sense(outside of the speed cap) ....rifles already do 3x more damage then pistols (on average), so slowing them down to 1/3 of a pistol's speed evens it out. And as someone else said earlier, the speed cap wouldn't hurt riflemen in PvP since you have conceal, which lets you remain hidden for a long time against most targets. So if you can't conceal yourself and still be able to takeout a target then you're taking on stuff that you shouldn't be able to solo anyways and then this is a good change for PvE too.




_________________________________________________________
Manimal : Gunslinger
Xytroncore
Thu Jan 22, 2004 2:38 am
#74

er PvE for conceal*



_________________________________________________________
Manimal : Gunslinger
DarthTomm
Thu Jan 22, 2004 3:28 am
#75

I agree with Waste93 on every point. I would say that I hardly pvp so the snipershot command is basically wasted on me. I would really love to see the surprise and startle shots removed and two new commands given. One would give us the equivilent of a ranged knockdown and the other would add to our renown as precision snipers.


the commands could be /aim2 and 3 with dmg lvl and bonus to hit increased respectively and full auto suppression fire, which should require a t21 and a 20 second setup that would place you in the prone position. Once there you could use full auto and all other commands repeatedly but once you move or changed stance, you would have to restart the 20 second timer. I really like the idea that Waste93 describes of the assault riflemen who suppress the opponent and force them down for the meleers.


Other than that I feel our class is great as it is. My only beef would be that the differences in firing range bonuses be change to better reflect the difference in weapons. If a restriction on the pistol to 45m and carbines to 55m needs to be there then so be it. Something to differentiate us some more.





TYTAN®
Master Rifleman ► ◄ Master Teräs Käsi ► ◄ Master Brawler
LUCAN' ROKA®
Master of Lightsabers ► ◄ Master Defender ► ◄ Healer 4004
Sha_Ja
Thu Jan 22, 2004 5:28 am
#76

Someone mentioned this earlyer, But change conceal and startle to health and action bleeds, if not a powerfull shot, at least the ability to bleed would be nice, not everybody PVE's and not everyone PVP's so we have to find a happy middle, rifleman is good as it is right now, With the exception of some of the specials and titles,The damage types on some weapons still need to be changed(t21 back to blast, spraystick to acid, tusken to kinetic), and there are a few glitches with range in pvp, But mainly if you fix the specials that only 10% of people use, it will make the class very well rounded for support

Fact is you dont see the speed limit hit untill you get to master, you see no big specials untill then, and thats how it should be.



Sha'Ja
Master Lamer - Idiot 4/0/0/4 - Novice Smart A##

-HazarD-
Thu Jan 22, 2004 5:42 am
#77

Not read through every post here so will start by apologising if i re-post previous ideas.


Obviously the rifleman profession has 2 basic sup-professions, sniper and gunner. The gunner abilities work very well with high damage AE shots such as flurry 2, and at master level, Straffe 2. These hitting random pools is a good thing as it highlights a "spray of gunshots hitting random body parts".

The sniper abilities are great for PvP, with the ability to range deathblow being totally priceless in my opinion. However, Sniping abilities in PvE are somewhat limited. A suggestion as a way to make PvE sniping more useful could be to introduce another rifleman weapon, the sniper rifle. Weapon would have a slow firing rate (10+) with armour piercing, kinetic damage, and high end damage, as much as 800 maybe, also with high ham costs to prevent spamming this weapons special abliities. With this, a PvE sniper would be more "realistic", with the ability to inflict high ammounts of damage in a single shot, but also limited by draining the rifleman's own ham pools quickly and with a slow rate of fire.


Defensively i feel the rifleman is fine, high ranged defense with poor melee defense. If the melee defense was raised any more, the class would become unbalanced. On a note of realism, maybe implement a new animation. Think about it, if you have a rifle and somebody swings a club at you, you block it with the rifle, also you retaliate with a swift smack to the head with the rifle butt. An animation for this in game, while not changing the mechanics of the rifleman class, would look great, and add to the realism.


In a group PvE role, the rifleman should be the guy up the back with the big gun doing the damage, but get close and he's screwed. in essence, this is working fine in game with riflemen relying on doctors, combat medics and medics to keep them up and doing the damage.


On a last note, how would implementation of the E-Web tripod mounted rifle effect the game? How cool would that be, you'd see some real gunners then


Ardaz N'ailz <Ronin> Chilastra

Master Rifleman
LithiumCommando
Thu Jan 22, 2004 6:04 am
#78

E-Web, yeah! I'd LOVE to use one of THOSE!


The "blocking melee attacks with the rifle" move sounds cool, but the Rifle should break/shatter/explode if it's hit with a particularly devasting weapon/attack. That'd add an element of danger to close-combat with a Rifle.




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Name: Alvin Flummux.
Rank: Imperial Colonel.

Imperial Inquisition Ace Pilot.

"Long live the Empire!"
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