Rifleman Archive
Thread: Rifleman & Range
Let's see. Triple the speed cap and take a third off what you can outdamage... So I guess outdamaging 3 players with pets is not competitive?
LergTHEbutcher wrote:
I disagree. I can outdamage a group of 10 with pets. If you havent figured out how yet thats your problem, but by bumping our dmg output were gonna get reamed by other balances. Range cant happen either because then we could use range as a tool of greif. Personally i like the pistoleer being able to fight back, I dont like the image of a rifleman kiting a player (its chicken$hit). As for a sniper rifle, bring it! Bring 10 new rifle models while your at it. Also they could make the e-11 and the cold gun able to be an actual good weapon with the right resources.
My idea applies to master level rifleman, I completely agree that at novice a rifleman is absolutely weak (or at least used to be when i was grinding through 2.5 damage mods and horrible accuracy), so if your talking about dmg for novice im with you.
Oh and if they give us a 3 second speed cap then i retract this entire statement as were gonna need all this and more to staty competitive.
Thanks
Please could you push for reduction in all other combat professions if extended range is not feasible?
Oh and MORE SNIPER STUFF ![]()
Waitingfor thedayi can play a sniper in SWG.
OK, I didn't want to let this out in just any old fashion, but here's a way around the 80m max range.
The servers load "sections" of the world within a certain radius of your character. They can only load so much for each player because too much would overload the outgoing bandwidth of the servers. Lets say each "section" is 100 square meters. (10m x 10m square)
Therefore, lets say at normal walk speed you have a view range of 96 meters for true detail. This means you have just under 29000 square meters viewable. That makes for about 290 "sections" loaded at any given moment.
Lets take those 290 sections and distribute them in some shape other than a circle, lets say an oval. We are at one focal point and the other focal point is out in front of us. (Obviously we're set up in a special sniper mode to enable this.) The oval is 256m long and 141m wide. (our original circle had a diameter of 196m)
So our new view distance is at the widest 141 meters and out to 220m or so (focal point, remember?)
Our range can now cover 128 m easily.
And we still use the same number of "sections"
Of course this mode would take soem time to get into and get out of, a trade off for the range.
But there's still no reason we can't have 80m ranges normally.
feck wrote:
I get the feeling we are going to turn into the EQ wizard.
We already are, and I hate that. I'm hopefull this revamped combat system will fix this.
How about reworking some of the current rifles such as making the Tusken rifle do kinetic damage again? If I recall right, early on in the game the Tusken rifle did kinetic damage and makes the same sound and bolt/shot animation as the striker pistol and the scatter pistol both which do kinetic damage. Also, a rifle that fires heat and acid that we could use would round us out quiet nicely. Range would be great as right now pistols can hit with a higher accuracy at 64m than a rifle.
Our profession in game consists of two branches: Sharpshooters and Gunners. We are either the snipers out in the distance or the trigger happy machine gunner bunkered in holding down the mass groups. Right now we have some of what we need to operate as our profession allows.
A limited use sniper rifle would be great to have especially if it cost higher on ham and did higher damage. Maybe one shot one kill sort use to help add some flavor to the sniping blocks. Also, how about getting the Hunter title changed to Assassin or something other than the same title as a scout? Technically speaking conceal shot does fall under assassin/sniper use. While we're on that subject how about a ghillie suit for master rifleman? This could be a one time use item that would help conceal our location from the player radar. Maybe after the first shot or two our cover is blown. For it to work right we would have to be in cover and 64m+ away from our target.
One other item that would be nice to have which would help out the gunning part of our profession would be an area suppression shot. With a dlt20a or low damage high rate of fire weapon we should be able to lay prone and suppress mobs/players. Area attacks are nice and should be a specialty of gunners. I realize that it could take some parts of the carbineer profession but technically speaking the T21 and dlt20a are both auto repeating weapons in Star Wars.
PsychoJuggalo,
The Jawa is an Ion weapon. It does not fire a solid shell, it fires an energy beam, just of a different type than the weapons rated as "energy" damage. Ionbeams wouldmore like an electro-magnetic pulse weapon in thatthey woulddisrupt the electromagnetic functions of whatthey are hitting. That is why the description says it is effective against droids (i.e., electronics); although, I do not know if that actually holds true in the game mechanics. That is also why it by-passes armor not designed to protect against it, and why it is considered stun damage. Or at least that is why it shoud work that way. Who knows what they were thinking with regard to the mechanics.
Think of poor R2 when they hit him with a Jawa weapon. The energy enveloped him and overloaded his circuits. It did not shoot a solid shell through him.
The tuskin, with its kinetic damage, would be a projectile weapon.