Rifleman Archive

Thread: One simple thought on Range...my my only gripe.

Drukku
Tue Sep 16, 2003 10:49 am
#1

Well, I've seen a lot of arguments about a lot of classes, and across them all one can see that each class has a gripe about another. Eyeshots...hey he's a bounty hunter and a bad ass one on one, sounds fair. Flamethrower...well, if youre willing to stand still 16 meters from him...expect to burn, thats what he trained so hard for. Pistoleers....well, nobody complains wbout them since they got nerfed...anyways



My only gripe about the Rifleman ....and the one thing that has led me away from being one is the range. I mean really, a modern day rifleman can hit a target a mile and a half away...a pistol...not even close to that. So how is it...that the rifle man with a finely made gun in SWG can only hit from the same range that a pistoleer can. I don't care that there's melee penalty...I dont care that a BH can kick a rifleman's butt if he gets close. I would expect as much. But the one benefit a rifleman should have over the other classes is that he can shoot from much farther distances with pin point accuracy. I.E. allow the rifleman to take cover 128 meters away and try to pick off a target. Thats how sniping works. And it would also make them more viable in PvP. If we get spotted too soon, well then we get charged and die, but at least it would be a bit more in line with everyone's expectations for the class.



Drakku Omegeo


Eclipse

SRTSniper
Tue Sep 16, 2003 3:15 pm
#2

"I know of few people who can shoot a pistol at a target more than 30m and have a chance at hitting a target in the real world and these are highly modified guns."


I have to qualify several times a year with the Army's M9 Beretta. This is not a very good gun, it's sold to the Army at about $125 (I know they buy in bulk). Earlier models had problems with the slides cracking after about 1000 rounds and needed to be replaced. Personally they should have updated the M1911's. Anyways, depending on the range that we are qualifying at we start at 50m to 60m. Not that I'm Wyatt Earp, but I qualify expert, which means I'm hitting the target at 50 or 60 meters. Keep in mind that we are using a human size target, and any hit on paper counts. An eyeshot at 60m, don't think it'll happen, at least not intentionally.


My point is not to argue with anyone, just that I am of the opinion that the rifle ranges should be extended.




Colonel StAnger - Imperial Freelance Operative
TKM/MasterRanger

"You can run, but you'll only die tired"
Mijit
Tue Sep 16, 2003 4:31 pm
#3

I just dont understand how the max range on a rifle can be 64m thats like 70 yards heck give me an old civil war muzzle loader at least they were effective at 1000 yards (914m), deadly accurate at 200 (183m).


http://www.cr.nps.gov/history/online_books/hh/9/hh9j.htm

SilverLobo
Tue Sep 16, 2003 4:41 pm
#4

Did you think for a secound that the major issue SWG has in PvP right now is the balance between melee and ranged? The biggest hurdle they have is that ranged is able to kite melee because of their inferior range. So you want to compound this problem by giving one class the ability to kite EVERYONE? Come on people spend a fraction of the time you spend trying to be uber and actually look at how your ideas effect game balance.


Funny I just read a post by someone that doesnt understand why the Devs never visit this board when it is pretty obvious in my mind why they dont when you see posts like this.

Drukku
Tue Sep 16, 2003 5:23 pm
#5

Give the attitude a break. They are two completely different combat styles, and play two entirely unique roles in PvP. Here aretwo scenarios...


1: A sniper spots melee class on the open desert...I don't care if my range is 60 or 2000 at that point...kiting is going to happen and the sniper is going to win (in most cases)



2: The Melee finds the sniper in the Cantina...well, no doubt the melee class is going to kick the snipers arse inside and out.


Sure there are variables...like the melee getting a good knockdown shot in when in field combat...or maybe one has higher terrain management i.e run speed....but melee vs. ranged weapons depends a lot on environment. I never said ditch the penalty modifier...I said give us more range which quite frankly to me seems logically sound based on our weapon focus. The melee classes also have a number of issues to be visited, and when they are, those classes will balance out well when combatting within their given idiom.



As I said, I dont mind eye shot...BH's should be bad asses...I dont mind flame throwers...rather entertaining and impressive to see what those suckers can do. I ''ve also seen a TKA wipe the floor with a commando face to face...dont mind that at all, (was even more impressive than the flame thrower thing). We all have roles, we all have areas where are classes are supposed to be proficient. I happen to think that the rifleman should be at long range.



I'll restate again as well. I am not a rifleman...I'm learning a lot of everything right now till I can figure out what I like and what the hell the developers are going to nerf next. In the end...this is a bloody game...I merely making a suggestion on how to improve the aspects of one class. Are there variables that need to be tweaked on the other classes...of course there are. I'm just not writing about them at the moment.


SilverLobo
Tue Sep 16, 2003 5:38 pm
#6

You didnt address the main issue of raising the max range for Rifleman. We would be able to kite every other ranged profession, that is not acceptable and I gave a example of that in game already.


I stated clearly that if people spent more time looking at how their idea could effect balance we would not be forced to sift through countless worthless posts to find good ideas.

Drukku
Tue Sep 16, 2003 6:48 pm
#7

sniping was meant to be done at long range while prone. I'm sure the developers can implement a rather substantial accuracy penalty for standing and especially running from the proposed max range. It takes only a matter of seconds to close 60 meters in this game, which is more than enough time for any pistol/carbine weilding class to destroy a rifleman in the current structure. GIve riflemen more range, and offset it with considerable movement penalties.
Ghostvcu
Wed Sep 17, 2003 12:10 am
#8

This hit the nail on the head. The only snipers in the world that tend to make regular shots at 64m are snipers working in urban enviroment. I know of few people who can shoot a pistol at a target more than 30m and have a chance at hitting a target in the real world and these are highly modified guns.

Ghostvcu
Novice Rifleman (1/2/0/0)
Comet001
Wed Sep 17, 2003 12:56 am
#9

I agree. People have argued that due to lag, some times they won't even have a mob be loaded until it's within 32 meters, but the game already has loading priorities. It SHOULD be rather simple to give a target that has engaged you a high load priority. This way a rifleman can finally get it's range and every one else doesn't have to worry about getting killed by someone who never loaded onto their computer.





-----------------------

Keep your enemies wounded, kill doctors and entertainers.
"If it's not broken, break it." -SWG Live Team's motto.
Lex_Talionus
Wed Sep 17, 2003 12:57 am
#10

I have to agree with you on the range issue. But instead of adding range to the rifleman skill tree,just increase the max range on the rifle or tweak all weopons so max range is staggered like ideal range is.


Commandos and Bounty hunters will be able to return firepretty wellat that range, and can even do mind bleeds, but only with a rifle. Rifleman will exell in Speed and accuracy at that range, but for only a small amount of xp and skill points any other marksman can return fire with a decent chance to incap the Rifleman if they get high head hit damage with a laser rifle.


I can see how this would be a huge boon for rifleman, and I can see how other classes would gripe. But like many others in this forum I feel the problem isnt the rifleman class but that our weopons are not that much better at long range.

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