Rifleman Archive

Thread: Sneaky Sniper or Mr. Heavy Machine Gunner?

shotoyan
Mon Jan 26, 2004 3:35 pm
#79

1. I personally play more of the sniper than the heavy gunner. Then again I'm almost 100% a PvE player, with little to no interest in PvP, and I mostly hunt solo.


2. Balance - sniper style is really good for PvE and I would not want to give that up, but for the players that are interested in PvP, or hunt in groups with tanks, the heavy-gunner style AOE attacks are essential.


3. If I had to choose, I'd say sniper.


4. Yes, 80m at least


5. Yes, more AOE's and at least one KD



Thanks,
Lo'ric
bdant
Mon Jan 26, 2004 5:08 pm
#80

I'll keep it nice and short.

1) SNIPER


2) SNIPER


3) SNIPER


4) More Range


5) Heavy Gunner = Heavy Gun = 'type' M60, Vulcan Mini, M240,.........= AoE Fast CYCLIC Rate of fire



Ogun Logan [SLANT]
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Mahnovetz
Tue Jan 27, 2004 12:12 am
#81

Definetely A Sniper

hopefully with longer range and different types of damage like kinetic and acid









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GaiusCassar
Tue Jan 27, 2004 1:19 am
#82



  1. Heavy Gunners.

  2. I’m too afraid they would mess things up royally if they tired to balance towards one or the other. Just leave well enough alone. Keep both.

  3. Sniper… but since they have said time and time again that they won’t change raider (because people could use illegal programs to get past that anyway) or range (because they are already at the games maxium.. I don’t see sniper as really being an option. =/

  4. To work we would have to have a longer range… and maybe some sort of zoom? We would also need some sort of way to drop off of our PvP enemies radar. At least until our first shot.

  5. High damage, good speeds, area effect specials.
Tharryth
Tue Jan 27, 2004 3:42 am
#83


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


Sniper. WIth the exception of the T21


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?


I think it would be nice to have a split. Heavy Gunner and Sniper Skills. Maybe with 2 Rifles. The Current T21 for Heavy Gun and a More Accurate Longer Range Sniper Rifle.


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


100% Heavy Gun. I'm a Wookiee. I want to be a walking Weapons Platform.


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


As I said above. For a more sniper approach we would need more range and to be more accurate.


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


Damage types are fine I think. Maybe some types of new effects. Like a mind hit that can Blind, Stun or Dizzy, and maybe all 3 at higher levels.At the start youwould get one random effect, 2nd level 2 thenmake the final version of the skill a master level skill with all 3 effects.




----
3 Year Vet, still tugging along.
XaverriJade7
Tue Jan 27, 2004 4:18 am
#84

A Blind status effect never occured to me, but doesn't that just make sense with all the headshots and such? Maybe an add-on to the current HS3 since it's got that nasty HAM cost...





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Zeenk
Wed Jan 28, 2004 2:33 pm
#85

Rifles are both in combat.


It would be major but they could split rifles, if it is getting popular don't nerf it, split it =). Brawler has 4 classes, so should marksman. Currently we just have to use up extra skill points getting that fourth line (I am master Marksman anyway).


There should be Master Sharpshooter and Master Rifleman. (Heavy machine gunner sounds more like commando though at master my Heavy T21 is like that when on autofire, heh).


Currently we have a master rifleman that is called a master sharpshooter.


The sharpshooter should shoot hard, slow and accurate. The rifleman hard,fast and inaccurate. They should have different guns. Sharpshooter should have increased range and cover that works in pvp.


Eh, just some thoughts. Seems currently they are cramming too much use into one popularly used gun of war.




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ITOAO
Wed Jan 28, 2004 7:56 pm
#86

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

I feel we are snipers.

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?

I feel we should be leaning towards Sniper. I would like a little of both however i fell we should leave the machine gunning to carbineers.

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

Once again i would pick 100% sniper if forced to pick.

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

The million Dollar question. I definitely think we should have more range. How much is too much though. I think 70m to 75m would be cool. I just want a range that is longer than anyone else. It should be useless to use a pistol at the range i am setup with my sniper, prone and ready to deal a one shot kill. This should also be Very hard to do with a carbine. This is what should set us apart. (long answer sorry)

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

I think that damage types we can inflict are great. Being the only ones able to target the mind is a distinct advantage.



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SaltOdin
Wed Jan 28, 2004 8:39 pm
#87


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

At master level currently, we are more of a heavy gunner.


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?

Ideally, we should keep both but then the "sniping" in SWGis a far cry from what a real sniper can do.

The game engine would not permit the "one shot one kill" philosophy. However, the sniping abilities we currently have are acceptable.


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

I would pick heavy gunner.

Sniping would be cool though. The "Sniper" title is one of the reasons I picked Rifleman as my main profession and I wouldn't want to see the sniping tree disappear. Then again, the prospect of having a 10-15 sec rifle speed hardly appeals to me. (Somebody actually suggested this in the "In Concept forum and I think it's kinda silly to be firing at that speed.)

As mentioned above, game engine would restrict abilities as a sniper and besides, imagine if we got this "one shot one kill" ability. The nerf herders community would probably be more vocal than ever.

So realistically, heavy gunner is more apt to the gameplay in SWG.


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

Well, if we want to built this profession to gear towards sniping, added range is a must and I would say >200m


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

If we gear towards a heavy gunner built, we should have more accuracy on the move and more AOE specials. Don't get me wrong, dizzy and stun is good enough though.

It would be cool to have an "Advanced Suppression" fire too.



- I support a rollback and keeping & balancing the old combat system.
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CorporateDan
Thu Jan 29, 2004 1:39 am
#88

I think both, but with changes. We will have a full auto mode and single shot mode. It would be like stances in other games. Full auto would make all attacks AoE at faster speeds, less damage, and less accuracy. Single shot would be slow non AoE attacks that deal great damage at an increased accuracy. So yeah it would give two sides to each special and greatly increase our diversity while bringing us in balance.



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vinnytheelf
Fri Jan 30, 2004 12:15 am
#89


Greets everyone. I gotta say I am really impressed with the players who are posting here (also the Ranger peeps too) the depth of the knowledge and experience being offered to this forum(s) has helped me in my game play no end.


Theres a more than a couple of players posting here who really know what its all about, there's little to add thats already been said so well, I will throw in my 2 cents.


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

I feelthe Rifleman in SWG is more like abasic Infantryman. There's all the generalskills of an Infantryman in that Rifleman tree. Its the T-21 that is a Heavy Rifle in my opinion, that is question really. We're focused on the weapon defining our profession.. where really we should be focusing on the skills that make up the profession. Sniper weapons are sepcialised weapons that should only be used for one shotting. We don't have a real sniper weapon as such, you know the one shot deal. So it feels like were really Heavy Gunners, who are versatile Infantry(seeing as we can use other small arms/rifles for different purposes), but we should be more versatile and should really get a 1 shot deal at 'Sniper', (ie 4th box on the first tier.)


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?

Definately we should keep a balance between the two. That way we can say we are 'Riflemen' and not Snipers or Gunners, and be a real Elite Profession.(After all you could really add sniper skills to Marksman tree at Master Marksman. You don't get to go Sniper in the military unless you make the 'Marksman' standard.)


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

I dont want to choose eaither. If they break the profession into 2 parts or 2 different professions then fine.. I would go Sniper as I am a casual player who solo's 99% of the time.


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

The 64m range is laughable, but for games sake I would double the Riflemans 64m to 128m.


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

Armor piercing hasnt been mentioned(I think, sorry for saying again if I missed it.)


Further to what everyone else is saying: I really think the damage mod for melee against a rifle in hand is totally crazy. Rifle's last form of defense/offense IS as a ploearm. Why the heck do Infantry get issued Bayonets?? It goes wayyy back to the use of Polearm Infantry. You not only can block with the stock or butt of a Rifle you get a bayonet to stab the enemy to death if they decide to take you on hand to hand...


Next time you get to see any Infantry display team, you know the ones with the twirling rifle guys (The USMC have THE best team for this kind of military display btw), just take note that they use blocking techniques and have very sharp bayonets attached to those rifles. The Scottish Edniburg Military Tattoo is a great show for this kind of stuff. check it out http://www.edintattoo.co.uk/


So yeah remove the not so amusing negative vsmelee mod.. teh funny thing is a pistoleer should be the one getting the negative mod and not rifleman.




NGE... WHAT A F'KIN JOKE!
EoZilbriss
Fri Jan 30, 2004 2:36 am
#90






vinnytheelf wrote:



Further to what everyone else is saying: I really think the damage mod for melee against a rifle in hand is totally crazy. Rifle's last form of defense/offense IS as a ploearm. Why the heck do Infantry get issued Bayonets?? It goes wayyy back to the use of Polearm Infantry. You not only can block with the stock or butt of a Rifle you get a bayonet to stab the enemy to death if they decide to take you on hand to hand...


Next time you get to see any Infantry display team, you know the ones with the twirling rifle guys (The USMC have THE best team for this kind of military display btw), just take note that they use blocking techniques and have very sharp bayonets attached to those rifles. The Scottish Edniburg Military Tattoo is a great show for this kind of stuff. check it out http://www.edintattoo.co.uk/


So yeah remove the not so amusing negative vsmelee mod.. teh funny thing is a pistoleer should be the one getting the negative mod and not rifleman.






Hmmm - Vibro Bayonets?



Malora Qel-Droma
Shadowfire Day One Representation

quietwolf832
Sat Jan 31, 2004 2:34 am
#91

1) Both. (2 parts sniper, 2 parts heavy gunner = sub-par sniper/heavy gunner)


2) Keep them both. (Sniper parts good for soloing. Heavy gunner parts good for group support.)


3) Heavy Gunner. (When in groups, rifleman tend to be relegated into a fire support role, due to their inherrent inaccuracy at close range.)


4) There should be greater range, higher hit probablities, higher damage mulitpliers for single attacks, and the ability to not show up on radar until you start shooting.


5) There should be more Area-of-Effect attacks and weapons should have fasterrates of fire (less than 3.0s)at current damage levels.


Could be split into 2 different professions, one specializing in sniping and the other specializing in gunning.

Sort of like, Fencer & Swordsman are different, but both professions use swords (1-Handed vs. 2-Handed).

And with the split we could have 2 elite level weapons, a sniper rifle (slow rate of fire [6-9s], greater range [128m], higher damage [250-500]) and a machinegun (higher rate of fire [2-5s], normal range [64m], current damage levels [100-300]).



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