Rifleman Archive

Thread: Some ideas on how to make rifleman a sniper... give me your thoughts

Thebiglizard
Wed Jul 07, 2004 9:26 am
#1


I personally would like to see rifleman have some sniping ability. Not JUST sniping... because there are several problems with that.

Snipers are supposed to be hard to detect, and hit hard... and with the current range system it just isn't going to happen. How about devs put in a gun that has around 135 meter max range... but can only be fired while prone and take covered, and has a speed cap around 5-10 seconds. That would make the countersniping tree MUCH more useful, asthere could actually be some use to the raise posture ability. And having to be take covered would make kiting impossible. There is a tiny problem tho.. a rifleman could simply take cover, fire, run, and take cover again. A way around this could be that the rifleman cannot stand up until the delay from his shot is over.... It would also be cool to see some kind of pistol whip-like move where you hit the opponent with the butt of your rifle.


what do you thinK? please just constructive criticism... no flaming your fellow rifleman




Cradossk- Master RifleLizard


“I am no man!”





Message Edited by Thebiglizard on 07-07-2004 09:35 AM




Cradossk- Master SwordLizard


Owning Rebels since the day I spawned


Sotaudi
Wed Jul 07, 2004 9:49 am
#2






Thebiglizard wrote:

I personally would like to see rifleman have some sniping ability. Not JUST sniping... because there are several problems with that.

Snipers are supposed to be hard to detect, and hit hard... and with the current range system it just isn't going to happen. How about devs put in a gun that has around 135 meter max range... but can only be fired while prone and take covered, and has a speed cap around 5-10 seconds. That would make the countersniping tree MUCH more useful, as you could actually be some use to the raise posture ability. And having to be tanke covered would make kiting impossible. There is a tiny problem tho.. a rifleman could simply take cover, fire, run, and take cover again. A way around this could be that the rifleman cannot stand up until the delay from his shot is over.... It would also be cool to see some kind of pistol whip-like move where you hit the opponent with the butt of your rifle.


what do you thinK? please just constructive criticism... no flaming your fellow rifleman


Cradossk- Master RifleLizard


“I am no man!”








I think they always pictured us as having to be prone and in cover to be effective, and from the rumors that have come out since the fanfest, it sounds like they are going to try to make it so that we have to be at least prone to be effective. But you are correct, the distances involved make the prospect dim at best.


While your suggestion is certainly logical, I see two problems with it. First, havinga rifle with a 135m range would mean having to adjust the AI so that NPCs and critters have an awareness out to 135m. While that only a little over doubles the current awareness range (64m), it increases the area of awareness nearly 4.5 times, going from an area of 12,868 sq. meters to 57,256 sq. meters. That would mean that every critter, NPC, and player have to be aware of all the objects in 4.5 times the area. And that would probably bring the system to its cyber knees.


The other problem is that it only takes a few seconds to cover 64m, so only a few more to cover 135m. So if we had a rifle that had a cap of a 5 or 10 second delay that would keep us in place for 5 or 10 seconds, here is what would happen. You would go prone, cover, and shoot. Yoiu would damage your target. After a second or two, he would start running towards you. With a 5 second cap, he will probably cover most of the nomral 64m before you can shoot again, by which time he has likely already popped a stim, so he has healed some or all of the damage you did. With a 10 second cap, he would still have five seconds to keep running. And keep in mind that after the balance, mind will almost certainly be healable. With a 5 second delay, you may be able to get off a second shot, but they are not going to give us one or even two shot kills, so your second shot will not likely take him down either. But either way, you have gotten off one shot with a 10 second delay and maybe two shots with a 5 second delay, and now they are on top of you.or at least well with in range of you. Remember, they do not have to cover the full 135m. Even melee only has to get within 20m, so they only have to run 115m to be able to hit you. And you will be prone, and holding a rifle, which makes you the most vulnerable to melee attacks you can be. But add to that the idea that we cannot move until the delay is gone, and you are guaranteeing that they will always be able to get on us because we would have no way to shoot, then get up and run.


The alternative is just about as bad. We would go prone and shoot, They get hit, then they have 5 to 10 seconds to run the other direction, well out of range making it impossible to get off a second shot.


Without stealth and without high damage, sniping is not really possible. The unrealistic distances as well as the unrealistic speed at which people can cover those distances makes it unviable in my opinion.


So I applaud your thinking, but I do not think it could work.



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Thebiglizard
Wed Jul 07, 2004 10:04 am
#3

It might work if there was some way to put us out of radar range. Maybe 150 meters? I know you can still target from that far so you wouldn't need extra radar.... as for the creatures, alot of them will still aggro you from 100 meters plus so I don't know if that would be a problem... I have been incapped by a creature, then I start running from it and it'll aggro me from quite far away because the bleed ticked.









Cradossk- Master RifleLizard


“I am no man!”





Cradossk- Master SwordLizard


Owning Rebels since the day I spawned


Thebiglizard
Wed Jul 07, 2004 10:11 am
#4

or maybe an attack like conceal shot, where the player has absolutely no clue where the attack came from? therefore forcing them to take cover in a building... There has to be some way to make this work, I don't want to see rifleman nerfed to the state it once was










Cradossk- Master RifleLizard


“I am no man!”





Cradossk- Master SwordLizard


Owning Rebels since the day I spawned


Sandzibarr
Wed Jul 07, 2004 11:23 am
#5



you can pretty much boil downthe description ofasniper in essence to: 'a marksman who shoots at people from a concealed position and/or at long range' (left out the intel gathering as Im not sure how this can be applied to a specific class in SWG - as alt chars are the best spies )


as both of these points (no radar hide and 64m max range) wont EVER EVER be changed in SWG, I think we're doomed to be nerfed into something horrible.


If they do make a good go at it (in this supposed mythical combat revamp).. i will eat my ST helm... Fred or Kezia can witness it.

Message Edited by Sandzibarr on 07-07-2004 11:28 AM



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SANDZIBAR : IMPERIAL COLONEL : ACE : SNIPER

Thebiglizard
Wed Jul 07, 2004 1:53 pm
#6

"It will be resolved in the Combat Revamp"




sometimes I think that can be interpreted as....


"You will be nerfed horribly while we make jedi the only class worth playing."










Cradossk- Master RifleLizard


“I am no man!”





Cradossk- Master SwordLizard


Owning Rebels since the day I spawned


Sotaudi
Wed Jul 07, 2004 7:04 pm
#7






Thebiglizard wrote:

It might work if there was some way to put us out of radar range. Maybe 150 meters? I know you can still target from that far so you wouldn't need extra radar.... as for the creatures, alot of them will still aggro you from 100 meters plus so I don't know if that would be a problem... I have been incapped by a creature, then I start running from it and it'll aggro me from quite far away because the bleed ticked.


Cradossk- Master RifleLizard


“I am no man!”






Do not get me wrong. There would be ways to implement around the awareness issues. Yes, there is some ability to target beyond 64m. But do this. Target a creature at around 60m - 70m. Then move out to 100m or so. You will keep the target, but even if you both just stand there doing nothing, it will eventually drop the target. Past a certain range, it drops it automatically. What this tells you is that the system will update your client with target information past the normal awareness range, but only for a short time. This, again, is so that the system does not have to keep updating each object with information other objects past a certain range.


The bleed issue is simple. When the bleed ticks, if you are not at some ungodly distance, all the system has to do is send the bleeding creature to your current location. But note that if you kite the creature past a certain point, even if it is aggroed on you, it will lose interest until the next bleed hits. Why? Because it stops updating the creature as to your whereabouts until the next bleed hits. Again, this saves processor time and client update times.


But you are talking about a different thing. At 135m, in order toshoot something, your object would have to be aware of other objects that far out in order to target them. As I mentioned, this greatly increases the amount of area the system has to gather infomation about "nearby" objects to update your client. Now add that area of awarnessto all creatures/NPCs/Players, and you can see how that would exponentially increase the amount of processing and data transfer both the servers and clients would have to work with.


To get around this, they could add a command like, /locktarget. You could then move into normal target range, target a creature, and use the command. This would force a target update for a specific period of time allowing you to move out to the specified range and give you a chance to setup. Then when you fire your shot (maybe even a new special with a long delay), the target stays locked until it moves out of range or something of that nature. There could be added awareness checks that could break the lock or something. But this would limit the extra awareness range issues in that this command forces the player and, possibly, the target to only have to deal with one additional object.


However, this would take a major revamp of the awareness system, I would suspect, and much more than could probably be justified to give one profession an extra ability. Besides, as has been mentioned frequently, they will never make it so we can shoot someone and they would not know where the shot came from. It may be realistic, but if they do not know which way to run, they have no defense against us, and nothing stirs anger more than being killed by something/someone and having no way to have prevented it. For both those reasons, this will never happen in my opinion.


Again, the problem is not your ideas. They are well thought out, but the devs idea for a sniper is just a pistoleer with a bigger gun who does not run around. We will never see a true sniper in this game because it would unbalance everything.




Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



RemoMoxey
Wed Jul 07, 2004 11:55 pm
#8

I'm not trying to flame, but under the current system (and by that I mean this Laggy, crappily coded game....not just the combat system) we will never be Snipers. The Devs have danced around our "are we snipers or machine gunners?" questions for 6 months now by answering we are how we play our characters.


The whole community (except for us riflemen and a few who understand that RIFLES SHOOT JUST AS FAST AS PISTOLS) want us to get a speed nerf. I don't see that happening. The down side to that is I do have an idea of what they will do.


They are going to add a second pool that is only used for specials (it'll heal quicker than HAM). The way I see that ending up is EVERYONE will get the same amount. For example everyone will get 1000 points in each bar in the "Special HAM" pool. This will effectively nerf riflemen (and BHs, and Commandos) who have the higher HAM cost weapons. I'll only be able to shoot Strafe Shot 2 8 times before my Mind "Special HAM" pool is gone, however a pistoleer will be able to spam 15 times before running out. The big question is "will food/buffs affect this secondary HAM pool"?



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Waste93
Thu Jul 08, 2004 9:36 am
#9






RemoMoxey wrote:


They are going to add a second pool that is only used for specials (it'll heal quicker than HAM). The way I see that ending up is EVERYONE will get the same amount. For example everyone will get 1000 points in each bar in the "Special HAM" pool. This will effectively nerf riflemen (and BHs, and Commandos) who have the higher HAM cost weapons. I'll only be able to shoot Strafe Shot 2 8 times before my Mind "Special HAM" pool is gone, however a pistoleer will be able to spam 15 times before running out. The big question is "will food/buffs affect this secondary HAM pool"?





I suspect that they will do this type of system too. And unless they readjust HAM costs it will do some serious harm to both Riflemen and Carbineers as we both have high HAM costs on specials.


From what I've heard, buffs will not effect this specials pool. It regenerates at a set rate that is the same for everyone.


This will also have the effect as decreasing the demand for secondary stat buffs. People can heal themselves faster with stims and since the specials wouldn't take from the HAM bar, there is no real reason to increase the secondaries.


With Mind going to be healable, stims will be the way to go.





Colonel Waste - The Wookiee Crusader
Bladius
Thu Jul 08, 2004 1:45 pm
#10

Master Rifleman should have the ability tobe cloakedfrom radar for a period of time and actually not be visually seen either for a period of time using some type of special shot. Without that, there is no such thing a sniping.....



Tyr'Ka Bladius

Cleaning up the galaxy one "mark" at a time

Carpe Diem Parabellum

Sotaudi
Thu Jul 08, 2004 2:44 pm
#11

I thought I had read that the Specials HAM regen rate will be some function of Willpower, so Willpower may have some affect on this. I would just not expect it to be much. However either way, since Strength/Quickness/Focus affect the cost of the special and since the cost is calculated before it is removed from the affected pool, even under the new system, I would expect these stats to be important because you do not have to regenerate what you have not lost.



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



Thebiglizard
Thu Jul 08, 2004 2:55 pm
#12

So lets see....


Highest ham costs + slowest speed + worst melee modifier = ub3r 1337


Also, they are nerfing pool shots... where you won't always hit them in the head and the accuracy will be way low.


What I want to know is, how anyone will incap anyone else if mind stims are in the game? Lets see... their health starts getting low. BOOM its healed. DAMN! lets hit their head.... BOOM! its healed. lol, I'm gonna love those fencer doc vs fencer doc fights.



Oh god, this is gonna be fun! I can hardly wait






Cradossk- Master RifleLizard


“I am no man!”











Cradossk- Master SwordLizard


Owning Rebels since the day I spawned


erli
Fri Jul 09, 2004 5:44 am
#13

Let them be invisible from 63m and beyond, if they step within 63m they are then visible.


Weight the range balances more so that pistols rarely hit at 64m and rifles rarely hit at point blank, carbines shoot mediocre throughout the spectrum of ranges.


Give some kind of defensive bonus to maintaining cover in battle, if something doesn't close the range to point blank you retain your defensive bonus.


Give us a single "kill" shot, that is only usable if initiating combat at 64m. Make it take 8 seconds to fire. Have it cost 5x HAM factor charged on selection of the shot. If attacked within that eight seconds the sniper is unable to make the shot and still loses the big HAM hit.


Let us shoot from rooftops and balconies. Let carbineers shoot from creatures, Let pistoleers shoot from vehicles.


Let us choose whether our radar dots show as red, yellow, or white.


Give meleers a similar mismatch disadvantage when caught at Max range by a rifle as what rifles have when caught point blank by melee. (i.e. dmg. multiplier)


How about a scope feature, that when used from cover lets a rifleman see and shoot further than 64m, but it has the drawback of not allowing the rifleman to see whats flanking him.


Or a scope feature that actually permits/forces us to target the part of the anatomy we wish to hit.


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