Rifleman Archive

Thread: Sneaky Sniper or Mr. Heavy Machine Gunner?

blackoutcl
Fri Jan 23, 2004 9:08 am
#14

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.


Owen-Lars
Fri Jan 23, 2004 9:16 am
#15

1. Heavy Gunners. Theres no doubting that.


2. We should definatly be snipers, give carbineers the AOE stuff and machine gunner stuff. Give us stealth, sneak attacks and snipers.


3. Again sniper 100%.


4. More range, high penalties for being spotted. Ability to removes yourself from radar, sniper suit (ghille suit) massive damage shots, slow speed, high accuracy. Overall a slow but powerfull 'shadow' combat class that hides, sneaks and 'snipes' enemies and if caught 80% of the time dies.


5. I dont think we should be aiming for more gunner at all, its rediculous we are already the gunners. They should move the AOE stuff to carbineer class and the only damage types we should have should be kinetic (tusken and sniper rifle), energy (standard blaster rifles) and acid (spraystick)




THORTAC BALCOR
The Lost Ranger
RANGER
meeuki
Fri Jan 23, 2004 10:24 am
#16

1. As our skill tree is set up now. Do you feel we are snipers or heavy gunners?


right now we are heavy gunners. even if you are headshotting in PVP calling us snipers would be a stretch. the sniping tree is nothing of the sort.


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?


imo they should be balanced out keeping both, or go with the machine gunner. personally i love the idea of a sniper, but having a true sniper in this game is an unrealistic goal at best. why? because the game engine simply isn't set up to make a real sniper.

1. cover will never work with the current run and gun style.

2. our range will not be increased

3. we won't be removed from the radar


i would't be unhappy with a damage upgrade and a speed reduction (effectively making usrun and gun 'snipers' which the engine would allow) however i don't really see the point. and we'd die alot.


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


i'd prefer a REAL sniper. sneaking, hiding, waiting, killing, displacing. 1 important kill. but a halfassed implementation of this would be far worse than what we currently have. making us slow, heavy hitters, but still encouraging us to run around at 60m is an extremely stale idea.


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


the only way i can see snipers working in this game is to move our range to 80m and perhaps giving us an option to appear neutral or off the radar until we fire.


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


right now i see nothing wrong with our profession aside from one or two bug fixes and accuracy issues.


ideally this game would encourage players to go prone and take cover to avoid fire, thus encouraging us to do the same. this would promote tactics in play aside from the paper rock scissor/group TEF zerging system we have now. it would be accomplished by simply making prone players harder/impossible to hit with AE, and standing/moving players easier to hit with AE. we'll see if that ever happens.




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ErrikksonFLask
Fri Jan 23, 2004 11:03 am
#17

I would prefer a Sniper style all of the way.




:::Errikkson Flask:::
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Eaca
Fri Jan 23, 2004 11:41 am
#18




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.
wer454
Fri Jan 23, 2004 12:41 pm
#19

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


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Tyrst
Fri Jan 23, 2004 2:46 pm
#20

1. As our skill tree is set up now. Do you feel we are snipers or heavy gunners?


A. 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?


A. Sniper


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


A. Sniper


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


A. The ability to hide on radar. I like the idea of not being tabbed to to target if we are using conceal shot while laying prone. We should be able to crawl, slowly, and not break cover on radar also. Guillie (sp?) suits at Master Level would be nice.


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


A. Yes. More specials to drive oppenents to the ground. More AOE skills.



Teer Sanbar
Widow Makers

The Emperors Servant
Vopn
Fri Jan 23, 2004 3:01 pm
#21

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.




------------------------------------------------------

Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
theGauch0
Fri Jan 23, 2004 4:10 pm
#22

A sniper is all about range, concealment and one-shot-one-kill.

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.



--------------------------
Olakazza
Enlightened Wookie
Defenders of Talus
Onichi
Fri Jan 23, 2004 4:45 pm
#23

1. As our skill tree is set up now. Do you feel we are snipers or heavy gunners?


I'd have to say 20% Sniper and 80% Heavy Gunner the way the profession works at the moment.


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?


I think we should balance them out keeping both.. After all there are different "Types" of Rifles, you have Assault Rifles, Sniper Rifles / Hunting Rifles. Let the player choose which ones they want to use for which situations and with which Specials. At the moment any of our rifles can be used for any situation - That is for Bleeds, Headshots, SniperShot or AOE attacks.


I don't know if it is possible to code the combat system to lock certain specials onto Weapon Certifications so that you had to -


Use a Sniper "Type" Rifle for the Sniper type shots ( Snipershot, Headshot1-2, ConcealShot, Mindshot1-2 )


Use an Assault "Type" Rifle for the Gunner type shots ( Strafe1-2, Flurry1-2, Flushing1-2, Startle1-2 )


Where the Rifles of type -


Sniper : Would be highly accurate but slow with Heavy AP and Higher Damage


Assault: Would be Somewhat accurate, high speed, low AP with Moderate Damage


Doing things this way keeps the Versatility of the Professions but makes the Player be more Tactical with which weapon they use. Keeps it interesting


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


If we had the choice I'd probably choose the Sniper role, I've always had a soft spot for the Sniper roles in First Person Shooters From Quake 3 to Desert Combat.The Sniper roles in such gamesjust suit my Play-style. Although with the Range limitations we have in SWG it makes a Sniper role far far harder to implement and the Heavy Gunner much much easier.



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


More range like out to 80 - 100m would be nice but we know that cant be done so something like Invisibility on Radar( and possibly even on screen )when taking cover would need to be implemented I'd say. That sounds pretty overpowering though and I'm pretty sure I read that suggestion being shot down by the Devs at some stage also.


The ability to target any HAM Pool via an advanced /aim command or something similar.


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


Definitely Fix the Damage types on our weapons

Posture down AOE attack/s

AnAOE Delay attack or both.. hehe.


Though as solely a heavy gunner I fear we would become more like a Carbineer / Pistoleer on Steroids with AOE attacks.


Just in closing, although I'd like to play a Sniper I am really very happy with the way the profession is now ( just fix the Melee to hit Chance and put the 2.5x damage mod back for Masters ).



In the immortal words of the mighty Chewbacca "MUAAAAAAAARRRRRRrrrgh!"
Imperial Leiutenant

Official Rifleman's Motto: Of all the things i've lost, I miss my mind the most.
"If you can see it without a scope, it aint Sniping"
Onichi
Fri Jan 23, 2004 5:13 pm
#24

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.






In the immortal words of the mighty Chewbacca "MUAAAAAAAARRRRRRrrrgh!"
Imperial Leiutenant

Official Rifleman's Motto: Of all the things i've lost, I miss my mind the most.
"If you can see it without a scope, it aint Sniping"
Qandu
Fri Jan 23, 2004 5:57 pm
#25


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.


Pwa
Fri Jan 23, 2004 9:35 pm
#26




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.


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