Rifleman Archive
Thread: Headshot4: One Sniper's Suggestion
Overall, not a bad idea.
Not sure if the "twitch" meter would ever make it in. The range would probably not make it in either since they've been against anything over 64m from beta, despite numerous requests. The timer maybe a bit long too, 2 minutes is an eternity when you normally die in <30secs.
It does say alot about a person when they attempt to balance the skill though with positives and plenty of negatives to go along with the power. Most people just want to be uber with no side effects.
Wow, I honestly think that is a great idea, very well thought out, even though I whould change a few things, but still I love that idea.
Thanks for your responses...In regard to the hit meter thing: I was very hesitant to add this in, due to the fact that it is somewhat related to twitch skills, but I figured I'd throw it in anyhow. On the other hand, much of PvP is currently based on twitchy skills to a certain extent...in the sense that a player's reflex time, and ability to quickly andeffectively string attacks together will give him a huge advantage in PvP. About the timers, they were just suggestions and I understand how long 2 minutes on the battlefield can seem, but the point of that 2 minute vulnerability time was more or less to leave the rifleman helpless, though a whole 2 minutes may not be necessary. The 10 minute timer was mostly suggested to insure that players thought out their attack and don't abuse this powerful skill. They would have tofind a good position, and stay alert in order to even attempt this attack. On another note mind costs would probably be somewhere in the ballpark of 400. Having so many limitations effectively makes the skill a high risk and I feel that is the only legitimate way to get such a high reward.
The skill could be granted at Master Rifleman along with Strafe Shot2, so that if players have no interest in persuing this skill they would still have a powerful attack at Master. However, I think the idea of silently stalking an opponent, picking a perfect position, and picking him off from afar would be a great deal of fun.
I agree that the twitch aspect would be a wonderful breakthrough, but at the same time I'm sure others don't see it quite that way, and in fact may be playing a game such as this to escape such requirements. In response to the client side comment, this is true although to my knowledge client side aspects of the game are far easier to "tamper" with than server side attributes. There is a possible way to get this thread at least looked at by the devs, and that is just to keep it bumped, so if you're interested please try to prolongue discussion.
Oron Dread
As they should when snipers are in the neighborhood
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Oron Dread
In response to Closehauled76, knockdowns are far from a one shot kill and have pretty heft HAM costs. Granted some people may get KD spammed to death, but I can honestly say I have never had that problem after the 75% patch, and can go further to say that I have been vicorious in many a battle even after being knocked down a few times.
In response to Darkshot, in the days to come a 30 second timer will be placed on knockdowns making them impossible to spam as some people still do now. The timer that I proposed at 10 minutes may be a little extreme, and I can see how reduction of that would not be unfair, but I came up with the 10 mins in the first place in order to prevent people from using this skill in other ways than originally intended. It would require you to make careful calculations as to where you were to get into position. To clarify, the timer would start when you exit the covered state or stand up to relocate, not when once you fire. If my original post said otherwise it was an error and this is how I intended it to work: Theoretically you could get into position, and lets say you spot a small group of 3 or so enemies passing through your hit zone and manage to successfully eliminate one of them and the others don't realize what has happened. You could still use this attack on the others while still in the covered state without a timer restricting you. However if you were to miss any of these shots, you would suffer the vulnerabilities for an allotted amount of time that I mentioned in my original post. The move cannot be attempted more than once on any target in the same battle, either they get incapacitated, or you miss rendering yourself stuck in prone position with your specials disabled for a certain amount of time. In another scenario, lets say you pick a spot to go into the covered state, but have no luck finding targets. Once you stand up to relocate, that is when the 10 minute timer starts, forcing you to be careful in choosing position, much like a real sniper would. Another scenario might involve you getting into a covered state, but someone spots you before you get a chance to attempt the attack, or you attack a member of a group and his group members spot you as a result of that attack. This would force you to get up from your covered position to seek cover or to persue alternate modes of combat, seeing as the skill would also not work ifan enemy were toinitiate combat against you. So the "10 minute timer" would only start after leaving the covered position required to attempt this skill. Hope that clears some stuff up.
Oron Dread
Is it just me who sees how much out of bounds this suggestion is? Nice idea, maybe, but some of it is seriously out of pace withhow combat inthis game is intended to be.
Some kind of bar indication where the rifleman is supposed to click inbetween some markers for an accurate hit?!? SWG is not build as a FPS game, you earn tiers in the rifleman trade, some of them grant you more accuracy which is a bigger % chanceto hit. This is used in in ingame calcutator and you will either hit or miss, you own ability to follow a cursor sliding back and forth and clicking at the right time has nothing to do with combat, no matter what class, is designed
XX minutes before you can shoot/move? again rifleman skill boxes, there is a parth which gives you riflespeed, this affects how fast you can shoot the rifle, but the intial time it takes to recover is based upon the wepon, not the /special.
But basiclyfine suggestions if this was a FPS, but its not, changes like this could cause for a complete redesign of combat for all classes.
I was going to sit here and flame you for being to long winded, repeating yourself and trying to sound clever by using big words but then failing when you make grammatical errors here and there and just basicly a poorly written paper meant to sound smart but enough of that it's just my opinion so who cares and since my grammar is worse I'm one to talk. Here's my thoughts on what you want to be one shot kill
Gained at master rifleman
Improved wound chance to prevent players from nullifing this with doctorsat least forcing them to expose their droids to hostile fire orsendingthe wounded to a field hospital
No twitch meter this isn't nintendo this game is meant to be more character skill based and not player that's why it's a roleplaying game and not an action game. You want twitch sniping go play planetside.
Done from and advanced form of cover at 64m (game mechanics reasons only)drops player off radar and makes them impossible to target until they fire their first shot.
Can only be set up in "sniper build zones" where the sniper sets up his camo and gets comfy
Can create a "sniper build zone" by mimicing the surrounding terain this takes time to set up while the sniper would gather the resources to make the nest or he can harvest one earlier to speed up the process but the camo kit can only be used in that specific type of terain.
Awarness checks can be made to notice the sniper's nest and make the sniper himself targetable
An awarness check made once the sniper fires his first shot to give an "area target" to return fire if the sniper can pull out and be somewhere else he can possibly avoid retaliation a highly sucessful check means the sniper himself comes up on radar and becomes as a normal player only deader
Large bonus to awarness check if the sniper tries to take a second shot or more
Shot doen't just incap it is a DB or a chance for an automatic one at least
Counter sniping line is just that and gives us awarness check bonuses so we can go with hunting parties to ferret out snipers
To sum it all up stealth for the sniper to avoid getting killed, awarness checks to locate the sniper, and allow for one shot kills.
Kylse Lowbie Rifleman and Master Combat Medic of Flurry server
Again,this is thereason which I was hesitant to put the hit meter in the plan... although I've never played a FPS that based aiming on hit meter of that type either...I look upon that as a sort of middle ground between the MMORPG and FPS combat systems, which I understand may be unwelcome. Yes skills are granted as new tiers are reached, along with modifiers that effect how those skills function, however the aim of my post was to present a suggestion for a unique discipline. All that is included in that plan is for a single move, granted the move has multiple parts, but it is still all one move, making the modifiers that riflemen get somewhat irrelevant. It is a unique and complex move, but a single move nonetheless. How would the rifleman speed modifiers come into play if only one shot is fired? The accuracy mods are however another question, and I felt as though most rifleman would like to have the hit meter--even though this is not a FPS, of which I am aware--to have at least some power over whether or not the shot hits or misses because this move requires such a large risk. It seemed to me that the skill would be more attractive if the player performing it had a bit more control than if he were just rolling a set of dice, as regular combat is in this game, seeing as failure to complete the move with success would most likely lead to death. To adress the rest of your concerns...the inability to move or stand after failure of this move along with the timers are set in place to balance the potential damage that this skill can do, which keeps it well "in bounds" if you ask me.
Certainly there was a lot of time put into this game to make it unique, to break the MMORPG mold if you will, by adding new features, innovative combat and gameplay systems, while at the same time maintaining an air of realism and accuracy to that presented throughoutStar Wars Universe. So why would a suggestion like this be so outlandish when the gaming industry is constantly trying to break new ground? The way I see it this skill would fit in fine. I certainly do not think it would require a complete overhaul of the game's combat system, but possibly wouldinspire the developers to come up with and add in more complex and exciting moves like this for other classes in the game.
Oron Dread