Rifleman Archive
Thread: The last, rifleman petition EVER
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Sicarim, excellent post, you nailed everything.
A rifles best accuracy is between 60 and 62 meters. What the hell were they thinking !
Ooops, I moved 3.5 meters out. I now am out of range ! **edit** Rifle,won't shoot 200 feet ! Thats less than a football field.
Oops, I moved 10 freaking feet closer to the target, now I cannot hit it very well. lol
A pistol has the same max range as a rifle? ah, ok, if you say so.
What were they smoking ?
lol, It would be easy to win the GCW. Just go back in time and get a bunch of soldiers from World War I.
They would wipe all the Imps and the rebels.
" Help us Imperial Base, we are under massive fire from super weapons ! Their technology is way beyond anything we can imagine ! They are firing from 300 feet or more !!!! WE ARE DOOMED !"
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I think a good solution that I've heard b4 is to make the Rifleman radar invisible as a function of the stealth ability. Short term based on skill mod similar to the scout mask scent ability. This will make up for the lack of inherant range that the rifle is supposed to have (64m?, yeah right!) and using conceal shot should disallow the target (not just the social mob) to know where the shot is coming from, thus unable to rush towards it.
I will say that with Mask scent active (almost Master Scout, only have survival4 to go) and take cover together, I'm likely to get off one extra shot (2+1=3) b4 I get rush aggro'd and am forced to switch weapons...as a Novice Rifleman. With just Take Cover, this doesn't work, unless there are other things attacking the target...only then is it less likley to attack me.
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I aggree with most what he has to say.
Slowing down rifleman speed with out increaseing the damage done wont result in a balanced game.
And currently cover is useless due to fact most combat occures at 30 to 45 m in cities.
Which basicly means covers uselss as the enemy can simply close sure you might get 1 shot of but once he is under your ideal range your in big trouble. I like idea of cover makeing you invisable to radar sure people will make hacks but the fact is then the ability would be usefull.
And players would actualy have to be aware of there surroundings. Eg laying down in middle of a street in a city would make you pretty obvious but if able to lay beside some bushes or trash cans. The enemy players may not detect you till gottern one shot off allowing the rifleman the chance to get 2 or maybe 3 SHOCK shots before enemy has closed.
3 second fireing time should result in some major buffage to the class other wise i cannot see how we are surposed to compete in both PVP and PVE.
Another idea I had (but I'm not sure where I posted it) is to make weapons in general more modifiable, and the Masters of the specialist professions (Rifleman, pistoleer, carbineer, TKA, fencer, etc.) get an additional cert for an X-type version of thier Novice weapon cert (we'd get a X-type T21), and an ability to use the special feature of the X-type weapon.
The modifiable issue is this:Give weaponsmiths the option to use their experimentation points on specific areas within the weapon. Spd, Min Dmg, Max Dmg, Wound %, Rng mods, Opt Rng, Ham costs (ea. individually), etc. They can select which area to dump any amount of their experimentation points into to get a more specific desired result. Also, tie the area of specification (ie spd, or mind cost, or Max dmg) to a specific resource and specific quality type of that resource for each weapon. For instance, the T21 uses Gallinorian Gems...well, the Mind cost could be tied to the SE (shock effectiveness?) of the gems. The higher the SE of the gems used, the more likely an experiement on Mind cost is likely to succeed, and succeed wonderfully. And the spd could be tied to the ditanium steel OQ. Higher the OQ of the ditanium used, the more effective the experimentation on the spd would be. And so forth...
Also the X-type weapon would allow for an additional optional component. First, all the stats on the X-type should simply be 10% better if the optional component is installed (otherwise same overall components). The optional component can be a variety of things that give the weapon a special feature. THese things would be crafted items that could come from other crafter professions current schematics...or new schematics can be made for them.Each component would allow a different special feature.Most special features would be state effects such as KD, dizzy, stun, etc... some might change the damage type of the weapon, some might just add to the overall effectiveness of a profession special ability (headshot2 improvement for example, lower mind cost, higher dmg or conceal shot more effecitve in not letting the target know where the shot came from).
This would make these state effects available to all specialist professions, instead of just one or two. It would also make weaponsmiths more effective in specializing in a particular field (more weaponsmiths = greater competition). It would also give the option of more weapons without having to have a whole new list of schematics, and since the X-type version would only be available at MAster (both cert and ability use) then it would also prevent profession dabbling.
Thoughts?
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Any petition that has cover work the way I thought it worked on June 24 when I bought the dam game I sign.
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and add fixing the ap/ar problem in pvp to the list
this shouldve been fixed a long time ago,it affects everyone.
The Devs are our biggest problem. it is high time we made them understand what they do to us with these effed up changes.
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This is an example of Devs thinking they know what's best without analyzing the issue. I'll even bet that the project manager of the combat system hasn't even looking into the Riflemen profession forum.
And i'll also bet that none of the developers have ground up to master riflemen (because it's too hard and not much fun).
I say tell them to walk a mile in our shoes before implementing some poor unproven system changes to cripple us even more.