Rifleman Archive
Thread: Rifleman Vision Program (RVP)
Please formoat your posts as follows:
[category #1]
[option #1] -- [points for option #1]
...
[option #N] -- [points for option #N]
[category #2]
...
if you have any comments on the categories, please write them AFTER your responses and seperate with a horizontal bar. I recommend you copy my own vote that will follow this post and change the values as you see fit.
-- Category #1: Offense/Defense --
Quite simply: how do you see the tradeoff between offense and defense for a Rifleman.
Option #1: Offense
Option #2: Defense
-- Category #2: Specials --
Which of the following seem the most appealing for providing specialty offensive specials for Riflemen. Try to pick only a couple as obviously Riflemen cannot have everything, and allot your posts as you see fit. Unfortunately I cannot cover all possible types of specials so do feel free to put points into #6 and explain what makes sense to you.
Option #1: Bleeds/Wounds
Option #2: Delays (like warcry/panic shot)
Option #3: Snares
Option #4: Knockdown
Option #5: AE attacks
Option #6: Intimidate
Option #7: Stun
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
This one is going to be tough and I don't even know if we'll get a meaningful result, but it's worth a try.
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense
Option #3: Counterattack/Block/Dodge
Option #4: Toughness
Option #5: Active Defensive Abilities
Option #5 refers to abilities like Center of Being (melee) or Take Cover.
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage
Option #2: Speed
Option #3: Armor piercing
Option #4: Accuracy
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer
Option #3: Crowd Controller
Option #4: Utility
Option #5: Other (explain)
Utility refers to utilities such as loading a target full of status affects, healing members in the group, etc. Unfortunately there is a huge realm of possible roles here and I suspect that many will want to choose other -- that's fine.
YodaISU
-- Category #1: Offense/Defense --
Option #1: 90
Option #2: 10
-- Category #2: Specials --
Option #1: Bleeds/Wounds - 20
Option #2: Delays (like warcry/panic shot)
Option #3: Snares - 30
Option #4: Knockdown
Option #5: AE attacks - 30
Option #6: Intimidate
Option #7: Stun - 20
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense - 60
Option #3: Counterattack/Block/Dodge - 20
Option #4: Toughness
Option #5: Active Defensive Abilities - 20
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage - 34
Option #2: Speed
Option #3: Armor piercing - 33
Option #4: Accuracy - 33
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer - 60
Option #3: Crowd Controller - 30
Option #4: Utility - 10
Option #5: Other (explain)
Option #1: 90
Option #2: 10
-- Category #2: Specials --
Option #1: Bleeds/Wounds - 35
Option #2: Delays (like warcry/panic shot) 30 In a group we help tanks by delayign the MOB
Option #3: Snares -
Option #4: Knockdown
Option #5: AE attacks - 35
Option #6: Intimidate
Option #7: Stun -
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense - 75
Option #3: Counterattack/Block/Dodge -
Option #4: Toughness
Option #5: Active Defensive Abilities - 25
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage - 45
Option #2: Speed
Option #3: Armor piercing - 25
Option #4: Accuracy - 30
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer - 90
Option #3: Crowd Controller -
Option #4: Utility -
Option #5: Other (explain) 10 Suppressor (refer to Cat 2 Opt 2)
-- Category #1: Offense/Defense --
Option #1: 90
Option #2: 10
-- Category #2: Specials --
Option #1: Bleeds/Wounds - 20
Option #2: Delays (like warcry/panic shot)
Option #3: Snares -
Option #4: Knockdown -20
Option #5: AE attacks - 30
Option #6: Intimidate
Option #7: Stun - 10
Option #8: Blind
Option #9: Dizzy- 10
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense - 70
Option #3: Counterattack/Block/Dodge - 15
Option #4: Toughness
Option #5: Active Defensive Abilities - 15
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage - 40
Option #2: Speed
Option #3: Armor piercing - 25
Option #4: Accuracy - 35
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer - 70
Option #3: Crowd Controller - 15
Option #4: Utility - 15
Option #5: Other (explain)
-- Category #1: Offense/Defense --
Option #1: Offense 90
Option #2: Defense 10
-- Category #2: Specials --
Which of the following seem the most appealing for providing specialty offensive specials for Riflemen. Try to pick only a couple as obviously Riflemen cannot have everything, and allot your posts as you see fit. Unfortunately I cannot cover all possible types of specials so do feel free to put points into #6 and explain what makes sense to you.
Option #1: Bleeds/Wounds 50
Option #2: Delays (like warcry/panic shot)
Option #3: Snares
Option #4: Knockdown
Option #5: AE attacks 25
Option #6: Intimidate 25
Option #7: Stun
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense 80
Option #3: Counterattack/Block/Dodge
Option #4: Toughness
Option #5: Active Defensive Abilities 20
Option #5 refers to abilities like Center of Being (melee) or Take Cover.
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage 33 (assault rifle)
Option #2: Speed
Option #3: Armor piercing
Option #4: Accuracy 33 (sniper rifle)
Option #5: Other (explain) 33 (suppression i.e heavy machine gun)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer 33%
Option #3: Crowd Controller 33% (AOE supression)
Option #4: Utility
Option #5: Other (explain) 33% sniper
-- Category #1: Offense/Defense --
Quite simply: how do you see the tradeoff between offense and defense for a Rifleman.
Option #1: Offense 75
Option #2: Defense 25
-- Category #2: Specials --
Which of the following seem the most appealing for providing specialty offensive specials for Riflemen. Try to pick only a couple as obviously Riflemen cannot have everything, and allot your posts as you see fit. Unfortunately I cannot cover all possible types of specials so do feel free to put points into #6 and explain what makes sense to you.
Option #1: Bleeds/Wounds 60
Option #2: Delays (like warcry/panic shot) 10
Option #3: Snares
Option #4: Knockdown 10
Option #5: AE attacks
Option #6: Intimidate 10
Option #7: Stun 10
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
This one is going to be tough and I don't even know if we'll get a meaningful result, but it's worth a try.
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense 40
Option #3: Counterattack/Block/Dodge 40
Option #4: Toughness
Option #5: Active Defensive Abilities 20
Option #5 refers to abilities like Center of Being (melee) or Take Cover.
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage 30
Option #2: Speed 10
Option #3: Armor piercing 30
Option #4: Accuracy 30
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer 50
Option #3: Crowd Controller 50
Option #4: Utility
Option #5: Other (explain)
Utility refers to utilities such as loading a target full of status affects, healing members in the group, etc. Unfortunately there is a huge realm of possible roles here and I suspect that many will want to choose other -- that's fine.
Quite simply: how do you see the tradeoff between offense and defense for a Rifleman.
Option #1: Offense- 90%
Option #2: Defense-10%
-- Category #2: Specials --
Which of the following seem the most appealing for providing specialty offensive specials for Riflemen. Try to pick only a couple as obviously Riflemen cannot have everything, and allot your posts as you see fit. Unfortunately I cannot cover all possible types of specials so do feel free to put points into #6 and explain what makes sense to you.
Option #1: Bleeds/Wounds-25%
Option #2: Delays (like warcry/panic shot)
Option #3: Snares
Option #4: Knockdown
Option #5: AE attacks-50%
Option #6: Intimidate
Option #7: Stun-25%
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
This one is going to be tough and I don't even know if we'll get a meaningful result, but it's worth a try.
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense-100%
Option #3: Counterattack/Block/Dodge
Option #4: Toughness
Option #5: Active Defensive Abilities
Option #5 refers to abilities like Center of Being (melee) or Take Cover.
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage-33.333%
Option #2: Speed-33.333%
Option #3: Armor piercing-33.333%
Option #4: Accuracy
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer-100%
Option #3: Crowd Controller
Option #4: Utility
Option #5: Other (explain)
Utility refers to utilities such as loading a target full of status affects, healing members in the group, etc. Unfortunately there is a huge realm of possible roles here and I suspect that many will want to choose other -- that's fine.
Option #1: 90
Option #2: 10
-- Category #2: Specials --
Option #1: Bleeds/Wounds - 20
Option #2: Delays (like warcry/panic shot)
Option #3: Snares
Option #4: Knockdown
Option #5: AE attacks - 40
Option #6: Intimidate
Option #7: Stun 20
Option #8: Blind
Option #9: Dizzy 20
Option #10: Other Affects (please explain) 20 (sniper shot)
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense - 10
Option #2: Ranged Defense - 60
Option #3: Counterattack/Block/Dodge - 30
Option #4: Toughness
Option #5: Active Defensive Abilities -
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage - 40
Option #2: Speed
Option #3: Armor piercing - 40
Option #4: Accuracy - 20
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer - 80
Option #3: Crowd Controller - 20
Option #4: Utility -
Option #5: Other (explain)
Quite simply: how do you see the tradeoff between offense and defense for a Rifleman.
Option #1: Offense 80%
-- Category #2: Specials --
Which of the following seem the most appealing for providing specialty offensive specials for Riflemen. Try to pick only a couple as obviously Riflemen cannot have everything, and allot your posts as you see fit. Unfortunately I cannot cover all possible types of specials so do feel free to put points into #6 and explain what makes sense to you.
Option #1: Bleeds/Wounds40%
Option #2: Delays (like warcry/panic shot)
Option #3: Snares
Option #4: Knockdown20%
Option #5: AE attacks 20%
Option #6: Intimidate
Option #7: Stun 20%
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
This one is going to be tough and I don't even know if we'll get a meaningful result, but it's worth a try.
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense 25%
Option #2: Ranged Defense 50%
Option #3: Counterattack/Block/Dodge 25%
Option #4: Toughness
Option #5: Active Defensive Abilities
Option #5 refers to abilities like Center of Being (melee) or Take Cover.
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage 30%
Option #2: Speed
Option #3: Armor piercing20%
Option #4: Accuracy 50%
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer 75%
Option #3: Crowd Controller 25%
Option #4: Utility
Option #5: Other (explain)
I haven't been playing long enough to know all the intricate details in the game, but I've always believed the rifleman should be more of asupport role. Unless of course you are playing the role of sniper, which would be more of the sneak and peak, clandestine operation type of thing. I would love to see a "one shot, one kill", but I realize this would give us an unfair advantage. I think some kind of a knockdown or stun would be appropriate. I also believe that since head wounds tend to bleed a lot, bleeds should be number one on the list.
Just my .02c
-- Category #1: Offense/Defense --
Option #1: 90
Option #2: 10
-- Category #2: Specials --
Option #1: Bleeds/Wounds - 30
Option #2: Delays (like warcry/panic shot) - 20
Option #3: Snares - 30
Option #4: Knockdown
Option #5: AE attacks <-------------- ZERO
Option #6: Intimidate - 20
Option #7: Stun
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense - 60
Option #3: Counterattack/Block/Dodge
Option #4: Toughness
Option #5: Active Defensive Abilities - 40
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage - 34
Option #2: Speed
Option #3: Armor piercing - 33
Option #4: Accuracy - 33
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer
Option #3: Crowd Controller - 30
Option #4: Utility
Option #5: Other (explain) - 70
SNIPER SUPPORT - i.e. Snipe from distance, snare, delay the targets.
Message Edited by Owen-Lars on 02-09-2004 01:30 PM