Rifleman Archive

Thread: Our 3rd Question(Version 2.1)- All Riflemen, Please Read. [Updated Again!]

Buttersjosh
Tue Jun 01, 2004 2:08 am
#14

i know this maybe off topic but can some one tell me what they mean by this


"The new HAM system will be much more dynamic and as a result will change the focus on “mind hits”. I don’t know to what degree, but that is something that will surely be looked at."



* Marus Greywords*
XaverriJade7
Tue Jun 01, 2004 2:31 am
#15






klawlegna wrote:
Looks good to me!






And thanks for the support, klawlegna!- it means a lot





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Buttersjosh
Tue Jun 01, 2004 2:37 am
#16

so wait we lose the one good thing we have which is hitting the mind pool.

also I don't like the term grunt we don't want to be the guys that just go out to die. Now if the mind pool becomes healable we are in trouble. What do you mean by grunt what is so good about that, and rapid fire that is what carbines are not rifle



* Marus Greywords*
Buttersjosh
Tue Jun 01, 2004 3:13 am
#17

also I heard some one talk about getting rid of our AoE's no way those things can be very usefull if your smart about using them



* Marus Greywords*
SkinnerOne
Tue Jun 01, 2004 5:54 am
#18

What I would like to see is a new set of SUPER Professions.... and a certain amount of Skill Points for them that you would "Unlock" after completing certain ingame requirements such as Time in game, Time in Profession and perhaps some sort of quest system.



These Super or Specialist professions could be something likeSNIPER for Riflemen. Each Master Profession could have it's own Specialty.



Now, in the case of Riflemen, qualifying for SNIPER would come after say, 6 months in the Rifleman Profession and maybe a year in the game.... and some sort of quest. Then you would begin the training for SNIPER.... a Specialty that would eventually provide MAJOR benifits like I have seen posted here. Radar Invisibility, Extended Range (With a specialty made weapon) and a weapon with superior power.


I used to think that these kinds of games tried to stretch out the process of becoming a strong and survivable player. However I think this kind of advanced system might provide for the kind of abilities without unbalancing the game.... At least not right away.





Skinner - The restless Wookiee, Master Rifleman, Almost Master CH
Pawnee - Master Bio-engineer, New Acropolis, Naboo
Stifinbobifin
Tue Jun 01, 2004 6:21 am
#19


im still working on novice rifleman, (i'm hoping that theyre not going to completely kill it) but i've been reading the rifleman forums alot.


okay, i guess it makes sense that we cant get extended range, but can we instead make it that we're more effective at our max range?

i know this has all been said before, but i feel special putting it in my own words

1- the range modifier needs to be fixed, i have seen it go from negative to +40 just by moving one or two meters.

2- i would not mind having zero accuracy while moving if we could be stronger while still.

3- if the range modifiers were fixed, we could stay at our ideal range, and if you can work together with someone, (or get a creature to tank for you) you can stay effective as a support/sniper


the idea about different weapons for different situations sounds like a very good solution


forgot the rest of my post. stupid distracting friends




Esro Nefy
Starsider
Bored Bored Bored Bored BORED
Waste93
Tue Jun 01, 2004 6:53 am
#20






Buttersjosh wrote:
so wait we lose the one good thing we have which is hitting the mind pool.

also I don't like the term grunt we don't want to be the guys that just go out to die. Now if the mind pool becomes healable we are in trouble. What do you mean by grunt what is so good about that, and rapid fire that is what carbines are not rifle



Noone said we were lossing our mind hits. Just that in PvP the Mind pool will no longer be the determining factor.




Colonel Waste - The Wookiee Crusader
LyteFoot
Tue Jun 01, 2004 7:13 am
#21

Well I'm very new to rifleman so take it for what it is worth. I think we do have sniping at least for PvE. I did enough PvP in former games and am not interested in this version of it so my main focus is PvE. With just a few more meters of range and less hit on our pools for specials sniping becomes a very viable activity. I love being able to dropmany creatures with just 2 or 3 shots to the mind. Doing this just outside their agro-detect range would make this profession perfect. I know I can see them on radar and target them much farther out than I can shoot them so it is possible to increase the range slightly to say 80 meters instead of 64. To me that makes the profession perfect for PvE while not making it uber for PvP.



Elwyn LyteFoot - Corbantis server
Stifinbobifin
Tue Jun 01, 2004 7:23 am
#22

I dont think there are many problems right now with PvE, just some minor problems that could be tweaked.


PvP could use some work, radar invisibility would be extremely helpful even without extended range.



Esro Nefy
Starsider
Bored Bored Bored Bored BORED
LyteFoot
Tue Jun 01, 2004 8:48 am
#23

Radar invisibilty can't be done without exploit problems. The client software still needs the location data and someone would write a hack to capture this and display your location causing all kinds of issues. You guys can push for it but I don't see them allowing capabilities that can be hacked as easily as this.



Elwyn LyteFoot - Corbantis server
beamstalk
Tue Jun 01, 2004 8:50 am
#24






LyteFoot wrote:
Radar invisibilty can't be done without exploit problems. The client software still needs the location data and someone would write a hack to capture this and display your location causing all kinds of issues. You guys can push for it but I don't see them allowing capabilities that can be hacked as easily as this.






The older riflemen are not pushing for it, we are using the same argument you make to explain why we will never be true snipers. Plus the devs have stated before that no one will ever be taken off radar, just as they have stated no one will be able to shoot from a range greater than 64m.



Kel-jun
Master Rifleman
Dark Blade - PA
Flurry
Thrawn caught his eye; and to Pellaeon's astonishment, the Grand Admiral smiled. "But," he whispered, "it was so artistically done."
Joslo
Tue Jun 01, 2004 8:51 am
#25

Looks like a good question to me.

The way the combat system is set up, there's no way we can be snipers.



Joslo Kesunn - Famous Smuggler Board Troll
Master Rifleman, Master Fencer, TKA 4/0/0/4
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satanis
Tue Jun 01, 2004 9:46 am
#26

I'm a new rifleman, was carbineer for a long time, but wanted something effective for regular PvP.
But a rifleman. The idea of a sniper as a lone soldier is to pin down one or more troops, to fire from concealment.

Its hard to fire from concealment if as soon as you hit the enemy they automatically target you back. That would be a good "sniper" mechanic.

The current Snipershot in PvP I love. Though I'm now a rifleman. I've gained more fxp in the last weekend than 3 months of carbineer. Mainly due to snipershot - not that I wasnt killing things before, but now I was db'ing those I managed to incap. It seems somewhat overkill as a reward. Snipershot could became a next-shot-multiplier to add the no-target effect, or maybe a large damage mod. ( x1.5 speed for x2 damage?)

With regard to "pinning down", I seem to be lacking "supression fire3" at master rifleman. Really should be able to lay AoE fire with a strong chance to posture down (the animation would be a single richochet sound, and single bolt of energy - with players ducking for cover). That'd mean a rifleman can keep those enemy troops low.



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