Rifleman Archive
Thread: How Rifleman could be helped in PvP...
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Akinoor
Thu May 27, 2004 8:17 am
#14
The ultimate anti sneak tactic would still be the tab key though.
I really agree that rifleman needs to be something more than just the most powerful ranged profession but I don't know how this conceal/sneak/zoomthingiescould be done without changing the whole engine from turn based to twitch, and besides from being a completely new game, I don't think that's possible for a mmo with today's tech.
Bicasso
Thu May 27, 2004 7:27 pm
#15
Akinoor wrote:
Fred_Skinner wrote:
Akinoor wrote:The ultimate anti sneak tactic would still be the tab key though...snip...Not if the client is never given the info. There will be no target to "tab" onto.
True but how could you possibly balance that in the current engine/balance?
Leave that to the Devs to answer - which we are stilling waiting on.... for the longest time.
We want our money's worth!
Fred_Skinner
Fri May 28, 2004 12:28 am
#16
Akinoor wrote:
The ultimate anti sneak tactic would still be the tab key though...snip...
Not if the client is never given the info. There will be no target to "tab" onto.
BanthaTrainer
Fri May 28, 2004 1:03 pm
#17
I agree 110% what the poster said, and also the range IS VERY UNREALISTIC, my jawa rifle has a 40meter range ideal range...40meters? I could throw a rock at them at that range.
Bicasso
Fri May 28, 2004 5:43 pm
#18
40m... That is very unrealistic. Not only that... the setting of the game is.... light years into the future.
Devs...have you ever also considered:
1) It's a rifle.
2) The setting is the future.
3) We are dealing with lasers, blasters, etc... which all have the potential to go farther than 65m??
Dzhokar
Fri May 28, 2004 8:55 pm
#19
I'd have no problem with most of these changes... if you couldnt wear armor while equiping a rifle... altho people would just make macros to toggle the two. IMO rifleman is already powerful enough. Letting them hit the mind poolat 1 shot per second from 80+ meters away while being hidden from their enemies is just too much. Even if you did make it impossible for them to hit anything inside of 50m.
MasterTexiria
Fri May 28, 2004 9:57 pm
#20
Simple solution put a hard cap of at least 3 seconds on rifleman there by making them the sniper or long range shooter role.
SnowChimp
Sat May 29, 2004 10:38 am
#21
im 4004 riflemen and i killed5 overt imps with just my ion in about a minute and a half...we do need aslower cap, ive been to plenty of fights with guidies and other rebs and it seems all the melee profs are gimped from bugged turrets and/or an overlylarge emphasis on ranged...with the greater range turrets would be much more doable, not to mention make our prof all the more cooler lol
Bicasso
Sat May 29, 2004 8:26 pm
#22
Again, examine the role of a rifleman. Theory first then actual in game features.
-65m maximum range is not even remotely far for a rifle.
At that range - rifleman are not really "rifleman" as what real war, special military operations and hollywood movies proclaim what rifleman are.
SWG dictates:
-Maximum range of a SWG rifle is 65m (213 Feet).
Now pull away from SWG logic and lets examine real numbers.
-A rifle is capable of shooting at 300m to +500m.
-A pistol is capable of shooting at 50m to +75m.
-A carbine is capable of shooting at 50m to +100m.
Granted we don't have to have +500m for rifle stats in this game... but there is a BIG difference in what short/medium/and long ranged weapons do. The devs obviously did not make it role sensitive for ranged advantages in the long run or we wouldn't be having this discussion about rifleman.
And as to lower the range of other weapons - that would be opening a whole new world of discussion with the other professions. Ideally, all weapons should be adjusted to meet ideal range statistics for there intended roles. The devs clearly did not factor that. We have pistoleers and carbiners having the advantage in the 65m umbrella.
Face it Devs and Rifleman - we are chained to a stake just waiting to play and utilize sniper skills and roles. The title of sniper is a joke in this game.
Devs, recognize the role of a rifleman and reconsider what the ideal rifleman should be.
-65m maximum range is not even remotely far for a rifle.
At that range - rifleman are not really "rifleman" as what real war, special military operations and hollywood movies proclaim what rifleman are.
SWG dictates:
-Maximum range of a SWG rifle is 65m (213 Feet).
Now pull away from SWG logic and lets examine real numbers.
-A rifle is capable of shooting at 300m to +500m.
-A pistol is capable of shooting at 50m to +75m.
-A carbine is capable of shooting at 50m to +100m.
Granted we don't have to have +500m for rifle stats in this game... but there is a BIG difference in what short/medium/and long ranged weapons do. The devs obviously did not make it role sensitive for ranged advantages in the long run or we wouldn't be having this discussion about rifleman.
And as to lower the range of other weapons - that would be opening a whole new world of discussion with the other professions. Ideally, all weapons should be adjusted to meet ideal range statistics for there intended roles. The devs clearly did not factor that. We have pistoleers and carbiners having the advantage in the 65m umbrella.
Face it Devs and Rifleman - we are chained to a stake just waiting to play and utilize sniper skills and roles. The title of sniper is a joke in this game.
Devs, recognize the role of a rifleman and reconsider what the ideal rifleman should be.
Elzaa-Itu
Sun May 30, 2004 12:15 am
#23
i don't think the soloution is neccecearly increasing our range but rather decrease the range of other guns in the game and actually fixing so that not all 3 ranged weapons fire at 1 second
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