Rifleman Archive
Thread: Our 3rd Question(Version 2.1)- All Riflemen, Please Read. [Updated Again!]
beamstalk wrote:
Plus the devs have stated before that no one will ever be taken off radar, just as they have stated no one will be able to shoot from a range greater than 64m.
Unless you throw your bullets![]()
As per my earlier post, I guess you mistook my metaphor or are thinking of different examples but to me an earlier era (mainly WW2) sniper was just the guy who happened to have a scope on his gun and who gave up maneuverability for greater range and accuracy up in a bell tower or just atop a hill. The guy who would drop soldiers a little bit slower then then men on the ground but he was taking out multiple targets. Nowadays a sniper is truly just an assassin. They crawl around slower then hell, locate their target, then find a nice tree to take a week or so of recon to pick the best time to take his shot then kills his targetand slinks away completely undetected.
The latter version is beyond impossible with the game the way it is, hell even if they revamped a lot of the game completely it would still be impossible, however the former version isn't. It would just require we sacrifice a bit of speed for a bit of damage. If they were to fix take cover to be actually useful it may even require a sacrifice of maneuverability.
Basically we have that now, it is just weak in comparison to our gunner specials and really we only have 1 way to be a sniper in PvP and 1 in PvE. Headshot is just our targetting pool that all the elite marksman get. But since it is "unhealable" or at least is very difficult nowadays our shots and our damage sticks. When we shoot a guy he feels it. In PvE concealshot is good fun to take out people without being detected. We drop 1 guy somewhat quickly (no stims=a quick death in comparison to with stims) then move on to the next. Exemplify this power a little bit with a few special guns. (and a few more specials) Weaponsremade to work best as a sniper rifle and with the higher damage shots. Do thisand tone down our "machine gun" to be a bit less damage and a lot less HAM cost and there you go. We have both roles available to us and they would both work pretty well.
Buttersjosh wrote:
Does anyone know what the new combat system is going to look like.
Nope
also straff 2 can delay people from what I remember
Only if they are under /cover (they never are)
what I'd like to see it to beable to fight things up close a bit in WW2 we put daggers on our rifles maybe they would let us do that.
Probably too unfair to meleers.
Think maybe we should get something that can slow peoples movement for a bit so say a melee is running at us we shoot him with a special that slows him a bit so we have don't get beat up
Maybe, but I don't see why we need a special for that when we can just use normal game mechanics (kiting
)
also do we still get that X2 dam if we are hit by melee if we do i'd like that gone
The 2.5x melee damage modifier is gone. It was replaced with a melee to-hit modifier. We no longer take more damage by getting attacked by meleers, but we do get hit more often.
I like the question, it's a question that follows up our first question and is alot harder to dismiss with a "wait for the combat balance".
I did say shoot and nothing about throwing
PsychoticChipmunk wrote:
beamstalk wrote:
Plus the devs have stated before that no one will ever be taken off radar, just as they have stated no one will be able to shoot from a range greater than 64m.
Unless you throw your bullets
PsychoticChipmunk wrote:
Unless you throw your bullets
As per my earlier post, I guess you mistook my metaphor or are thinking of different examples but to me an earlier era (mainly WW2) sniper was just the guy who happened to have a scope on his gun and who gave up maneuverability for greater range and accuracy up in a bell tower or just atop a hill. The guy who would drop soldiers a little bit slower then then men on the ground but he was taking out multiple targets. Nowadays a sniper is truly just an assassin. They crawl around slower then hell, locate their target, then find a nice tree to take a week or so of recon to pick the best time to take his shot then kills his targetand slinks away completely undetected.
Snipers in WWII are the same as now adays. Most snipers wouldn't pick the top of a bell tower because it's obvious and because it's hard to get out if spotted. When a sniper picks a firing position they almost always also look for a way to get out.
Also snipers are not assassins. Snipers are military (or law enforcement) sharpshooters. An assassin is a murderer by definition. Soldiers are not.
BlkHwkDwn wrote:
Im sorry to say I have to disagree vehemently wiht the idea of becoming and "Infantry Soldier." I picked up rifleman to be a sniper. The problem that exists in the game is the absurd mas Range. 64 meters is barely a reasonable efective range for pistols, but for rifles it is absurd. You can throw a greanade as far as I can shoot my rifle. Lets not change a profession that in my opinion would be fine if we could shoot from further away. Let pistols shoot up to 64, carbines 128, adn Rifles 200. Balance it by forcing huge penalties on rifleman on both speed and accuracy if the target gets within 64 meters. Also have big penalties on firing a rifle while moving. I'm sure at one point or another we have all thought how absurd it is that you can run and fire a T-21 one handed.
Alamar Radoki
Theed, Naboo
Master Weaponsmith, Rifleman 4/0/2/2
64 meters is the maximum range for this combat system(as per the Dev Team). Unless that changes (don't hold your breath) with the new Combat rebalance, there cannot be any snipers in this game. I would love for it to work out- I would very likely take the sniper route over the infantry route were both options available.
The problem is that in order for there to be snipers, the range has to increase. The Devs have said it will not increase. So, we cannot be snipers. But they want us to be snipers. See the problem? This is what we hope to fix ![]()
Possible solutions:
- Devs change their minds and increase the maximum range of the combat system allowing for sniping.

- Devs realize sniping is impossible and shape Riflemen to be infantry.

- Devs ignore that Riflemen cannot be snipers in the current system and try to make it work anyways.

Option 1 is very unlikely. Options 2 and 3 are much more likely. We are hoping to draw the Devs toward the better of those 2 ![]()
Hope that helps. ![]()
Dyasis wrote:
Why not implement a way to delay an enemies returning fire to us, As it is now if I was prone and targeted an enemy and fire at 60~64m. When I engage at him, he simply turns around runs towards me and fires and hits me at a lot more hits per second then I. So lets have it where once we fire it delays their returning fire for x seconds or some other factor...
BlkHwkDwn wrote:
XaverriJade7,
Sorry dont know how to put people messages in my post, however, to respond, I fully recognize that the devs will never rework the combat range as they should. That is very sad if you ask me. You have to wonder how this will effect JTL, will there be a 64 meter max range of missles from an x-wing. Back to rifleman, the main reason for my post was simply to say I had no interest, what so ever in becomeing an infantryman. I picked up rifleman to become a sniper, I like the idea of it. I certainly agree that for the whole rifleman community we need the devs to choose whatever is the better of two options. However, if it were just me I'd rather stay a sniper even if it left me at a disadvantage.
Alamar Radoki
Master Weaponsmith, Rifleman 4/0/2/2
Don't worry- I know how you feel. As I said, I'd like to (at least try to
)be a sniper if it were at all possible.We need your input whether or not you agree with the proposed question. You, as a member of the Rifleman community, are entitled to your opinion and it is important that you share it
Maybe this will even give the Dev Team reason to consider adding a new profession for those that want to be snipers ![]()
JTL will be different because it will not be the same combat system as the ground-based game. Dunno all the details, but range should be one of the less important factors in battle. But we'll only know for sure when Beta comes around...
And please, call me Kezia (in-game name) ![]()