Rifleman Archive

Thread: Rifleman & Range

PyscoJuggalo
Fri Dec 05, 2003 11:39 pm
#14

I personally don't believe in this weshould besnipers in PVP stuff.


In PVP we are M-60(T21) carryin badasses with the option of a gun that shoot depleted uranium rounds(Jawa). Our best tactics are:


a) AOE death to our opponets force


b) Rapid Repeated Head shot's to the compsite protected cranium with our depelted urainium rounds(Jawa).


Adding sniper to PVP would force them to rebalance the whole class and maybe redefine it, Does anyone in here believe that the Dev's are going to give us the ultimate weapon PVP stealth to make us snipers?


-If we can't have PVP stealth being a sniper is worthless, just stick with the simple cause of our gunner status.


1) new guns would be nice


2) range you can ask for it but we will never get it


3) more damage, I doubt will get because we already have T21 predjudice against us.


Now if you asking for PVE sniper abilities I have no problem with that, they would not need to rebalance the whole profession because it would only effect our profession, all they'd have to do is adjust the PVE sniper portion.




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
feck
Sat Dec 06, 2003 1:36 am
#15

I get the feeling we are going to turn into the EQ wizard.
DVader539
Sat Dec 06, 2003 1:43 am
#16

Our range can at least match the turrets. I think range (and proper accuracy at ideal/weak range) is important. Long-range weapons my tattooed arse.



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
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PsychoticChipmunk
Sat Dec 06, 2003 4:51 am
#17

I don't see how range is a griefingissue in the eyes of kiting. Isn't it griefing to fight someone unarmed and not let them step on your toes then? Just up us to 80 meters, thats the same as a turret and quite frankly give me a tripod and that hunker is a turret. We will be more of a sniper if we want to, but not so much that we can just go prone and kill the pistoleer/carbineer/etc. without him being able to attack us at all. We just get 1 free shot basically.


Now you're probably thinking ss2 will kill that guy in 1, or just 2 so really the battle is over without me getting touched. Ok then, only allow us to fire from cover, and limit it to certain shots from that distance. Meaning only sniper or concealment shots since that is what you would be doing...sniping while concealed. Since concealshot is a PvE only shot it can be ignored, and since the sniper skill attacks are the mind based ones it lets us do our sniping thing and plant a free bleed with a potential headshot before getting shot at. This should balance it out a bit, plus will let us be more accurate with ranged DB from that far out with the cover bonus as well as make cover more useful which is what they want I believe.


As for more damage I say skip it. Up the T-21 a bit or fix AP on it not both. Also fix the spraystick and jawa ion. We need more selection in damage types rather then just more energy damage.


PS Good pun with the I, Geek I, Jedi tie together...yes I"m also a faboy wanna talk EU sometime?




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Seflyn
Sat Dec 06, 2003 7:01 am
#18

If we are going to get lumped with a cap on speed maybe we could push for it being on specials only.


I don't know about anyone else but when I'm on a moun downer I tend to just use autofire when grouped, giving autofire a 3 second cap makes ita bitpointless.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
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Swiller
Sat Dec 06, 2003 2:48 pm
#19

Hold it, your searchhas ended, I want the Disruptor Rifle That way I could confuse tka and commandos as I run straight towards them with my Master Sharpshooter tag up. While they are laughing at me. Pull out that bad boy and blamo, no more commando or tka for good.


Just kidding around, but that would be an awesome weapon.

DVader539
Sat Dec 06, 2003 5:00 pm
#20

I made some prelim designs for four new rifles, but I'll have to post them up either later tonight or tomorrow morning. But on the Disruptor Rifle...

I see the Disruptor Rifle as a PVP tool, something reserved for Master Rifleman. It said in the book that even a glancing shot is very harmful, if not deadly. Now, of course this won't do very well in SWG's setting, but I could see another use.

First off, because of how it simply eats through armor and shields, it'd be AP3. Secondly, it's range is limited, perhaps only 20 meters for the Rifle (maybe that could be experimented on by a WS?) But the real beauty of it is it would have a narrow min/max damage range and moderate damage, equivalent to the SG82 or E11. Not great for Master, eh? Well the Wound Chance would be very high, somewhere along 80% or higher. This represents it's damaging effects and "disintegration". By causing wound damage more often, it keep someone from healing beyond their new maximum and causes them a bit of grief in Doctor's bills. Not to mention they should walk away from the fight with their HAM looking like they'd lost a limb or two or three...

Thoughts? Comments? I'll post up pictures and info on my rifle designs soon, along with their purpose in revitalizing our Rifle skills.



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
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PyscoJuggalo
Sat Dec 06, 2003 6:38 pm
#21

DVader Good Idea.


-I gotta steal that Star Wars Encyclopedia from my best friend's little brother.




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
DVader539
Sat Dec 06, 2003 10:01 pm
#22

OK, here's my new vision for rifles in the Riflemen tree. We start with the Rifle for the First branch, Sniper skills.

Merr-Sonn DC-80xr: (picture) This rifle from the Merr-Sonn corporation is the eXtended Range version of their little-known DC-80 model. It's built in collapsable bipod and adjustable kickstand/shoulderbutt makes it ideal for either prone sniping or shooting from the torso.

The real treat with this baby is the sighting. Rather than trying to adjust the scope to figure out a target's range, the scope looks down and through the actual barrel through a series of mirrors. Upon firing, the mirros retract for a split second and the laser bolt passes through. This of course gives a slight "blink" in the image, but only for a few milliseconds.

The rifle would be AP3 and have a high narrow damage, though a very slow firing speed. And this is where the range would come in. It would have maximum accuracy at 64-70m, decent accuray at 48-63m, and terrible accuracy at anything less than 48m. This is your first shot gun. Energy damage. This guns certification is earned at the third tier of the Sniping skill tree.

Golan 733c Beam-Rifle: (picture) At first thought to be a failed attempt at R&D, the 733c found it's home amoung some of the galaxy's silent assasins. It uses a special beam technology that generates a short stream of high energy particles and launches them at near-light speeds. The energy of these particles dissipate int he form of heat. Because it's a Beam rifle, it makes almost no noise, though it's heat signature is easily traceable.

Because of the tremendous heat it gives off, the rifle looks odd to keep the shooter safe. The foward handle is kept far from the heatsinks and the scope extends past the tip to avoid a heat-distorted image. The shot does considerable damage if it hits the target, and tends to scorch skin if it even passes within only a few centimeters of the target's skin. The gun has a large cooling system for both the user and the heat sinks, but still needs a second or two to properly cool down. Overuse can destroy the gun, and possibly the user.

AP2, heat damage, high damage, but not as accurate as most guns its peers. This gun is earned at the third tier of the Conceal skill tree.

Merr-Sonn U238p "tracker": (picture) The U238p particle rifle uses active radioactive material to charge and launch small clumps of highdensity molecules at near-light speeds. The particles are designed to rip right through their targets, be they game, intruders, or even starships.

Most impressive about this model gun is the targeting system. It has no scope, but in place has a Vid screen. Using the onboard computer, the user has access to dozens of image-enhancing features and can even program and store up to 5 of his or her preferred image combinations. This gun is made for hunting and tracking targets in enviroments where they might easily be missed.

AP3 and kinetic damage. Faster ROF but highly unpredictable damage. Succesful hits have a chance of taking their target out of Cover. This rifle's certification is received at the third teir of the Counter-sniping skill tree.

BlasTech Wint-05: (picture) This small rifle is often mistaken for a large carbine, but don't under-estimate it. Using a technology to quickly release packets of coherant laser beams into the blaster matrix emmiter, ths gun fires at speeds unknown for it's size, but at a cost. Because the proper time for accurate laser alignment is bypassed, the bolts tend to come out at up to 5 degrees off center. But what it lacks in accuracy it makes up in quantity.

Great for laying down cover fire or crowd control, the gun looks odd due to the tube-like photon alligner that allows it to shoot so fast. And from a distance it's difficult to pick off targets but up close it's invaluable.

AP2, energy damage, 1.2 speed and 50-100 damage. Low HAM costs but range modifiers are hard. 0-6m -10, 7-32m -20, 33-64m -40. This is the gun to replace your spraystick at higher levels. Earned at the third tier of the Special skill tree in Riflemen.

Disruptor Rifle: I explained this before but here's something I forgot. BEing shot by one of these, if a glancing blow, is not always deadly. But if not treated immediatly, nerve damage is often unrepairable, even with bacta.

Therefore, this would be a AP3 gun with a max range of 20m but high damage and a very high wound chance. Earned at Master Riflemen, this is your dueling/PvP gun because they can't regenerate points lost to Wound damage. Even if they win, they'll be in a big need of medical attention, pronto.



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
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Making a great controversial point no one can argue: Thread Deleted
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nikolai
Sat Dec 06, 2003 10:48 pm
#23







DVader539 wrote:
I made some prelim designs for four new rifles, but I'll have to post them up either later tonight or tomorrow morning. But on the Disruptor Rifle...

I see the Disruptor Rifle as a PVP tool, something reserved for Master Rifleman. It said in the book that even a glancing shot is very harmful, if not deadly. Now, of course this won't do very well in SWG's setting, but I could see another use.

First off, because of how it simply eats through armor and shields, it'd be AP3. Secondly, it's range is limited, perhaps only 20 meters for the Rifle (maybe that could be experimented on by a WS?) But the real beauty of it is it would have a narrow min/max damage range and moderate damage, equivalent to the SG82 or E11. Not great for Master, eh? Well the Wound Chance would be very high, somewhere along 80% or higher. This represents it's damaging effects and "disintegration". By causing wound damage more often, it keep someone from healing beyond their new maximum and causes them a bit of grief in Doctor's bills. Not to mention they should walk away from the fight with their HAM looking like they'd lost a limb or two or three...

Thoughts? Comments? I'll post up pictures and info on my rifle designs soon, along with their purpose in revitalizing our Rifle skills.




**edit** good idea on that Disruptor Rifle. I love it.









"Go then, there are other worlds than these."




Monthar69
Sun Dec 07, 2003 12:13 am
#24






klawlegna wrote:

As of now, 64 is the technological Max on this platform.




I don't buy this line. After all CM poisons can get a range of 80 or 90 meters. So our rifles shoudl be able to at least match their poison range.



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DVader539
Sun Dec 07, 2003 1:50 am
#25

How disapointing. Rifles seem to be a weapon in Star Wars that have little varience. I found one entry not already covered and was practicle to be included in a rifle.

Disruptor Rifle – Controversial and infamous weapon, it uses special packets of energy to envelope and disintegrate their targets. (Note full disintegration comes only from a rifle at full power, pistols are unable to disintegrate a whole human or similar alien) The rifle has a maximum range of 20 meters (the pistol 10m) and eat up power like no other. The nature of the shots make Disruptor Rifles eat right through armor, shields, and just about anything else they touch that isn’t already in molecular form.

I'll continue my search for online stuff. I know there's been designs for Merr-Sonn, BlasTech, and other rifles. I did find a Sporting Blaster Rifle, but it wasn't much more than a glorified DLT20a.



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

klawlegna
Sun Dec 07, 2003 11:38 am
#26

DVader539I posted this on the Correspondent Forums. I hope to see something come from this.



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