Rifleman Archive
Thread: Some ideas on how to make rifleman a sniper... give me your thoughts
Cradossk- Master RifleLizard
“I am no man!”
Message Edited by Thebiglizard on 07-07-2004 09:35 AM
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!”
Cradossk- Master RifleLizard
“I am no man!”
Cradossk- Master RifleLizard
“I am no man!”
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
Cradossk- Master RifleLizard
“I am no man!”
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.
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.
Cradossk- Master RifleLizard
“I am no man!”