Rifleman Archive
Thread: Rifleman & Range
If in fact they are moving forward with the "Weapon Balance" I plan to push for more range. As of now, 64 is the technological Max on this platform.
1. More Range
2. More Damage
3. Sniper Rifle
Are on my list right now.
klawlegna wrote:
If in fact they are moving forward with the "Weapon Balance" I plan to push for more range. As of now, 64 is the technological Max on this platform.
That was a lie from day one. Turrets have longer range as did CMs for a bit.
Klawlenga do you have any insight on what their "vision" is of us on the combat redesign plans. Also please don't push to hard on the sniper part, a new rifle would be great but they have a nasty habit of taking more than they give. I do not want to sacrifice my aoe's or speed to be a sniper only.
Also the range thing is a can of worms that will get us nerfed to holy heck. They would have to redesign static defenses again like turrets. Else we would get caught shooting them and they could not shoot back, which was the original exploit that got there range extended.
Getting more range, damage, and a sniper rifle would be great. But we would pay a heavy price for all of them. Damage is the only thing I see them maybe giving us.
carbines should be mediocre, but not as bad as rifles up close or pistols at a distance, at long and short but shine in the mid-range distances.
pistols should suck at the longer ranges the way rifles do now
rifles already suck at close range and shouldnt be changed.
we need something like a HUGE rifle along the lines of a E-WEB
they have or are going to remove our sniping skill so im not sure what good a sniping rifle would be...
I disagree. I can outdamage a group of 10 with pets. If you havent figured out how yet thats your problem, but by bumping our dmg output were gonna get reamed by other balances. Range cant happen either because then we could use range as a tool of greif. Personally i like the pistoleer being able to fight back, I dont like the image of a rifleman kiting a player (its chicken$hit). As for a sniper rifle, bring it! Bring 10 new rifle models while your at it. Also they could make the e-11 and the cold gun able to be an actual good weapon with the right resources.
My idea applies to master level rifleman, I completely agree that at novice a rifleman is absolutely weak (or at least used to be when i was grinding through 2.5 damage mods and horrible accuracy), so if your talking about dmg for novice im with you.
Oh and if they give us a 3 second speed cap then i retract this entire statement as were gonna need all this and more to staty competitive.
The thing I see is that we need to focus on what the role of the rifleman is. we need to articulate it to the devs, and make suggestions for a balanced class. The following is my 2cr:
(or purposes of this post, I am going to use modern examples to establish a frame of reference, not to try and justify game mechanics for RL situations.)
The SWG rifleman is in most ways the specialist infantryman. We can fill 2 main roles, that of machinegunner and sniper/sharpshooter. The carbineers are the standard infantryman armed with assault rifles. Our skills and weapons already work as heavy firepower, i.e. the squad SAW or M-60. Using a different set of skills, we are the sharpshooting team targeting specific enemies.
To support this concept we need 2 very different weapons. A slow, high accuracy, AR1-2 weapon with high min - med high max damage, and a longer rangeto function as a sniper rifle. Second, a faster (<5 sec ROF) med accuracy, mid min damage - high max damage weapon to function as our machine gun.
We should maintain our inaccuracy at short range. We should have higher penalties for moving and firing. (personallyI don't miss that much at a full run) I fully support pistol accuracy dropping fast after 32m, but they should be better at moving and firing than we are. Same with carbine, they should be in the middle.
We should also have a longer range using single target specials. Even if this is only 70m (the range of turrets) it makes a difference. Limiting autofire and AoE range to 64 is acceptable (not popular, but acceptable given their explainations). Increasing the range of our single target specials (HS3, Surprise, flurry1 flushing1) will actually make the sniper mode of play more entertaining and enjoyable.
Another option is to increase our range to 80m WHILE PRONE would create an interesting trade-off for us as well. This could even be keyed to the IN COVER state.
I do see an increase in our speed cap in the offing. We should start now pushing for moderation in this. Increasing it to 2 sec is not the end of the world, 3 seconds might be. An increase to 2 seconds makes master marksman a pointless combination, while a 3 second cap make master not nearly as good. (it would negate our speed increase at master.) The other push should be for a major increase to our master level weapon damage if any cap increase is contimplated.
Everyone should realise that a 2 second cap will only effect us at Master, while a 3 second cap also hits at 0-0-0-4. (and even 0-0-0-3 with MMM)
We should really work to maintain a balanced profession when this is all over, and start to campaign NOW for the things we need. We should all realize that asking for the moon is not the way to go, but to push for BALANCE to our skills. We need to keep some weaknessess to offset our strengths.
range....hmm...I'd have to agree that we should push for harsher penalties for other classes similar to the ones we have now...I can't hit anything that is closer than 10m.
More damage?...na...just keep conceal shot as it is now...don't have it being tha silly "draw one enemy bull...that's just usless with a capital U.