Rifleman Archive

Thread: Rifleman Revamp Proposal V1.21

HarlequinMK19
Mon Aug 16, 2004 4:28 pm
#14






RockeyThrashio wrote:
(By the way, this is GK-245 from epilson detachment, 3,1,0,1 riflemen)

While I like your ideas (and you deffinetly put a lot of thought into them), I can't say they would be good for the profession. I very much doubt snipers would work in game. I've heard people on these forums saying that they wanted snipers with a one shot kill ability. This would be nice, but hugely unfair the the rest of the players. However, with out this abilites or ones close in power to it, the sniper would not be able to be of any use in pvp.

I also think think the devs name us Riflemen for a reason. We were not meant to be snipers, we were simply meant to be fighters who fought using long range rifles. In our earlier stages we fired slowly, but as we got better we learned to fire fully-automatic (T-21 at master ). I honestly do not think the sniper would work, and that our profession as it stand now works well enough.






Hate to disagree, but according to the Devs, we are SUPPOSED to be snipers. That was their idea and yet it is one they have been denyingus. I firmly stand by the Sniper archetype because if the Rifleman did not have the ability to snipe, then there would be no difference between it and the Carbineer. If you put the two classes on level playing fields (And actually have all of the specials work) they aren't that different. Granted, they may affect different parts of the HAM bar and have different ranges and weapons, but seriously, they're more similar than not. IMO, the Carbineer needs to be the guy bum-rushing the front line and tactically slapping down full-auto fire on the enemy, the Rifleman would provide battlefield overwatch as well as be able to rain down fire when needed from long range. I think a big part of the problem here is that I don't look at this game in terms of "balance" for the sake of the game world. I examine the combat professions and apply real life tactics and rolesto them, and I think Karden tends to do the same, which is why we agree on a lot of this stuff.


Rifleman is a great profession the way it is, but I see no reason why we can't expand it into something a bit beyond what it is. Furthermore, if you don't like the Sniper aspect....don't do it. From what I can see, none of us are being forced into the role as per Karden's revamp.


I also don't see what the big deal is about the ghillie suit, as I see it as a way to encourage player interaction more than anything. If the ghillie suit is only craftable by a Ranger and a Tailor, then how is this giving the Rifleman all the power? Furthermore, if you keep all of the major Concealment and Camouflage mods in the hands of the Ranger, then that would require that Rifleman take up Ranger as well in order to become the "ultimate sniper".


I can understand the points being made, but I just think this is a matter of people all looking at the game through different sets of eyes, which is a good thing, but I think that's ultimately where any type of disagreement comes from.



-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
LiakyK
Mon Aug 16, 2004 4:47 pm
#15

Also about the SX-451, You know the Squad Leaders and Commands were trying for a while to get the E-web as a weapons, dont know where that went. Dont know how that would affect us or them, though it looks like taking a 50 cal machine gun and making it a sniper rifle... hehe



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
KardenTyrell
Mon Aug 16, 2004 6:18 pm
#16



LiakyK wrote:
This special backpack gives the Rifle user the ability to fire the T21 each second, due to its replenishing supply of energy. However the rate of fire cannot be sustained forever, it needs to cool down before you can make such a deadly firing sequence again. The backpacks are buyable from a recruiter, and require you to be in factional armor to wear it

What us wooks who dont have factional armor?




Ive been trying to come up with a solution for wookies regarding the backpack, although your suggestions are as good as mine, I thought about somekind of armor segment like the wookiee bountyhunter Snoova has. Although I doubt the empire would allow wookiees to equip such items of war. *ponder, boggle*



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KardenTyrell
Mon Aug 16, 2004 6:21 pm
#17



LiakyK wrote:
Also about the SX-451, You know the Squad Leaders and Commands were trying for a while to get the E-web as a weapons, dont know where that went. Dont know how that would affect us or them, though it looks like taking a 50 cal machine gun and making it a sniper rifle... hehe





I really support the commando's to get the E-web as a weapon, but this sniper rifle (as seen in the description) would become the Anti E-web Weapon



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KardenTyrell
Mon Aug 16, 2004 6:24 pm
#18

Ive looked everywhere for designs or looks of the sniper rifle, and I could not find it. Dont know if it exist in a visual form, or its hidden in lucasfiles. In anycase Ive dug up my old starwars action figure collections from years and years back. Took all the badass weaponry looking like big rifles or sniper rifles, and started to make some design scetches. The more work we take off the devs hands, the better



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LiakyK
Mon Aug 16, 2004 6:28 pm
#19

Limit the Eweb to like 58m so we can counter it, cause I know some people though of camping Starports with the weapon.

Mabey Just having to be overt for wookiees, but the devs would probably be to lazy to add the code to allow it...

I have heard that wookiees MIGHT get special Mission armor (Like RIS and Mando) dunno how that will affect things. Actually if you look, some of the other species cant wear all the ST armor, so that could also affect things.



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
SonOfASkywalker
Tue Aug 17, 2004 12:23 am
#20

Rangers will still be needed to make the guile suites. (as described in the proposal)
The suite and being hidden is what makes a sniper iconic. The Rifleman/Ranger still be the ultimate sniper, as he can make his own guille suites, track down a person, setup position and wait to take the shot.





oops, guess i should have read the fine print about needingcamo kit


Still, a couple questions:


1) will a rifleman need a guile suit for each planet he hunts on?


2) what will the guile suit do that is different from camo?


3) would affect Cover mod.?


On a different note, I don't know if this is something the devs will do if there conception of ranger camo is the same as this.


My $.02

KardenTyrell
Tue Aug 17, 2004 5:31 pm
#21

In your oppinions, have I balanced out the skills, by giving power but introducing a large weakness and vica versa?



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LiakyK
Tue Aug 17, 2004 5:41 pm
#22

Lets ask a pistoleer to check it out.



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
superBOY5
Tue Aug 17, 2004 10:41 pm
#23

Well I am not happy with you messing around with Marksman mods, I don't mind moving the certs around but grinding up rifles in marksman was a bit of a pain doing it the fun way and not the grind way, with your changes to Rifle Speed being lumped to +15 in one spot and removing one +5 Rifle speed in novice marksman will make it a bit harder to go up the Rifles 1-4 tree, I am still in favor of +5 Rifle speed in Novice marksman, and one in Rifles 1, 2, 3, 4 each as is currently in the game. I actually think that the Marksman tree of Rifles is fine, and already a bit hard to go up, as is with other professions in the novice catergory. Remember most of the novice grind is done without armor and without buffs. Also most of the other novice professions get like 80% of their weapons in the novice branch, although I must also say that most of those are not really used until you hit novice of your profession and/or higher. This is very true with rifleman, I used a DLT20 to grind up Rifles, along with a spraystick. Now when I hit Novice rifleman, I used a speed sliced laser, and a tusken.



.
KardenTyrell
Wed Aug 18, 2004 3:17 am
#24

Ive split 5 speed to make it more gradual change, and moved 10 block to militairy training



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HarlequinMK19
Thu Aug 19, 2004 2:18 pm
#25

Karden,


Last time I looked at the revamp (like...a minute ago) I sawthat the block forRifles1 /Marksman and the block forMaster Rifleman contain the Certification for the T21 Energy Module Backpack. Not sure if this is intentional, but I'm guessing it isn't. Oh, and not that I'm a grammar freak or anything, but the proper spelling for "Guille Suit" is "Ghillie". Now i'm not trying to make the Rifleman into a "god" character, but I don't think I saw any defense for Knockdown in the chart. In my experience as a Rifleman, getting knocked down has been the bane of my existence. Just my thought on things. Even a small skill mod would be welcome, but alter at yout discretion.



-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
KardenTyrell
Thu Aug 19, 2004 2:21 pm
#26

in my opinion, there should be no way someone can knockdown someone who is prone or in cover...

Ill fix the few mistakes



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