Rifleman Archive

Thread: Sneaky Sniper or Mr. Heavy Machine Gunner?

T-Bone78
Fri Jan 23, 2004 9:45 pm
#27

With radar and short ranges we cannot be snipers.


I would like them to fix the moves that are for /takecover and leave us as a split.


Would prefer to be both but would have to say Gunner is more my style. I don't see how they could really make us snipers.



T-bone
On SWG Vacation
Sha_Ja
Fri Jan 23, 2004 9:51 pm
#28



klawlegna wrote:
1. As our skill tree is set up now. Do you feel we are snipers or heavy gunners?
2. Do you feel we should be leaning more towards heavy gunners or snipers in our skill tree? Our should we balance them out more, keeping them both?
3. If you had to pick one or the other what would you want, 100% heavy gunner or 100% sniper?
4. If the profession is built more on sniping, do you think we should have more range? What should we have?
5. If the profession is built more on gunner, do you think we should have more damage types? What should we have?





i say we keep both, Heavy gunner would be abilitys and and counter sniping, sniper should be conceal and sniping, at master rifleman you should have the best of both worlds, The range should stay, But they should eliminate pistols from firing that far, we should be able to do both because we are the slowest to level, and dont see anything untill master



Sha'Ja
Master Lamer - Idiot 4/0/0/4 - Novice Smart A##

GUTB
Fri Jan 23, 2004 11:40 pm
#29

Forget sniper. Wont' happen. We will never out-range any other player weapon, so just forget about it.


We don't need a 2.5x damage modifier. What on Earth is WRONG with you people, calling for nerfs? Do you want TKMs to kill us with one hit instead of two? If we get saddled with 2.5x modifier, we should demand that melee classes get hit with a 2.5x ranged damage modifier.


Un-nerf the rifle damage. A T21 has a speed of around 8 -- that's more than slow enough. Now raise the damage by 25% on all rifles, and please raise the minimum damage on all rifles to at least 100. Increase the accuracy bonus to extend our accuracy curve and keep us from frequently missing easy shots.


Of course, fix the broken specials and give us some useful status change ones. WE SHOULD DEMAND A KD SHOT. We should also demand a Critical Shot at master level that will give a huge damage bonus, and a Game Shot to give huge damage bonus to beasts. And we should demand a Snap Shot at reduced accuracy for greater speed.


Just maybe we can dissaude the TKMs from just burst speeding up to us and killing us in two hits if they know we stand a reasonable chance at hitting them with a KD at range and then plugging them with a Critical for 2500+ damage. I'm sick of us being useless. Let the melee types whine for nerfs for once.
Madell
Fri Jan 23, 2004 11:52 pm
#30

1. Heavy gunner


2. Heavy gunner


3. 100% Heavy gunner, since they will not allow us to have real sniper ability for the balance.


4. ability to disable the target in the shortest time. for and example, a skill that can lower the resistance of the target. and some penalty with it.


5. more damage types.









Jei Song
Master Weaponsmith
Vymordryss
Sat Jan 24, 2004 1:05 am
#31

I so very much want to be a functional sniper. However with the game mechanics thats not possible. I'm afraid to ask to turn us into real snipers because I doubt they will double our range, give us stealth options and increase damage while lowering speed.

The safe way is to say heavy machine gunner, which we really are. I much rather be a sniper, but I think it's a lot easier for the Dev's to use the existing rifleman and spitshine them to be 100% heavy gunners as opposed to the dificulty and thought it would take to make us true snipers.



Vymordryss Akaetwa Of Cats
Malaydra Jedi Knight of the Rebellion
CATS Theme Music - http://www.rathergood.com/laibach/
Cats vs IMPHL
Vymordryss
Sat Jan 24, 2004 1:10 am
#32

In response to the person that said more range than 64m is impossible according to the devs...

Then why:

1)Can turrets shoot out to 80m now?
2) Can CM's throw poison 120+m?

Personally I'd be real happy if I could snipe from 120m.

We really need new professions to define the classes.

a) Make a real sniper class with extream range, extream accuracy, and stealth abiliaties, extreamly slow fire, but heavy hitting.

b) Make a heavy machine gunner class, much like we are now.

c) Make the "grunt soldier" class as we somewhat are now in some peoples eyes.



Vymordryss Akaetwa Of Cats
Malaydra Jedi Knight of the Rebellion
CATS Theme Music - http://www.rathergood.com/laibach/
Cats vs IMPHL
PsychoticChipmunk
Sat Jan 24, 2004 1:17 am
#33

I honestly feel that we should stay as both. As I expressed in the "In Concept" thread all that needs to be balanced is our guns. Tailor a few to the pure sniper and a few to the grunt and we can strike an interesting balance. Make the "sniper rifle" so that it does an immense amount of damage per shot and AP3, however at MRM and master mark you are still only firing once every 6 seconds or so. Make the "assault rifle" so that you are firing at the 1 seconds cap, while MRM and mark of course, with medium damage, and maybe AP1. Basically let us choose between frontloader or watered down carabineer with the same amount of skill points. Keep us without (m)any state effects and make us impossible to survive in melee range and there you go. I don't see how that would be unbalancing.


If I had to choose I'd prefer sniper, but that is just because I always prefer that role no matter the game (amazon in D2, regularly scout in BF 1942, etc.) but we should really keep things the way they are I feel. Just tweak a few things to make us more "balanced" and better the other professions so they can keep up.


If we do become snipers then yes, we should have the 80 meter range that turrets do. You can force us to go into cover to fire our shots or just be prone in order to even out the 16 extra meters for melee people to catch up. But again that is something that really shouldn't come into play because keeping us as a hybrid in only one profession is interesting and really I feel we are one of the few profs that are actually working right.


We have the damage types. The dev's just haven't bothered patching them back in.




0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
beamstalk
Sat Jan 24, 2004 1:29 am
#34






klawlegna wrote:

1. As our skill tree is set up now. Do you feel we are snipers or heavy gunners?

We are about 70% gunner 30% sniper.


2. Do you feelwe should be leaning more towards heavygunners or snipers in our skill tree? Our should we balance them out more, keeping them both?

Personally I think we should stay pretty much like we are. Our advantages and disadvantages are realatively clear.


3. If you had to pick one or the other what would you want, 100% heavy gunner or 100% sniper?

If we had to go one way or the other I would say Gunner, because there is no way we would ever be able to be a Sniper. You think the nerf herding is bad now, if we got one shot one kill it would only be worse. The devs would respond the nerf herding and then create a useless ranged class that cannot do anything.


4. If the profession is built more on sniping, do you think we should have more range? What should we have?

Honestly I do not think we should have more range, or even think that the Devs would consider giving us more range. They have made it fairly clear that they want the range to be 64 meters, and for those of you that claim the CM can throw farther, it has been said that was a bug and is being fixed to the 64 range. Yes it is not impossible to go farther but they don't want people to shoot that far so that is all you can say on it.


5. If the profession is built more on gunner, do you think we should have more damage types? What should we have?

As a gunner I think we are fine,I like being the huge damage dealer. I think status changes should go to Carbineers, and they should be AOE statuschanges. I think it was awhile back but someone posted that carbineers should get even more status changes, like making people more vulnerable to damage types, but that is neither here nor there. The way I see the gunner is we should be doing large damage and the only status changes we should really have is position up and down to keep people suppressed, much like machinegunners in modern warfare.











But hey, that is just my opinion, and the Devs will do what they want for the most part anyways.



Kel-jun
Master Rifleman
Dark Blade - PA
Flurry
Thrawn caught his eye; and to Pellaeon's astonishment, the Grand Admiral smiled. "But," he whispered, "it was so artistically done."
beamstalk
Sat Jan 24, 2004 1:31 am
#35

Oo oo, forgot to add, I also agree that the melee damage modifier should be brought back. Sure it sucked at times but it is a great balance for us and lets us keep any toys we want



Kel-jun
Master Rifleman
Dark Blade - PA
Flurry
Thrawn caught his eye; and to Pellaeon's astonishment, the Grand Admiral smiled. "But," he whispered, "it was so artistically done."
PsychoticChipmunk
Sat Jan 24, 2004 1:42 am
#36

The 2.5x modifier only sucked when we got warped and 1 hit slain every 3 mobs we took on. Now that it rarely happens the mod works perfectly as intended. So what do they do? Keep, rather then a hiatus like most people wanted, during the hell that was warpfest and remove it when it is finally doing it's job right. That's critical thinking for ya.



0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
Owen-Lars
Sat Jan 24, 2004 5:20 am
#37

GUTB wrote: "and a Game Shot to give huge damage bonus to beasts"


I think Rangers should have this ability notriflemen and only at master ranger.

We know our weapons inside and out and can get the best out of them by doing specials. However we know nothing about creatures and where their individual weak points are. Rangers on the other hand do and should be able to use this speical attack with any weapon type they choose. For example a Ranger/Rifleman should be able to do the "gameshot"/Hunting Shot, so should a Ranger/Pistoleer or Ranger/TK but not used in conjunction with heavy weapons, only pistol, rifle, carbine, tk and all other melee professions.

This skill would be most effective using a rifle due to the high damage of our weapons and AP ratings. However other profession will also be effective or more effective at hunting beasts with this abilitiy than they would with a normal special attack.



THORTAC BALCOR
The Lost Ranger
RANGER
Waste93
Sat Jan 24, 2004 7:17 am
#38



1. As our skill tree is set up now. Do you feel we are snipers or heavy gunners? I see us as soldiers. The basic unit of a military combat unit is the infantryman. Which is a Rifleman. Within a combat unit there are both snipers and machinegunners.


2. Do you feelwe should be leaning more towards heavygunners or snipers in our skill tree? Our should we balance them out more, keeping them both? It depends where you are in the skill tree. Starting off I started off more as a sniper. Solo (without pets) I went for accuracy and ConcealShot. Used HeadShot and MindShot. As I got higher I startet using AoE attacks making me more of a machinegunner.


3. If you had to pick one or the other what would you want, 100% heavy gunner or 100% sniper? Sniper would be nice but for it to work would require longer ranges and one shot kills. Both something the Devs are very unlikely to agree to. Remeber the motto of the Sniper is "One Shot, One Kill". If we can't do that then we wouldn't be snipers. Because of that machinegunner is more likely.


4. If the profession is built more on sniping, do you think we should have more range? What should we have? A sniper is based on range and concealment. The sniper is by definition one that can difficult targets at long range. 64m is not long range. In fact it shorter than the typical rifle range.


5. If the profession is built more on gunner, do you think we should have more damage types? What should we have? I think we are ok on damage types. Just have them fix the Spraystick and Tusken Rifle. I'd also change the posture up attacks to posture down. When someone is firing a machinegun at you, you go low to avoid getting hit. Not stand up.











Colonel Waste - The Wookiee Crusader
XaverriJade7
Sat Jan 24, 2004 7:46 am
#39

1) Snipers at Novice and a very slow migration to Heavy Gunner at Master (Though it is well worth the wait)


2) Obviously, many people want us to be more of a 'sniper' class. However, in order to keep a well-balanced combat system, I feel that our tree should be no more than '50% Sniper'. 25% would probably bemore appropriate unless there was a new class devoted to sniping all by itself. Something in the way of Master Marksman-->Master Sharpshooter-->Master Sniper. This would suck up the vast majority of a player's skill points justifying a boost in damage output. Personally, I do not see this idea balancing out very well. While I like the idea of being able to snipe enemies, I find that our current tree satisfies that aspect quite well. The role of a 'Heavy Gunner' is much more rewarding.


3) 100% Heavy Gunner


4) Yes. I read that the max range for turrets is being extended out to 80m. For a sniping class, 75-80m seems appropriate.


5) Yes, more damage types are absolutely neccessary. I think it would be more balancing/fair to move the rifle certifications around a bit as well. Having the best weapon for non-Masters in Rifles II of the Marksman tree seems more than a bit silly to me. The T-21 could be given a use (finally) for everyone as a Blast damage weapon. We all know of the Spraystick-->Acid/Tusken Rifle-->Kinetic bug. Also, the E-11 would serve well with Heat damage. The SG82 (while neat as a Cold damage weapon) is worthless to me. Giving it AP1 with slightly increased damage or AP2 with no change in damage (in addition to a less shameful look) would fix it well enough for me.



As a side-note, I feel the 2.5x damage modifier was unfair when mob-warping was a problem. However, with that being fixed, I see little reason to remove it from the combat system. While Ranged Mitigation 3 is nice, I would feel more comfortable with something to keep us 'well in-check' so as to ward off potential nerf-cryers. Though I'm sure we'd still hear it from anyone that got beaten by a Rifleman, I'd prefer to have something we can use to defend ourselves from the potential'nerf bat' many seem to fear. Besides, nerf or not, smart players will have little to no problem getting attacked within melee range.


I couldn't be happier with how well you take care of us Klawlegna (And nice work in the Jedi forums too)






Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
Page 3 of 11