Rifleman Archive
Thread: 64m Range Cap?
Vlamr, several people have expressed interest in the correspondent position so I would expect to see us getting a new one soon.
Vlamr wrote:
Of course we have no way to get our ideas to the devs so I guess I can say nuts to this whole idea.
i just wanted to see what you would say about there being no range limit to the classes. i don't think it would be that much of an advanatage ... IF ... you could not shoot though the ground then the landscape would play a major part in combat. a carbine would be able to lay down cover fire or a rifleman on the oppising force pining down the enemey while pistols and hand hand rush in. and i really don't see the point in sniper shot other than you can death blow a moving target.
The idea about adding +1 range modifiers at different levels is a very good idea.. However, I am still thinking to be a true "Sniper" as the title suggests we should be able to shoot farther while kneeling, prone, under cover etc.... 75-80m would be ideal.. To hit mods would go up as you go to each state as well..
This is what i see a Sniper being... Snipers can hit alot farther then pistols, now This should be scaled down to the game's physics yes.. But we should be able to shot father then a pistol.. What other advantage do we have?
Lets keep this bumped for awhile.. Maybe Thunder will take a peak sometime![]()
You should be able to shoot from around 80m if you are prone.
The concern about SS2, HS3, MS2 and them have all been brought up, so how about this? You can either use regular shots (while prone) or suprise shot (once they fix it with cover). That limits us to non-AoE attacks, no bleed attacks, no HAM specific attacks, limited movement (imposable to kite) and cover for the more powerfull--and slower--attack (cover is a pin to get into, and, I think, slower to move in [with sneak]).
I think this would work wonders. It gives us a unique ability, but that ability isn't super powerfull. It would be most effective in a group support roll, which is when we are supposed to shine anyways. I would think that pistoleers (as soon as they cool down about the FWG thing), carbeeners, commandos, and every other class would recognise this as something that would be good for us, but bairly "damaging" to them.
Thoughts? Ideas?
I think you're on the right track ob.
I, by the way was a Rifleman before going MD/MCM, and a holocon has sent me back this way, and I couldn't be happier.
Limiting of the AOE shots on increased range is a good compromise, for increased range to the 70-80m mark, which I think rifles deserve. Leaving the CM issues off the table, there is not enough range difference between pistols (BH eyeshot) and rifleman to justify the speed caps coming in.
While 100m+ is too much, there should be a reasonable buffer at which rifles can operate that pistols can't.
Now, as to the CM issue, I have singles that throw at 86m (weak potency) and AOEs currently that throw 68m, with a 26m radius.
Better mateirals have come in Tempest (highly conductive non-ferrous metals) and I'm certain i can craft in the 90s for singles.
This is not right. It just shouldn't be, and in time it will be changed.
I really see no reason why they can't increase rifle ranges 5-10m. Yes it would require a pass on all rifle schematics, but that doesn' take that long.
Rifleman should have the longest distance weapon in the game (this is excluding a CH ability to tell a pet to attack 90m away)...I hope you get it soon.
Jacore
Chataka,
Maybe I should have been more clear in my post.
I am a Combat Medic on Tempest (will have MCM back tonight...silly holocon told me to dance). I have 72m and 86m poisons on my toon right now.
I believe with the better ingredients that have appeared since lasdt run I can easily get over 90m and I think approach 94m.
As I said in my previous post, I believe this to be rather wrong. Rifleman should have the longest range of player characters in the game.
Jacore
A Combat Medic just told me that you can craft a weapon with over 80m range with experimentation. Now I don't know this person at all and he could have been jerking me around or he could be just misinformed but claimed to have been hit from 80m from a ranged weapon. (He didn't specify rifle) does ANYONE have any knowledge of this?
No your post was very clear. Some CM in game told me this story about ranged weapons above 64m. I'm aware of how far you guys can throw very well experimented poisons I have seen it done to me at 91m.
Jacore wrote:
Chataka,
Maybe I should have been more clear in my post.
I am a Combat Medic on Tempest (will have MCM back tonight...silly holocon told me to dance). I have 72m and 86m poisons on my toon right now.
I believe with the better ingredients that have appeared since lasdt run I can easily get over 90m and I think approach 94m.
As I said in my previous post, I believe this to be rather wrong. Rifleman should have the longest range of player characters in the game.
Jacore
I asked a fellow PA member and a CM (one person, silly. :robottongue
and he brought up a good point.
When range goes up, effectiveness goes down, so those 90m poisons don't work all that well.
Doesn't mean that we can't have some extended range...
Unfortunately in pvp a 90m range poison is still good enough to incapp just most players in just a few seconds. The fact remains it is not fair to have a guy throwing a poison pack farther than I can shoot with my rifle.
ob194 wrote:
I asked a fellow PA member and a CM (one person, silly. :robottongue and he brought up a good point.
When range goes up, effectiveness goes down, so those 90m poisons don't work all that well.
Doesn't mean that we can't have some extended range...
I compleatly agree, hence the last line. ![]()
80m, IMHO, is the magic number. It isn't too much farther; the 16m can be crossed in a second or two by anyone, and we don't have any knockdown or stickthem attack to prevent closing. It would only allow us to stay justa little bit further from the action so that we can truly support, the way we were supposed to. Kiting would be impossable due to the fact that we must be prone, and that would also allow others to close with us quickly (this would not be a tactic used in duels.
)
The limiting of shot to /attack, /supriseshot, and our ranged deathblow makes us feal much more like snipers and less like M60 gunners. Perhaps a Master Rifleman single shot could be added that would do a bit more dmg than suprise, and with a slightly slower time mod. Compensation could be big(er) HAM cost.
Possably the best part about all of this is we aren't nerfing anyone else. I would think all other combat classes would support this wholeheartedly, as it helps us support them.
Good points, Hopefully this issue will be recognized soon..
As for poisons or disease or whatever.. Does the potency matter? I mean if you drop a 200 per click mind post on someone and then burst run outta there.. they are dead.. simple as that.. unless they chose to become a doctor and spent alot of skill points..
Bleeds i can understand, you go bleed someone and then run.. ok all u need is first aid 2 which you can get with little skill points spent..
Fire DOT? Just dont get within 16m of the Commando.. Plus it effects the health bar thus if you have 15 points in novice medic and some good stim b's you can heal yourself no problem..
68m distance andAOE of 26m radius is a very wide area.. Throw one of those down and you effectivly just killed 10 people who are in the other group within a minute.. Most of the mind poisons tick at 9 seconds for 250 per click..
I thought rifleman were unquie in their ability to target the mind? then why can Combat Medics do so as well? The same with Bounty Hunters and EyeShot?
Our attacks cost a ton of "NON" points to use... T21 cost 120-180 depending on stats and powerups, food etc.. Laser costs a bit lower but not much..
So where is this unquieness everyone was talking about? I see non as CM have the most potent DOT that can target mind and BH's can target mind as well with lvl 2 attack in their box..
Capurinicus <ROK-C>
Kauri