Rifleman Archive
Thread: Our 3rd Question(Version 2.1)- All Riflemen, Please Read. [Updated Again!]
"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."
klawlegna wrote:
Looks good to me!
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
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.
Noone said we were lossing our mind hits. Just that in PvP the Mind pool will no longer be the determining factor.
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
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.
The way the combat system is set up, there's no way we can be snipers.
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.