Rifleman Archive

Thread: TH please consider this Rifleman change

smugglerkatan
Thu Jul 29, 2004 5:21 pm
#1

I don't know if this has been suggested before, but please consider making the shots listed below contingent on akneeling or prone posture. This would allow the rifleman to still be the two part profession of heavygunner & sniper. Currently in game the sniper acc is spilling over to the heavygunner speed. This allows a rifleman to remain moving with a highly accurate mind pool shot. I believe changing these shots to posture specific will alleviate this inbalance.


/mindshot1

/mindshot2

/headshot1

/headshot2

/headshot3

/snipershot


Thanks



Nevel Katan
ObiQuixote
Thu Jul 29, 2004 5:44 pm
#2

Why not just ask for those shots to be removed? about the same thing.

Zariell
Thu Jul 29, 2004 5:44 pm
#3




Not a bad idea (Kneeling to fire specific shots), but I would definatly consider this for the combat ballance not for right now.


Its not cool when rifleman have to sit on there ass while everyone else does dances around them, thus, like I said, it would be better implamented in the combat ballance where things can be looked at on a wide scale.

Message Edited by Zariell on 07-29-2004 05:45 PM



Corbantis
Zariell Lentanis - Light Jedi Knight
Master Powers FTW


TusserkSuurg
Thu Jul 29, 2004 5:53 pm
#4

Thats a very good idea, 5 stars



I HAVE QUIT
smugglerkatan
Thu Jul 29, 2004 5:57 pm
#5


well i cant fight TK while kneeling or prone...how about the other melee classes? adv strafe is still a extremely powerful shot that could still be fired while on the move.

Message Edited by smugglerkatan on 07-29-2004 05:57 PM



Nevel Katan
Limbonik
Thu Jul 29, 2004 6:06 pm
#6






smugglerkatan wrote:


well i cant fight TK while kneeling or prone...how about the other melee classes?




Let's be honest here. Melee classes require extensive use of their bodies, Ranged professions do not. Of course you can't kick on your knees, and swinging a polearm would be pretty inaccurate (and unbalancing equilibrium-wise) kneeling as well.


A ranged profession is able to "run and gun". Soldiers don't always stop moving when they fire their sidearm. However, run-and-gunning should make you take an incredible accuracy hit, based on the type/size of firearm you're using.





Limbonik
Imperial Inquisitor :: Darksider Historian
Remember the Fallen


smugglerkatan
Thu Jul 29, 2004 6:19 pm
#7






Limbonik wrote:





smugglerkatan wrote:


well i cant fight TK while kneeling or prone...how about the other melee classes?




Let's be honest here. Melee classes require extensive use of their bodies, Ranged professions do not. Of course you can't kick on your knees, and swinging a polearm would be pretty inaccurate (and unbalancing equilibrium-wise) kneeling as well.


A ranged profession is able to "run and gun". Soldiers don't always stop moving when they fire their sidearm. However, run-and-gunning should make you take an incredible accuracy hit, based on the type/size of firearm you're using.







that really wasn't what i was saying.i was just proving the point that certain moves in game require you to be in a certain posture.


correct me if im wrong, but rifleman receive a +10 acc while moving bonus. eitheracc while move skill stacks with normal acc or enhances it. this is whythe two parts of riflemancombine to makehigh speed, high dmg, high acc to a unhealable pool.





Nevel Katan
JCatano
Thu Jul 29, 2004 7:33 pm
#8



To be honest, if a RM had to be in a lower posture than standing to use those attacks, they would never use them.


Even with a 64m gap, in the time it takes a player to kneel, fire, and get back up, would mean the target is already on top of him/her.


Balancing the accuracy while runningwould be a much better idea.

Message Edited by JCatano on 07-30-2004 04:10 AM

Malodorous
Thu Jul 29, 2004 7:40 pm
#9

How about making them kneel but extending their range to 128 meters for mind shots? Then negative modifiers for melee range attacks. Seriously though, I don't want any normal professions getting nerfed anymore.
LrdBalkin
Thu Jul 29, 2004 7:40 pm
#10



smugglerkatan wrote:
I don't know if this has been suggested before, but please consider making the shots listed below contingent on a kneeling or prone posture. This would allow the rifleman to still be the two part profession of heavygunner & sniper. Currently in game the sniper acc is spilling over to the heavygunner speed. This allows a rifleman to remain moving with a highly accurate mind pool shot. I believe changing these shots to posture specific will alleviate this inbalance.
/mindshot1
/mindshot2
/headshot1
/headshot2
/headshot3
/snipershot
Thanks





No problem fine ask for this and I'll rally up some forum users and ask for delays in all Melee attacks that require a jump kick or something stupid like that...get a life and play the game....Why in the world do you think the whole community is in an uproar over the delay of a combat revamp....DUH!!! Ask for the revamp but stop the insistant crying over what other people have... Sorry to be so harsh but give it a rest!!



Balkin
Imperial Stormtrooper First Lieutenant
MarcoRenaldi
Thu Jul 29, 2004 7:52 pm
#11

You know mind this are not going to be that big of a deal afterthe new HAM system as Mind will not be a big deal anymore except against docs/CM's. However as many have stated before 64 meters is not enough range to go prone, fire, and get back up when dealing in a melee heavy game.



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POWER TO THE PEOPLE
TenshiHanaKinu
Fri Jul 30, 2004 1:36 am
#12






Zariell wrote:




Not a bad idea (Kneeling to fire specific shots), but I would definatly consider this for the combat ballance not for right now.


Its not cool when rifleman have to sit on there ass while everyone else does dances around them, thus, like I said, it would be better implamented in the combat ballance where things can be looked at on a wide scale.

Message Edited by Zariell on 07-29-2004 05:45 PM





It's "not cool" when I'm trying to run from a Rifleman because they have on 90% armor with 46+60% resists to my only viable weapon (AP0 Geo Blaster) and therefore can't do anything to dent them, so I make a run for it, and while burst-running, they are still hitting me with accurate headshots from all ranges.



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FuryoftheStars
Fri Jul 30, 2004 2:07 am
#13

I would say fix their accuracy while moving issues (accuracy while still should be high for a rifleman, but not while moving) and fix their ability to fire at speed cap. High damage + high speed + high accuarcy = death

How it should be (IMO):
Rifleman: High damage, low speed, high accuracy while still, low accuracy while moving
Carbineer:Medium damage, medium speed, medium-high accuracy while still, low-medium accuracy while moving
Pistoleer:Low damage, high speed, medium accuracy while still, medium accuracy while moving

That seems balanced to me
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