Rifleman Archive
Thread: Sneaky Sniper or Mr. Heavy Machine Gunner?
1. If I had to pick one I'd say sniper.
2. Again I say Sniper. We should be the master of long range combat. Wouldn't a heavy gunner be more "Commando"?
3. Sniper
4. Absolutely. We should have double the range of other ranged weapons. We should also be able to hit accurately at that max range.
5. Yep. Pre-nerf T-21 anyone? ![]()
I'd like to see us as a pure sniper class...but
We are heavy machine gunners. We cannot be anything but.
A sniper would be a class with extra range and most importantly 1-hit kills. SWG could not have 1 class that had the ability to 1-hit kill any player from beyond 64m it would be too unbalanced.
Would be nice though ![]()
Heavy machine gunners have the abilty to cut a swathe through enemy troops inflicting massive damage to multiple targets - an ability we all get at master now
. A heavy gunner would usually have the ability to pin down enemy troops, to keep them from in cover and prevent their movements, an ability that we do not have. Not sure how that ability would be developed though, maybe a delay move?
just my 2c.
1.- Heavy Gunners. Two trees are devoted to AOE, one to accuracy, and one to supposedly snipe.
2.- Heavy gunners, though the term has got connotations that shouldn't apply to us. The rifleman should be a seasoned soldier: A rifleman, as defined in the army. I'd rather see different kinds of AOE special effectsthan massive damage. For example a means of pinning down opponents and make them fire less often, and stop them from moving. I guess a posture down with an attack delay for example.
3.- 70% Gunner, 10% sniper, 20% Static Defender
4.- Rifle accurate out to whatever maximum range the technology permits. Carbines out to 40m, pistols 20m. The standard Rifle engagement range in RL is about 2-400m.
5.- Not necessarily damage types since that is really a specific weapon consideration, but special effects: Pin down is key. A burst fire ability that would do standard damage to the three HAM bars. An attack delay special. Cover should do something significant. Currently just bouncing around and taking advantage of latency is more effective than being in cover. Riflemen should benefit greatly from cover, as the weapon itself facilitates firing from cover accuratelly. Squad Leaders should receive volley fire bonuses for each rifleman in their squad.
Right now the tree is basically set up for both heavy gunner and sniper (however unbalanced).
What are your thoughts on this? And if it was to be changed what do you think should be done?
1. As our skill tree is set up now. Do you feel we are snipers or heavy gunners?
====Havent gotte up the tree far enough yet (1111). I am about 50/50 right now on the above styles of play. Some times I lay pron and ConcealShot. Sometimes I use ms2/ms1/hs2/hs2/hs2/hs2. Sometimes, I lay down the suppresive fire. It is what I like about the profession the most. Versitality.
2. Do you feel we should be leaning more towards heavy gunners or snipers in our skill tree? Our should we balance them out more, keeping them both?
====I believe we should be both. Split it 50/50, that way it is more fun/versitile.
3. If you had to pick one or the other what would you want, 100% heavy gunner or 100% sniper?
====Hvy Gunner all they way then. Sniping is cool i guess, but nothing says "I lover you" like going in miniguns ablazing
4. If the profession is built more on sniping, do you think we should have more range? What should we have?
====More range and a HIGH probability of One Shot One kill. That probability should be better than 80%.
5. If the profession is built more on gunner, do you think we should have more damage types? What should we have?
====More damage and high rate of fire. A sniper is slow and meticulous, a gunner should be fast rate of fire with devasting effect. However, they are less accurate and better at close range. So a sniper should have a high probability of oneshotonekill from range of say 70m. A gunner while less accurate should fire at 1sec per and accuracy should fall greatly after say 40m.
And can someone explain to me how to get the html editor to work in these boards? It is a hit and miss for me. Sometimes the option is there most times it is not (sorry for the offtopic question).
Sniper, absolutely.
In all honesty, I dont know why rifleman has an AOE attack. instead ofthe aoe attacksbeing AOE, it should be 50% more damaging, single target shots.
Kwa, I think that what SOE needs to do is give the MASTER box an ability to 'hide' from radar when the rifleman is unde the effect of /cover. 'hide' would make the master rifleman immobile, and cannot be targetted via TAB'ing..he has to be clicked onmanually to target (thus introducing the use of terrain for cover too). However, any attack EXCEPT conceal shot will auto-target the rifleman if the target isnt already attacking something else.
That way a master rifleman can literally sneak upon people and use conceal shot without them knowing where the shot came from.
Case in point, in a base defense a few nights ago, I hid prone behind a building that was 60m from the base entrance. There were a horde of imps slagging our defenders at the entrance. The house was actually behind and to the left of the imp forces. II began headshotting people and /sniper shot, took down 2 imps.. then I see in my radarone ofthe red dotsgo from being at the other side of the building I was shooting from, 90m away hewas, and run straight at me. There was no way he couldve SEEN me shooting his friends, as every imp was shootingin the direction of the rebel base, so was I. So hecouldnt have traced mevia my shots. He probably tab-targetted me or more likely, justsaw a big red doton hisradar standing apart from the other red dots(rebels in the base) andrushed to attack me.
ifI had a HIDE ability, they wouldnt have spotted me unless they SAWme, not this bullcrap radar tab-target crap. all this sneak, this conceal shot, this prone, long range weapon, terrain usage, cover, etc is pointless if radar screams your location.
Hello all, I hit master sharpshooter last night and OMG, SS2 rocks. anyway, it is impossible for the devs to up the range beyond 64 meters, and also impossible to remove anyone from the radar. I won't go into the specifics, but both comments have been made by the devs. it can not happen.
I would like to see the range reduced to 50 carbs and 40 pistols. thats the only way rifleman gets more range. I like the profession as it is now. hs3 for singles and ss2 for aoe. Don't ask for too much, we are already overpowered.
1) I see us now as heavy gunners. There are more skills devoted to heavy fire than to sniping. If we had a Master Level "sniper" attack (beyond headshot3 etc.), I would say we were balanced for both. This is currently not the case.
2) I would like to see a form of specialization after the Master level where a player could then focus on how they would like to play the game, at the cost of extended skill points for example. If that option is not viable, I would prefer us to follow the sniper concept.
3) 100% Sniper. I think it's possible to do in game. We obviously shouldn't be able to "1 hit" difficult mobs or players, but there are concepts that can be brought into the game to give a "sniper" immersion. For example, we could get extended range, a sniper only rifle, a form of conceal/cover that's more effective. In essence, to "role-play" a one shot kill, it could be represented by being able to slowly track, target, conceal, and apply the shot(s), without being seen or noticed. Of course there is risk involved, it should be dangerous. If any one of the steps fail, you could be attacked. The process should be slow and difficult, yet rewarding.
4) I believe we should have more range and a focused weapon for sniping (maybe extended range only comes with a special weapon). A slow attack, high damage, high ham cost rifle for example. Also, an ability to conceal/cover effectively, perhaps a cross between the ranger skill and the "cover/conceal" skill of the Rifleman. Maybe make this option available in pvp as well, perhaps represented by not being able to be auto targeted, or 'conning' red. Another ability perhaps would be to target specific ham bars with a sniper only attack, making us viable in groups, or experts at taking advantage of weaknesses in our opponents (so then maybe if Rifleman battled each other it could be one hit kills, ehh).
5) If the profession is that of a gunner there should be an increase in effect states and area attacks, as well as a modification in damage types. If we had a range of damage types available (acid, kinetic, heat), the gunner option could provide more support by having the option to target the weaknesses of opponents.