Rifleman Archive
Thread: Rifleman Revamp : How does it look?
Marksman Rifle Tree
Rifles IV Sharpshooting Talent (Apprentice Rifleman)
Certification Tusken Rifle
Certification Jawa ion Rifle
Rifle Accuracy +15
Rifle Aiming +15
Block +10
Rifle Concealment chance +10
Ability Headshot 2
As the combatant progresses in the field, he discovers high technology weapons aren’t always the best answer to situations. He seeks knowledge to lifeforms who have used their own type of rifles long before he has.
Rifles III Learning Curve
Certification Spraystick
Rifle Accuracy +10
Rifle Speed +15
Block +15
The Rifle user begins to learn from his mistakes, as he notices that melee attacks are a threat to him. Severely disadvantaged in close combat, he uses the toughness of his rifle to block Melee attacks.
Rifles II Concealed Firing
Certification SG82
Rifle Accuracy +10
Rifle Aiming +15
Rifle Concealment chance +10
Ability TakeCover1
Ability Headshot
TakeCover: This ability when enabled makes the user immobile, but doubles the chance of single pulling a mob.
Ranged Defence Bonus +30
Ranged Accuracy Bonus +30
The user of a rifle begins to understand the basics of long ranged combat, using the terrain to his advantage to strike an opponent effectively unnoticed.
Rifles I Long Range Shooting
Certification DLT20 rifle#
Rifle Accuracy +15
Rifle speed +5
Understanding the basic handling of a Rifle, the user is able to Shoot a bit more accurately and adjust his aim faster then before.
Novice Marksman
Certification CDEF Rifle
Rifle Accuracy +10
Novice Rifleman
Certification E11 Rifle#
Certification Snipers Kit
Ability Customisation
Ability Strafeshot1
Assault Rifle speed +20
Rifle Aiming +20
Sniper Mod speed +5
Strafeshot1: The rifle shoots quick bursts of fire in a concentrated Cone, attempting to force the enemy to duck for cover, while damage dealt is relatively low. Will make an enemy on a successful roll, jump into cover, or tumble to prone.
Customisation: This ability enables the Rifleman to use a sniperkit, and build it onto his current weapon, which takes a considerable amount of time due to various tweaking to optimum levels. This enables the Sniper mods instead of the assault rifle mods
Rifles flagged with an #, have the ability to be modified.
Snipers Kit, wich is craftable by a weaponsmith, allows a rifleman to customise his rifle to enhance the accuracy and power output of his rifle to higher standards, sacrificing speed plus handling the strong recoil effects. The adding or modification of the stock, scope and muzzle, shapes the rifle in a way that it feels like an extended arm of the combatant. A Sniperkit enables the mods and abilities gained through the Sniper Training, but disables the ones from Assault Rifle training.
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Sniper Training 1: Controlled Breathing
Ability Concentration
Ability Neckshot
Sniper Accuracy +25
Ranged Defence +10
Sniper Mod speed +5
Rifle Concealments Chance +15
The rifleman chooses to specialise in the art of sniping, beginning his lessons as an Expert Marksman, he learns to focus his body, to make a shot count.
Concentration: This lets the rifle user concentrate on his breathing pattern, to inhale and exhale at the right moments, so he can shoot in between pauses. This greatly increases the chance to hit as he’s more stable while he’s shooting.
Concentration ability lasts for 10 seconds, but has a timer of 30 seconds before it can be re-used.
Bonus Accuracy +40
All Damage modifiers of specials increased with 2
Speed penalty -5
Concentration can only be used while in Cover
Neckshot: This targeted shot is designed to pin an unsuspecting opponent in a state of confusion and fear, as depending on its hit to cause massive injury on the artery or air tunnel.
Causes the target to bleed and wound the mindpool at the same time.
Sniper Training 2: Leading of targets
Ability Leading
Sniper Mod Speed +5
Rifle Concealment Chance +15
As the Rifleman continues his training, he instinctively knows how to correctly lead a target to make a very precise hit.
Leading: This ability sacrifices 4 combat rounds for the next shot, which increases the damage modifier with +1.5 on top of the next shot. If the target is Out of sight or Out of range during Leading, the shots queued will stay, until cleared manually. The moment Line of Sight is restored, or the target has moved back in range, immediately the shot will be fired with the appropriate modifiers accompanied with this ability.
Bonus Accuracy +40
Sniper Training 3: Field Practise
Ability Headshot3
Rifle Concealment Chance +15
In the field, the rifleman gains more expertise to his abilities, and trains to improve them without indulging into many new territories. Practise makes perfect.
Sniper Training 4: Sniper Mastery (Sniper)
Certification SoroSuub X-45 Sniper Rifle#
Ability Snipershot
Ability Critical Shot
Sniper Accuracy +40
Sniper Mod Speed +20
Rifle Concealment Chance +15
SoroSuub X-45 Sniper Rifle:
The X-45 introduced a new standard for sniper rifle technology. Capable of firing bolts more than a kilometre, the X-45 instantly outclassed all other rifles when it was introduced. While its effective range is much less than a kilometer, the X-45 can still ensure precise kills due to its heavily modified beam-focus chamber and enhanced optical package. The rather fragile optics, coupled with the low capacity energy cell, make the X-45 a rare and very expensive weapon though.
When the scope of this weapon is not being used, the primary fire launches its long-range blaster bolts. Enabling the scope functionality causes a change in the X-45's inner workings, resulting in an instant-strike beam.
While combined with the customised Sniperkit, this weapon, though very slow, has a very high damage output. Schematic is bought from the Imperial Recruiter by Imperials, rebels must acquire the schematic by a quest, by stealing the technology.
Critical Shot: This high damage but very time consuming shot will primarily target the weakest pool of the enemy, although generally is a random pool shot. Requires to be in Cover.
Concealment Tactics 1: Terrain Blending
Certification Laser Rifle
Ability Concealshot1
|Ranged Mitigation 1|
Ranged Defence +10
Cover +20
Rifle Crawling Speed +5
The Rifleman will try to use the terrain to his advantage to stay unnoticed
Concealment Tactics 2: Hidden Hunter
Ability Sneak
Ranged Defence +10
Cover +20
Rifle Crawling Speed +5
The Rifleman has learned from experience how to use the terrain to his advantage even better, without loosing his mobility.
Concealment Tactics 3: Predator
|Ranged Mitigation 2|
Ranged Defence +10
Cover +20
Rifle Crawling Speed +5
With much more effectiveness the rifleman has improved on his ability to stay hidden in the environment.
Concealment Tactics 4: Guille Suites (Assassin)
Schematic Guille Suite
Ability TakeCover2
Ranged Defence +10
Cover +20
Rifle Crawling Speed +5
To remain hidden from the enemy in its full effect, the Rifleman has gained the ability to be almost invisible to the enemy, which does need allot of preparation at first.
TakeCover2: This Ability similar to TakeCover1 has one significant change, it needs a Guille Suite to work. Guille Suites are made by a few components of a Tailor, plus a Camouflage Unit of a Ranger, for the appropriate Planet, constructed together by the expertise of a Riflemans Sniper Training. When enabled, the user will not show up red on the radar in factional battle, but blue as a neutral with a Tef. However he cannot be targeted with Tab, he must be manually clicked with the mouse.
Counter-Sniping Techniques 1: Rushed Attack
Ability FlushingShot
Ability Startleshot1
Assault Rifle Accuracy +15
Assault Rifle Speed +5
Block +15
These Techniques used here are similar to a soldiers combat training, for tactical rushed assaults. Specialising in Rifles, the Combatant uses strategy and a show of power to eliminate his enemy
FlushingShot:This shot will stun an enemy when hit, and it will force a sniper out of cover with a 10 second delay to his next shot, unless he was focussed enough to disregard the threatening fire(Concentration).
Startleshot1:The burst of shots following the ground to the face of a target that was in prone position, will force him to stand up in a brief scare.
Counter-Sniping Techniques 2: Assault Rifles
Certification Berserker Rifle
Certification DRX-6b
Assault Rifle Accuracy +15
Assault Rifle Speed +5
Block +15
Gaining more experience in rushed attacking, the Rifleman becomes more effective in his techniques.
Counter-Sniping Techniques 3: Counter Tactics
Ability Startleshot2
Assault Rifle Accuracy +20
Assault Rifle Speed +10
The Rifleman expands his technique in exposing multiple enemy snipers, so he can effectively take them out.
Startleshot2: Similar to startleshot1, this shot is directed in an area
Counter-Sniping Techniques 4: Gunnery (Gunner)
Assault Rifle Accuracy +20
Assault Rifle Speed +10
Ranged Defence +15
Defence Versus PostureChange(UP) +40
Defence Versus Stun +30
Defence Versus Blind +20
Defence Versus Dizzy +10
With fast paced gunning, the rifleman uses quick and tactical deployed shots to expose snipers out of their hidden locations.
Military Rifle Training 1: Insurgent Tactics
Certification Laser Rifle#
Ability Flurryshot1
Melee Defence +10
Training with help from Militairy Tactical solutions, gives this soldier a better understanding about his own weaknesses.
Military Rifle Training 2: Soldier Toughness
Ability Buttstroke
MeleeDefence +10
Block +15
The training in combat improves the physique of the soldier, as he learns how to counter attack an opponent from close range, which he normally is very vulnerable to.
Buttstroke: This last solution to bring range between the assailant is to ram the back of the rifle into the opponents head, which costs a considerable amount of energy, but is pretty effective to bring someone to its knees or to the floor. Chance to knockdown
Military Rifle Training 3: Greater Odds
Certification T21
Ability Flurryshot2
Block +20
Becoming a veteran in combat, the rifleman knows his weaknesses and trains to be stronger in the shortcomings. He chooses rapid Rifles to surgically strike opponents with high damage
Military Rifle Training 4: Army Trained (Soldier)
Assault Rifle Accuracy +15
Assault Rifle Speed +10
Block +15
Not just a typical Army Grunt, with the amount of combat this Rifleman has seen, he can call himself a veteran.
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Master Rifleman
Certification Imperial Backpack T21 Energy Module
Ability Salvo Firing
Ability Concealshot2
|Ranged Mitigation 3|
Assault Rifle Accuracy +15
Assault Rifle Speed +5
Sniper Accuracy +20
Sniper Mod Speed +15
A true Master of Rifles, his knowledge expands from all different types of rifles and each of its different uses. No other can compare to its deadlyness with a rifle.
Salvo Firing: This deadly spread fire with concentrated salvos wreaks havoc damage wise, although a bit slow if the rifle isn’t chosen wisely.
Concealshot2: This shot is comparable to Concealshot2 but deals more damage, but has on significant advantage, it will not agro a player untill after 3 shots have passed
Imperial Backpack T21 Energy Module:
This special backpack gives the Rifle user the ability to fire the T21 each second, due to its replenishing supply of energy. However the rate of fire cannot be sustained forever, it needs to cool down before you can make such a deadly firing sequence again.
Backpacks are bought at the Imperial Recruiter, similar to the ones Sandtroopers wore. However you need to be in Factional Armor or you’re not permitted to use it. Simular backpacks, modified though are available at the Rebel recruiter, however slightly more expensive, with also the requirement to be in factional armor.
Message Edited by KardenTyrell on 07-22-2004 04:47 PM
Message Edited by KardenTyrell on 07-22-2004 05:33 PM
Waste93 wrote:
You did a lot of work there.
Couple things though I'm not sure about.
You placed both the Berserker and DXR-6b certs in the same box. It may be better to break them up.
I place those rifles together as I wanted each line to be a unique way of exploring rifleman, I was also considering to give berserker to the militairy training tree.
The idea of seperate sniper mods and assault mods may be difficult to implement in the game. Are the mods weapon specific or special specific? Also are the weapons specific in the same way?
The mods are Sniperkit Specific, meaning the rifles I marked with the #, and that are enabled with the sniperkit will have different calculations. I was purposely splitting assault rifles and sniper style specials, as Ive read that in the combat balance, spamming specials on specific pools wont be so much of a thing in the future. Ive also considerd the input of other professions that they dont understand how a rifleman could run and gun targetting the head.
I don't like the backpack idea. A couple reasons. There is no indication that I know of that this is an Imperial design. It was probably an add on designed by the weapons manufacturer which is an independent company. Also the requirement that the person get it from a faction recruiter and be overt in armor gates this from those that are neutral. It also gates it from all Wookiees since they can not wear faction armor.
This feature would be specific for Galactic Civil War, it has benefits to get pieces of war equipment if you join to fight. I Cant remember where Ive read it, but those backpacks were Imperial. So far Ive only seen SandTroopers use those backpacks, Ive read rebels used T21's too altho their design was a littlebit modified, and I had no idication they used the backpacks as well. Thus making a different type of backpack for the rebels, slightly more expensive, as it is 'stolen' and modifier to the rebellion. This backpack will make the T21 very powerfull, and I want it to become an equipment of War, making it as immersive as possible. Maybe wookies could get a type of combat gear simular to this , but I stress this backpack is powerfull and need only be used in factional war.
Similar problem with the Sniper rifle. Is there any indication that this weapon was Imperial made or was it by a weapons maker? If the later then it should be open to all. Also by making it only Alliance and Imperial you are again leaving out Neutrals.
Again I cant remember exactly the resources (I wrote this skilltree change in the evening untill 2 am at night to finish it) but this rifle was from what I read Imperial made, same manufacturer as the scout blaster. Maybe to release this weapon to the neutrals, a quest at the hutts?
On the description of FlushingShot you make no mention of it's posture up effect. Was that intentional by which you are saying it should be removed from how it presently is? Yes that was intentional, flushingshot will be a shot dedicated to flush out snipers, as they truely are powerfull when in Cover, as Startleshot will be the damage maker and have the posture change.
On the Ghille suits. On the coding side, won't this run into the same kinds of issues that currently prevents the inclusion of removing players from the radar? Specificaly the 'hacks' that is the stated reason for radar removal not being included in the game?I do not think so, if they would try to change the way that they would appear on radar, they would probably change their view not for just those snipers, but also neutral players around them, or covert factional personell. At least this is an idea the developers might consider instead of removal from radar.
I forgot one more thing, as it was pretty late.
Strafeshot 1 should just be strafeshot
and at master rifleman, you get a ability
Concealshot2 Higher damage modifier as 1, and it will not agro players in pvp, not untill the first 3 shots.