Rifleman Archive
Thread: Sneaky Sniper or Mr. Heavy Machine Gunner?
Klaw, like previously posted we cant be snipers. No 1 shot 1 kill in pvp can't have it. But I say what about making rangers usefull for once. If a master ranger applies a camo to a rifleman when concealed and overt,the rifleman should be invisible to the opposite faction for a given amount of time. If the sniper comes out of conceal or moves the camo wears off and is immediately seen by the opposing faction. Give the sniper 20 sec to crawl to their desired position for sniping and lock them there until they move or the camo wears off. Make it so that opposing faction master rangers can area track for snipers once every 2 minutes.
I'm a gunner and would like to see the spraystick become acid damage. Give something more than energy damage weapons and a jawa.
With the 1% decay gone now, lets improve rifleman and their weapons.
1. As our skill tree is set up now. Do you feel we are snipers or heavy gunners?
Both, more heavy gunner tho.
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?
Balance them out. Let the player chose thier own play style.
3. If you had to pick one or the other what would you want, 100% heavy gunner or 100% sniper?
I'd have to pick gunner here. Still no reason to have to chose tho.
4. If the profession is built more on sniping, do you think we should have more range? What should we have?
Since more range is impossible according to devs, have to say more damage.
5. If the profession is built more on gunner, do you think we should have more damage types? What should we have?
I think in this aspect rifleman and carbineers should be similar but different. Carbineers should get the suppresive fire shots, ranged KD's and status change down attacks, but do less damage since they are making the opponents more vulnerable.We should keep the stuff in countersniping tree to flush targets out into the open, with increased damage due to our targets becoming easier to hit.
Personally I would LOVE the sniper thing, but... considering NPC/Critter AI and the fast moving pace of PVP, Mr. Heavy Machine Gunner seems the more practical choice. I leveled as a sniper, but as Master SS2 (i.e. Mr. Heavy Machine Gunner) is what I find to be more effective 90% of the time. Even with a new weapon for sniper, I have a hard time believing the devs would allow it to be the weapon we dream of as a SWG sniper weapon. But then again, I might be just cynical...
Ha'ole
Kettemore
Master Sharpshooter
1. currently we are gunners, with a little bit of sniper.
2. Given the constant answers from the dev team on what is and is not possible we should continue to lean towards a balance of both.
3. Gunner. The dev team will not implement a sniper role that works. It is by its very nature unbalancing. Of course, no one is going to listen, and if we push for sniper will just be condemed to a poorly implemented skill set that has more weaknesses than a tank made out of cheese. We will lose our AOE attacks, may get a few meters of range. It is not worth the tradeoff.
4. A functioning sniper profession would require ALOT more range than is currently possible. It would need to require an enemy to take at least 15-20 seconds to close. This would require a minimum increase to 128 meters, which is beyond the games capability. Additionally we would require some form of camo/stealth that also works on radar. Again, this is not something they will implement as it completely voids the stated purpose of radar and will be hacked in a day. Finally, we would need the ability to 1 shot kill, at least in potential.
5. We acutually need very little to maintain a gunner roll. We would need startle2 changed from posture up to posture down. (NOT A KD). We could use a range boost to 72m. We should have our accuracy while moving decreased. We could also stand to have our specials have a min range of 16m. A final change would be to have a speed cap of 2-3 seconds WHILE MOVING, with a reduced cap at 1 sec if stationary. This would make us more gunner like. More damage types is not needed (apart from fixing what is broke). That is one of our profession weaknessess.
The combat system in PvP is not set up to allow concealment to be a factor at this point, so I think that the heavy machine-gunner role is essential for riflemen. To make sniper a viable role in PvP, two things would have to happen:
1. It would have to be possible to become undetectable on enemy radar. Taking cover should do this. If I take cover I should be invisible on radar. The trade-off would be that I cannot move, or I can only crawl slowly, depending on level.
2. Terrain should play a role in concealment and defense.
Until these happen, the balance between sniper and heavy gunner needs to stay.
Man.... I really wish I had an edit button... Just wanted to add
The ability to target any HAM Pool via an advanced /aim command or something similar.
That /aim -Target pool- should probably only work with Autofire and not with specials.
1. As our skill tree is set up now. Do you feel we are snipers or heavy gunners?
PvE: Snipers. PvP: Gunners
2. Do you feel we should be leaning more towards heavy gunners or snipers in our skill tree? Our should we balance them out more, keeping them both?
(See next answer)
3. If you had to pick one or the other what would you want, 100% heavy gunner or 100% sniper?
In an ideal game--sniper. Unfortunately, the game mechanics and player base will not support or accept it. A sniper is too black and white with very little (or no) room for gray area--no pun intended. You either kill with one shot or you're dead. You can't balance such a combat system based on the mechanics of this game. There will either be an uproar from the rest of the professions that we can kill them with one shot, or the system will balance/gimp us into a dead breed. If the game mechanics are modifed (i.e. increased range, camo, etc.) then I *plead* with the development team to thoroughly test it before implementing it.
I am extremely impressed with the current balance of rifleman. Yes, it's a painful path to master (as it should be), but it is *not* overpowered, nor does it need changes. I'll regress from describing how I have been knocked-down by TKM, toasted my Master Commandos, diseased by Combat Medics, and skewered by Master Fencers. I will also forego the tales when I succeeded against aforementioned professions. Long descriptions short--it is balanced. Please don't "fix" what isn't broken.
4. If the profession is built more on sniping, do you think we should have more range? What should we have?
Lots of testing. And more testing. Did I mention lots of testing?
5. If the profession is built more on gunner, do you think we should have more damage types? What should we have?
Like I implied before, I'm happy with the current state of affairs, but I would agree with what many others have added: re-add/re-inflict the 2.5x melee modifier. It's the fair thing to do.
1. We are mostly heavy gunners right now, be it on single or multiple targets.
2. We should keep them both.
3. 100% Heavy Gunner
5. As we are right now I think we fill the role of heavy gunner fine. Riflemen are the regular infantry, dealing large damage to single targets and crowds. We also should keep state effects like stun that enable our damage to go thru. Any more than that would be getting into Carbine territory. I see riflemen as the mobile infantry and carbineers as spec ops.