Rifleman Archive

Thread: Sneaky Sniper or Mr. Heavy Machine Gunner?

Alistaire
Thu Mar 18, 2004 9:30 pm
#131

1. I feel we are someplace in the middle of both


2. If by heavy gunner you mean standard infantry man (M16 or M4 totting soldiers) yes. Otherwise I feel we need to be such people.


3. In this event I'd say Heavy Gunner all the way.


4. If sniper, yes more range, but ensure that turrets get extended to be capable of handling us at a distance or people will cry nerf.


5. Just give us all the basics (acid, cold, enegy, heat, kinetic, stun)





-Alistaire Goldenblade (Bloodfin)
Master Marksman, Scout(4-0-4-1), Creature Handler(3-3-2-2), Rifleman(4-4-4-3)

-Alistaire Goldenblade (Lowca)
Master Medic, Master Doctor, Novice Carbineer

-Costik (Tarquinas)
Fencer(1-0-0-1), Pistoleer(3-3-3-3), Smuggler(4-2-1-4)

Ahriam
Thu Apr 08, 2004 8:20 pm
#132

1: Heavy gunners with a tab of sniper for PVE


2: Since sniper is NOT fesable in PvP I would like it to go towards heavy gunner.


3: If I had to pick, Id go 100% gunner. (Swoons at eight thousands rounds per minute)


4: More range and above all, Cant be found on the radar until we have shot one time IF we have "taken cover"


5: More dmg types, and some nifty guns. Same applies to sniper.
superbike
Fri Apr 09, 2004 6:35 am
#133






klawlegna wrote:

I want to get some ideas on what to push and pass around to the devs for the weapon/combat balance if you can help me out a bit with your thoughts that would be great.


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?


2. Do you feelwe should be leaning more towards heavygunners or snipers in our skill tree? Our should we balance them out more, keeping them both?


3. If you had to pick one or the other what would you want, 100% heavy gunner or 100% sniper?


4. If the profession is built more on sniping, do you think we should have more range? What should we have?


5. If the profession is built more on gunner, do you think we should have more damage types? What should we have?














rifleman should be snipers. is not the machine gunner supposed to be the carbinier? if the rifleman is supposed to be a machine gunner then they should have no abilities to hit the mind pool. if they are to hit that fast then it should be random pools. the head is a small target. i would love to see a soldier sit in a fox hole at a moderate but reasonable distance and then say "oh yeah i can pummel that whole squad of enemy soldiers way out there in the head with my m-60"



i am smuggler, fear my cork guns
episode II: i am no longer smuggler i no longer fear the cork guns or the delay on the delay for the revamp.. leave a message after the beep when revamp comes and then i shall return. but then maybe i will show them and do a delay on my return.. ha!!! take that soe (if they have not frustrated me more then i already am)
InquisitorPayne
Fri Apr 09, 2004 8:23 am
#134






klawlegna wrote:

I want to get some ideas on what to push and pass around to the devs for the weapon/combat balance if you can help me out a bit with your thoughts that would be great.


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?


Heavy Gunner


2. Do you feelwe should be leaning more towards heavygunners or snipers in our skill tree? Our should we balance them out more, keeping them both?


Heavy Gunner. The whole combat system of SWG does not allow for any sort of sniping.


3. If you had to pick one or the other what would you want, 100% heavy gunner or 100% sniper?


100% Heavy Guner


4. If the profession is built more on sniping, do you think we should have more range? What should we have?


In that case a range increment would be absolutely nescessary. 128m at least. Other than That, sniping is pratically impossible, doe to fast movement.


5. If the profession is built more on gunner, do you think we should have more damage types? What should we have?


Rifleman already got a great amount of damage Types and for specific reasons, Devs will not allow for a Kinetic Rifle. I would say our Damage types are sufficient.


Dogg


















Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Yettii_TUS
Fri Apr 09, 2004 8:26 am
#135

Our cold damage type is useless. And things are so resistant to energy that we have to twiddle our thumbs while the TKA's of the group basically solo some things.



However this is not a rifleman issue, the game mechanics themselves need to be fixed. Then we will be ok along with the other professions that currently don't work very well.






-----------------------------------------
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Master Rifle / Master Marksman / Scout 4-0-3-0 / Medic 4-3-3-0 / Pistoleer 0-0-4-1
sohokerv
Fri Apr 09, 2004 9:03 pm
#136

i see us as beingone ofthe only working professions we are snipers in pve and gunners in pvp to try sniping in pvp would not be possibal and heavy guning in pve would likley get you killed unless you lowered the mob with concealshot which would be viewed as a sniper ability


i belive any one who is currently crying nerf rifleman is in a curently broken profession we are in league with tkm and comando just with diffrent tactics all that needs to be done to this profession is to fix the specials , block and maby change cover slightly to be more usefull!


i realy hope to see the devs fix all other broken professions to bring them more in line with us tkm and comando and not to limit our damage or speed but i feel we will soon be the profesion most laughted at as the devs see some one who can have an advantage in pvp and nerf it into the ground take ch for example the only exception to this being tkm because the devs know the majority of players are tkm and they would lose a lot of cash if they piss off the tkm


hmm think ive gon a little off topic lol





Bothans are rarer than jedi
that makes me sad =o
Zoryn
Fri Apr 09, 2004 10:24 pm
#137


1. sniper


2. sniper


3. sniper


4. i think we should raise the max range depending on the rifle


5. 1 gun for every damage type would be kinda fun to try.



also, i think riflemen would be alot more fun if, when we have a scope equiped to our rifle, we be able to go into "sniper mode" and look through the scope, zoom in/out, and fire that way. not just click, attack. spam specials and wait. but actually be able to BE A SNIPER for once. and we should be able to equip stuff to increase our range and accuracy even more, like the guy who shot down that helicopter in "S.W.A.T."


Message Edited by Zoryn on 04-09-2004 10:29 PM




Telemachus DonovanZoryn Mechdestroyer
Respec JediOfficer
Destroying the Universe, One Rebel at a Time


Shivash
Sat Apr 10, 2004 12:45 pm
#138

Definatly should be sniper. If we are heavy MGer's then our accuracy should be poor. MGer's get their damage by the weight of fire NOT accuracy (especially at range). i.e. high RoF, high damage per shot, terrible damage.

However our weapons are definatly on the conventional rifle line as such our class should be a long range conventional rifles. Snipers and normal rifleman (WWII type rather than assault - although it should be noted with assault that whilst they are fully automatic they are horrendously accurate if you let off a clip all at once - then have the reload time. So a proper Assault rifle user will have a lowish RoF ) so accurate and high power with lowish RoF even at master.



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