Rifleman Archive
Thread: IC 1-12: Combat Roles; Rifleman *TIME TO RALLY*
I have to disagree with this statement .. just imagine a group with 3 TKA plus 3 rifleman, who is going to be a support class then? Possible scenario would be.. while TKAs are charging the enemy and tanking the damage (thus keeping the rifleman alive), the rifleman do the damage and leach most of the faction points (good snipershot timing
But yes if you are just one rifleman in a mixed proffession group you might get the feeling that you are just a support class...
(...) If you want, you can get into 1 on 1's with a TKM or Pistoleer, you're gonna lose. (...)
Depends on the situation. Never start duel/fight at 10-30m range why? knockdown==game over. Also avoid combat inside buildings (self-explanatory). But if you initiate the combat at 60m range, the chances are you gonna win.
Wookiee Master Rifleman/Master Combat Medic
It's pretty easy to see when you have master rifleman and master commando, use flamethrower and you rarely get hit by quenkers, use a launcher pistol and you get hit a lot more.
Klaw,
How about this. Any attack that specifically targets a HAM bar, for any Ranged profession, should require an /Aim. This will help kiting, while leaving AOE attacks alone. It will stop the BH running around landing eye shots left and right. If you want to hit me in the eye, stop, aim and get lucky.
Melee multiplier needs to get put back in, as much as it pains me to say.
Would you guys be willing to get reduced max damage in exchange for a AOE pin down/suppression fireability? Something like posture down + attack Delay.
MSP0 wrote:
Klaw,
How about this. Any attack that specifically targets a HAM bar, for any Ranged profession, should require an /Aim. This will help kiting, while leaving AOE attacks alone. It will stop the BH running around landing eye shots left and right. If you want to hit me in the eye, stop, aim and get lucky.
You're on the right track but, I don'tthinkthis would blow over well.
heh, for that matter - neither do i ! (i dont' have any ranged support).
have you ever actually tried /aim ? it prevents you from moving almost completely and takes at least a full combat round - if not two?sure - it would eliminate kiting, and at the same time, eliminate the ranged player completely ! ![]()
i think i'll say it again (i like to hear myself type)
I still personally think that the profession works "as intended" - we're snipers/gunners - we just need a detriment to our skills aside from ham cost, and imo, that's fixing our melee defense (which is borked) and slap a melee penalty back onto us. as it is, we run around like pistoleers on 'roids. I remember before they removed the 2.5x melee modifier i ran my ass off when a TKM got within 30m on my radar! I had to fear melee'rs -
after the patch i was able to actually take a few hits (hopefully not getting KD'd) and still be able to win sometimes. that's just wrong...
Firstly, If they do the aim thing we could ask for Aim to be moved to the novice marksman box. It is actually pretty silly to have the first ability anyone learns about a firearm treated as if it were something special.
I have used Aim. It doubles the hits I land with AOEs, as well as allows me to land a shot on a moving target. It doesn't take that long, and is something significant with which to shut up the melees. The fact that it stops you while autorunning is very useful. You get the aim bonus, minus your movement penalty to hit for just long enough to take the shot. Then you continue running, if you had autorun on.
Don't you find it kind of odd that a BH can land an eye shot on a moving target while himself running? Or how about a headshot while you are running in the opposite direction?
Yes it would be painful, and thusly we could bargain for other benefits in doing that. And it is the high damage that is going to get us nerfed out of existance. I'd rather take some pain, than being crippled by a 3 sec artificial cap.