Rifleman Archive

Thread: As a commando, I don't think the 2.5 mod vs melee Damage should go.

ZelerianIA
Mon Sep 29, 2003 10:26 am
#1

I have been pondering that for a while, and before flaming me hear me out.


I understand the commando weapons SHOULD be fixed to do ranged damage. No more big hit on commando.


But I think the melee penalty should stay. Why?


Because you guys are forfeiting a great negociation argument by letting it go. Face it, even without the penalty, you can't hit jack**edit** in close, so the mob will only take 2 more hit and you'll die anyway, because you cannot wear armor because your specials are too high.


Should they lower HAM costs on rifles? NO.......


I'm really getting flamed highly in your head now, but hear me out, hear is an idea.



I know a couple of sharpshooter in real life, working for the Canadian Armed Forces, and there is nothing like the bound that exist between them and their rifle. Its like their child. It should be like that in SWG.



1) ADD a full line of crafting to the sniping tree. The finished product of a weaponsmith is only the beginning rifle wise. Then the rifleman brings is on modification on his guns. Let them make power ups (rifle-only) reducing the ham by 50-60%, adding 700 damage at the cost of speed, or speed at the cost of damage.


2) ALLOW them to make mods to their hit radius, or distance / Accuracy. (They wont to have a poor damge /slow speed rifle accurate at 20 m? so be it.........


3) Allow them to rename their rifle, to redesign its looks (like an image designer would do to a person) for it to be unique.


4) Bring in a Master Aim command at master rifleman where they can hit the part of the body they **edit** well wishes.


5) Allow Master rifleman to dabble with novice rifleman's rifle. They can make mods on them too and can make money out of it. I know its tough to do missions with the 2.5 penalty, so here is an alternative.


6) Rifleman is the long range specialist, commando short range specialist with TKA, Normally, a well placed rifleman should own them both. I would personnaly reduce our range at 48 m or 32 m, but allow our specials to be shot at 32 m. That way, everyone still gets to fear commandoes on the battlefield, except a well placed rifleman.



My game would be much funnier if I had to be careful of those dots in the distance......



ideas? flames? go on, all this comes from a master commando, not a rifleman, but I tried my best to cover your problems....




--------------------------------------------------------------------------------------
Stay Sharp, Shoot First.
Zelerian Roanok
Imperial Army
47th Imperial Expeditionnary Forces
1st division, 1st Batallion
Delta Squad
Imperial Commando 3/3/3/1
Count_fragula
Mon Sep 29, 2003 10:36 am
#2

Our complaint isnt the 2.5 mod.. ITs that we are hosed on pve from teh tping MOB's, and that now every non ch person can have a pet to sic on us, we cant possibly drop it while under their fire as well. heres a few examples:


A Creature Has Detected you Depite Your Attempts at Camoflage! (at 80 meters)


.2 seconds later after the teleport


You Have Been Slain by A Merek Harvester.


you examine it and see it doesnt deathblow.. then you look at the damage report OH it was 1800 damage!



this happens to me constantly.

Meplorium
Mon Sep 29, 2003 10:38 am
#3

I personally like the melee damage. It makes playing a rifleman more difficult and more interesting than running around with a pistol. However anything that damages mind, eyeshot, should get the same melee mod and the same high ham costs. This is a balancing issue mostly with bounty hunters that are far far better at hitting the mind pool.


We should keep the melee mod, but get a much longer range, like 128m. Bounty hunters should keep eyeshot, but that special should only work with rifles and they get the same melee mod and ham costs that go with using rifles. The mind damage is evened out between the classes then and the increased range makes up for the problems.


We could ask for more damage, but they seem to have a problem with anyone doing more than a few points of damage per shot, save commados, for some reason.




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Antharkilrathis
Mon Sep 29, 2003 10:59 am
#4

As a rifleman the 2.5X damage does piss me off sometimes.. lol ok well lots of times but i have decided it is not the multiplier itself that is really pissing me off. its the teleporting mobs, the prone warping, the lack of really consealing myself and having friends of targets jumpmethat really piss me off.


Ithink the #1 issue is range.These are supposed to be futuristic weapons (yeah i know it was a long time ago) but using a military issue M-16 with no scope just strait sitesI can place 10 shots in less then one foot diameter at 500 meters.A good sniper with a good sniper rifle can be out almost a mile. this might be a little extreme for game play but an increase in range to about150 would allow for us to get a shot in before we got mobbed in PvE or PVP.

l33thaxx0rnam3
Mon Sep 29, 2003 11:20 am
#5






its the teleporting mobs, the prone warping, the lack of really consealing myself and having friends of targets jumpmethat really piss me off.

Ithink the #1 issue is range.




I agree completely on both accounts.





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SilverLobo
Mon Sep 29, 2003 11:50 am
#6

Absolutely retarded.


Dude it is a no brainer no ranged attack weapon should do melee damage. No one who has a clue is bitching about your special damage, we will not accept being hit at 64 meters by a auto attack that can be brought down to 1-2 sec for 800 damage.


Also I dont care ZelerianIA what you "think" the Rifleman profession should be, what skill it should have. I am very happy with what Rifleman has, and dont think that my profession needs to be changed so your profession can keep melee damageon your Heavy Weapons.


At least this momo is the minority in the comando comunity, most believe strongly that their weapons need to be re-classified into ranged damage. It is a no brainer, just to bad SOE employees are lacking in that department.


UniSmurf
Mon Sep 29, 2003 1:11 pm
#7


heya ZelerianIA .


Nice post. I think you have some good ideas. I also now a few CF shooters from airborne, it's possible we know a few of the same guys.


I think your ideas would be nice if we had a longer max range where it would take a target a lot longer to get into melee with us. As it is, the game environment is ideal for short range fast reload not long range slow reload. When a MoB reaches us within a 2 to 4 second time period, most of use would be in trouble. It's more likely then not to have a critter rush us and encap us before the 2nd or 3rd shot after being spotted.


As for warping, I don't think there will be anything they can do about it due to the netcode and position prediction. It looks like none of the prediction is done client side (for good reason, no hacks). So if we even have a little latency you'll notice mob's warping positions a lot. Even worse when you start an encounter and the server has to push through a blob of data.


Sothe reality is the game will never really support a true rifleman class as we all hope. Over time I think we'll get a hybrid that will resemble long range carbine in all likelyhood with different skills but same overall issues and effectiveness.

RAMBOW
Mon Sep 29, 2003 1:15 pm
#8

Zel,


I agree that it should stay in PvP, but I strongly disagree with it in PvE.



As for your crafting, Yes very cool, and I would love it If I could make my own rifles, but alas then teh weaponsmith would complain, unless the rifles that they can craft are made better, or easier to craft..



but good ideas. And I cant wait to see you on the BattleField again


RAMBOW




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Mahonri Disciple #2: The Dusk
PsychoticChipmunk
Mon Sep 29, 2003 1:21 pm
#9

No he's saying that we buy the gun from a weaponsmith then add on to it, like scopes and modifying it to a hair trigger etc. It would be interesting, but every profession would deserve it bringing us back to where we are with pistols being accurate everywhere, still hitting the cap with BH dabbling, and having good damage so no on that. And I don't mind the warping anymore I've come to expect it. Hopefully I"ll hit high lvl rifleman before they change it so I can brag


that reminds me I need to update my sig.




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RAMBOW
Mon Sep 29, 2003 1:35 pm
#10

ah /bonks himself for not understanding right away.



Even cooler idea, I think all weapons should have parts you can add to them... like Slots on clothing....






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-Rave Lupine-
Mahonri Disciple #2: The Dusk
ParadigmaMike
Mon Sep 29, 2003 2:29 pm
#11

The mob warping got worst same time when dev stated they nerfed the pathing exploits. So as soon as the server even smells pathing problems it teleports the mob to its target.



----
Master Rifleman, Master Entertainer, Medic
Bennyboy4308
Mon Sep 29, 2003 2:30 pm
#12

I remember oh so many years ago when the first few press releases and information on SWG came out, how they described how you could make your own gun and tailor it to yourself and stuff. That would be freaking awesome.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Quas
Mon Sep 29, 2003 2:33 pm
#13

ZelerianIA.. the whole god **edit** problem is that it's not just close up. I can keep away from a commando.. but even with out any specials a commando will do 600-900 damage against us at 64 meters (due to the 2.5x bug). I much prefer to go up against a Master BH than a Novice Commando with a flamer.



Q'uas Sagitarii
Imperial Master Tactician
Eclipse, Naboo
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