Rifleman Archive

Thread: IC 1-12: Combat Roles; Rifleman *TIME TO RALLY*

Telakyte
Wed Jan 21, 2004 8:17 pm
#27

Soldier. Simply put, we're the backbone of any army. We lay down a heavy barrage of fire, and keep it up for as long as possible. The "Sniper" title is actually quite silly. We cannot for the life of us one shot kill anything worthy of being sniped. If you give the "slow but powerful arguement" then you bring to mind over 1,000 needed changes to the system. As it stands, if a rifleman is a slow but powerful sniper, I should be able take down an individual unsuspectingly. As it stands, the minute I fire one round he's charging at me with his 64 range pistol and doing plenty of damage. Actually, he's charging at me long before I fire the first shot. Even before I go prone. He sees me on radar the minute I come within 128ms. There goes any element of surprise. Oh wait? He also runs at me. Which means my accuracy (even at master, though slightly not as bad) goes to dirt. I can't go prone, because the minute I do he'll simply barrage me to death.


Keep us as we are. Unless you plan on removing stupid radar and actually allowing us some means of evading detection.



"When life throws a curve ball, don't duck...you just might miss something"
Onichi
Wed Jan 21, 2004 8:34 pm
#28








Telakyte wrote:


-snip-
If you give the "slow but powerful arguement" then you bring to mind over 1,000 needed changes to the system.


-snip-






I think with the combat revamp there are already going to be at least 1,000 changes made.. hopefully for the better



In the immortal words of the mighty Chewbacca "MUAAAAAAAARRRRRRrrrgh!"
Imperial Leiutenant

Official Rifleman's Motto: Of all the things i've lost, I miss my mind the most.
"If you can see it without a scope, it aint Sniping"
Onichi
Wed Jan 21, 2004 8:49 pm
#29






Eaca wrote:





Onichi wrote:



some stuff...








I wasn't saying they should decrease our damage or increase pistoleer damage. I think its great that they're trying to make classes actually different, with different rates of DPS, defenses, and effects. Tho I still think master pistoleers should be able to duel wield, to increase thier damage some, tho they should suffer a accuracy penalty when doing so.






I did write "some stuff..." hehe!


Pistoleer Dualwield = A must have! I totally agree..



In the immortal words of the mighty Chewbacca "MUAAAAAAAARRRRRRrrrgh!"
Imperial Leiutenant

Official Rifleman's Motto: Of all the things i've lost, I miss my mind the most.
"If you can see it without a scope, it aint Sniping"
Eaca
Wed Jan 21, 2004 8:57 pm
#30

I just get tired of threads getting longer and longer cause everybody quotes everything thats been said...
Raloorn
Wed Jan 21, 2004 10:33 pm
#31

heh at least they are finally doing what I wanted them to do about 4 months ago.


Define the roles of each class.



--------------------------------------------------
well you can't say SoE is just in it for the money, because if they were they would open up classic servers and double thier income.
Shilak
Thu Jan 22, 2004 10:12 am
#32

I think this speed capping idea is crap, its not the speed cap thats the problem, its the whole way the +speed works, reach +100 and no matter what style or weapon you will hit that 1s cap.


If they make Master Pistoleer equal to Master Rifleman then they MUST remove the stacking of pistol stats from Pistoleer, Bounty Hunter and Smuggler or Rifles will end up at the bottom of the pile again. The same applies to carbines with Carbineer and Bounty Hunter.


A lot of people seem to think that riflemen are just snipers, that isnt the case, we are 40% sniper / 60% heavy gunner. Unfortunately, I fear that SOE might end up doing what the short-sighted cry-baby nerf-herders want and turn us into a sniping class with severely limited PvP abilities.






M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

Wekai
Thu Jan 22, 2004 10:35 am
#33

You may want topost about what you want to NOT be, as well. The subtext to all the blather about combat roles is that no one profession will be allowed to be good at everything. This means we're going to lose something - speed, damage, defense, something. You should also consider that "balance" will mean that the bigger the strength, the bigger the corresponding weakness. So this is your chance to pick a weakness you can live with before the devs pick one for you. I had a hard time admitting that I could live with any weakness, but I'd prefer to channel the nerf in a direction that won't kill the profession for me.


Personally, I want to be a superstar at 30+meters. If that means I stink at close-range, I can figure out a build to compensate.


Also, I thought of an interesting system while I was thinking about balancing the ranged classes, too. What would you think of a "rolling" speed cap? Break combat range into 20 - meter speed zones of short / medium / long When you're in your range, 1 second. Next zone is 2 seconds.Further out, the cap is 3 seconds. This means the pistoleer is full-bore at short range, but slow at long. Rifleman is the reverse, and gets worse as the opponent closes. Carbineer is the happy medium at 35meters, but stillOK at the extremes. Not too realistic, but everyone has their place to shine and we get to keep our speed.
Any takers?
Jeisyn
Thu Jan 22, 2004 10:46 am
#34

Wekai - exactly.


choose our weakness. all that has to be done is bring back our old weakness (which was perfectly fair aside from warping mobs).


2.5x melee dmg, as mentioned before. thats all we need.






Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Balute
Thu Jan 22, 2004 10:57 am
#35

Hello fellow knuckle-draggers,


I am relatively new to the Rifleman forums, matter of fact, this is my first post here. I got side tracked with being a holowhore, so I went and bought a second account just to make myself TKA/ Rifleman. Now I've been reading on how everyone keeps bitching and moaning about how powerful a rifleman is and how we should be nerfed, blah, blah, blah, and I gotta tell ya...IMO (no, I ain't humble, I'm a rifleman!) there should be no way, no friggin way, someone with a pistol, shouldEVER be able to out fire a rifleman.


Lets look at this in terms of RL (I know this is stupid, because this is a game, but chit! Give me a break!). In RL a rifle, say an M-16A2 has roughly a max eff. range of 350m. Now thats effective range, not max range. This means, that on average, a regular grunt can shoot and kill something upto 350m on a regular basis. Now pistols, on the other hand, lets say a 9mm Baretta, has a max eff. range of something like 35m. I believe my father, a sniper/state marksman champion, said that the U.S. Army standard is 5 in the chest, 5 in the head at 25m, roughly. In other words, if your target is 100m away, and you are armed with the standard issue 9mm Baretta, you have a better chance of hitting the ground than you do hitting your target. Also, lets look at max. rounds per minute. Your standard M-16A2 has a max RPM of like 8-900. Pistols, like the 9mm Baretta, on full friggin auto, something like 400ish (dunno, didn't care, never looked). So tell me, how the hell can a pistol out fire a friggin rifle? We won't even get into armor piercing, or damage, etc.


Here's my thoughts on this nerf. If you want to nerf rifleman, fine...whatever, dickheads. Just like in RL, the grunt always gets the shaft. But if you want to nerf us, you **edit** well better nerf the pistolwimps / cariweeners. The only thing that should get close to our rate of fire are cariweeners...and they should be no where near out damage output! Increase our range, and reduce pistoleers range and I'll take a speed reduction. The map of what will fire at what distance should ALWAYS be measured by the rifle. A pistolwimp should get a "Target out of range" message if they are over 35m away. Same for cariweeners at 50m.


I've been a rifleman/ infantryman for 10 years in RL. The only times I've ever used a pistol was when it was assigned to me, or when the bad guys got to close and I had run out of rifle ammo. And even when it was assigned to me, I told my supply sgt. to give me one of the extra -16's or SAW's to use as my primary weapon. It is absolutely ridiculous that a pistol can ever out shoot a rifleman. Period. Headshot. Dead.



IKAIKA  FIGHTER  FOTM
POHAKU  CRAFTER - GIMPED
KAMEHAMEHA  JEDI  FUBARD
Life should NOT be a journey to the grave with the intention of arriving safely in an attractive and well preserved body, but rather to skid in sideways, chocolate in one hand, martini in the other, body thoroughly used up, totally worn out and screaming "WOO HOO what a ride!"
CorporateDan
Thu Jan 22, 2004 11:03 am
#36

I made a post in that thread about making rifleman both fast with AoEs, and slow with highdamage. Kind of like how you can change an assualt rifle to single shot and full auto. It would compare to different stances in other games, so I know it can be implemented. For more details look for my post in that thread.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
Onichi
Thu Jan 22, 2004 6:22 pm
#37






Jeisyn wrote:

Wekai - exactly.


choose our weakness. all that has to be done is bring back our old weakness (which was perfectly fair aside from warping mobs).


2.5x melee dmg, as mentioned before. thats all we need.





I agree entirely, although I think we could do with maybe a little tweaking to our Melee defense too ( Dont kill me for saying that ) .. I think we have more than even a Master Pikeman at the moment hehe. Thoughhaving the 2.5x damage multiplier back in effect would balance that issue out somewhat. On the other hand, Boost the Pikeman instead I say.




In the immortal words of the mighty Chewbacca "MUAAAAAAAARRRRRRrrrgh!"
Imperial Leiutenant

Official Rifleman's Motto: Of all the things i've lost, I miss my mind the most.
"If you can see it without a scope, it aint Sniping"
Abominable-TCO
Thu Jan 22, 2004 6:37 pm
#38








Eaca wrote:




Right now rifleman have the ability to exceed the pistoleer DPS by almost double at master rifleman, almost 4x if you add master marksman on that too. This granted a rifleman who knows what they are doing and what thier speed is vs what speed/damage gun they need to pull off this kind of damage. With a few rifle speed tapes its even worse, with my rifle speed mods and my guns I can average... well a lot of damage.






You say we do a huge amount of damage quickly i wont disagree but its countered that alot of that damage is done to ourselves to a very specific non-healable pool (CM doesn't count as I have yet to see one even bother) this DPS we hve is very short lived whereas the other professions are capable of sustaining rates of fire almost indefinitely!


Oh and I can really feel that speed cap coming! even tho its going to kill the profession (as I bet we won't get a dmg boost with it)! but at least then we can argue for a range cap on pistols and carbines and say yes but we dont shoot as fast as you .... (that'll teach em)



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PsychoticChipmunk
Thu Jan 22, 2004 6:47 pm
#39








Onichi wrote:


I agree entirely, although I think we could do with maybe a little tweaking to our Melee defense too ( Dont kill me for saying that ) .. I think we have more than even a Master Pikeman at the moment hehe. Thoughhaving the 2.5x damage multiplier back in effect would balance that issue out somewhat. On the other hand, Boost the Pikeman instead I say.





Do we? I honestly believe that is just a bug and we have more defense then we actually should. Of course that doesn't mean anything to all the nerf callers.



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