Rifleman Archive

Thread: Beyong bug fixes What Rifleman centric things would you like to see.

CraftAddict
Mon May 02, 2005 10:29 am
#1

OK, just like the title says. Whats things would you like to see added or changed in the rifleman profesion, including requisite trees, or in combination with other professions. This isn't for bugs, so lets not start another thread on bugs. This is for gameplay enhancing changes, or otherwise pet peezes with the profession.

Here's mine, in no specific order:

1. Atacks that require a posture to put you in that posture. (ie cover, meditate, snipershot)
2. Posture attacks to change your posture always, even without an attackable target.
3. LOS indicator on the UI for attackable targets.
4. Range always be visible on your current target (no out of range message in its place). I'm a rifleman, I know my range.
5. Darker fading when an ability is refreshing, or another more easily seen indication than what is currently done.
6. To be able to see the to-hit mods once more

PLEASE REFRAIN FROM COMMENT

Message Edited by CraftAddict on 05-02-2005 01:29 PM



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
----------------------------------
Master Rfileman - Master Marksman - Combat Medic
Grizart
Mon May 02, 2005 10:46 am
#2

Bionic Cyber Eye to allow you to sync up with your weapon and increase accuracy.


Ranged Forced Shot - Basically allows you to push an enemy 10 m backwards from you. With the impact the person is taking from a ranged shot, it only make sense.


SNIPERS CRAWL - crawl speed doubled when moving under cover, but can not attack for 10 sec after coming to a complete stop.




********************
Grizart Pachoo

Trinity City, Naboo
City Council Member
Va-Mei
Mon May 02, 2005 1:14 pm
#3

1.A variety of weapons, and a reason (and the knowledge) to use them at Master.


Pre-CU. I carry a T21, a DXR, a Jawa, & a low HAME11 at ALL times. I know that different targets have different resists to different weapons, and if Ichoose the right weapon, I'll get the job done right. At times, I carried 2 other weapons built for maximum accuracy, for those hard to hit players.


Post-CU. I carry an Adv Laser Rifle with an ADK (incidentaly, it was a generic laser rifle used for low intensity hunting before the CU. Now it's my best weapon). When I find a higher damage weapon, I'll move the ADK there. If I start seeing NPCs in Recon Armor, I may add a Kinetic weapon to my pack, but I doubt it. A 20% varriation in resits isn't really enough to give me reason to change weapons during combat. Without being able to see resists through /examine, I can't be sure what is prone to what. I may also add a fast firing weapon down the road, if I start finding reason to set states rapidly on multiple targets. So far, I havn't had much trouble with running low on action, so I don't foresee needing a low action cost weapon.


2. Re-ballance the Hate system. As the game stands today, my tanks cannot keep a MOB from charging me as soon as I open up with the heavy guns. There should be a priority system set up to the hate system, that will allow for a bit of ramdomness in what player a creature will attack, but shouldroughlyfollow: Rescue, Taunt, any engaged melee combatant (player, NPC or pet), highest damage dealer (ranged or melee), Factional standing, anyone performing a special nearby(including medical specials and even an artisan's survey), with random passersby at the lowest priority. Obviously, the last 2 would not apply to non-agressive mobs, and I'm sure I've missed a few conditions that should apply.


Ackehece
Mon May 02, 2005 9:18 pm
#4






Va-Mei wrote:

1.A variety of weapons, and a reason (and the knowledge) to use them at Master.


Pre-CU. I carry a T21, a DXR, a Jawa, & a low HAME11 at ALL times. I know that different targets have different resists to different weapons, and if Ichoose the right weapon, I'll get the job done right. At times, I carried 2 other weapons built for maximum accuracy, for those hard to hit players.


Post-CU. I carry an Adv Laser Rifle with an ADK (incidentaly, it was a generic laser rifle used for low intensity hunting before the CU. Now it's my best weapon). When I find a higher damage weapon, I'll move the ADK there. If I start seeing NPCs in Recon Armor, I may add a Kinetic weapon to my pack, but I doubt it. A 20% varriation in resits isn't really enough to give me reason to change weapons during combat. Without being able to see resists through /examine, I can't be sure what is prone to what. I may also add a fast firing weapon down the road, if I start finding reason to set states rapidly on multiple targets. So far, I havn't had much trouble with running low on action, so I don't foresee needing a low action cost weapon.


fixes coming according to the devs - at least weapons in the same box will do different things. Unfortuantely I don't see them allowing for lower tier weapons to be on par with high teir weapons. Maybe they should allow lower weapons to use higher power powerups we get cert'd for as we level. (kinda the way slicing will work - low level weapon > slice then a high level weapon would.)


2. Re-ballance the Hate system. As the game stands today, my tanks cannot keep a MOB from charging me as soon as I open up with the heavy guns. There should be a priority system set up to the hate system, that will allow for a bit of ramdomness in what player a creature will attack, but shouldroughlyfollow: Rescue, Taunt, any engaged melee combatant (player, NPC or pet), highest damage dealer (ranged or melee), Factional standing, anyone performing a special nearby(including medical specials and even an artisan's survey), with random passersby at the lowest priority. Obviously, the last 2 would not apply to non-agressive mobs, and I'm sure I've missed a few conditions that should apply.


also in the works I have been assured.








"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




MagenShae
Mon May 02, 2005 9:25 pm
#5

Sniper scope that increases range 20 meters - Master RIfle cert possibly made by WeaponSmith or Artisan - in the powerup class, limited uses and only one powerup at a time



I would have 2 of each damage type weapons, one with a Sniper scope.. one with a Damage powerup and switch between the two...







~The good you do is never remembered... The bad you do, is never forgotten~
Slysix
Mon May 02, 2005 11:58 pm
#6






CraftAddict wrote:


OK, just like the title says. Whats things would you like to see added or changed in the rifleman profesion, including requisite trees, or in combination with other professions. This isn't for bugs, so lets not start another thread on bugs. This is for gameplay enhancing changes, or otherwise pet peezes with the profession.

Here's mine, in no specific order:

1. Atacks that require a posture to put you in that posture. (ie cover, meditate, snipershot)
2. Posture attacks to change your posture always, even without an attackable target.
3. LOS indicator on the UI for attackable targets.
4. Range always be visible on your current target (no out of range message in its place). I'm a rifleman, I know my range.
5. Darker fading when an ability is refreshing, or another more easily seen indication than what is currently done.
6. To be able to see the to-hit mods once more

PLEASE REFRAIN FROM COMMENT


Message Edited by CraftAddict on 05-02-2005 01:29 PM




I'd like to be able to go to a kneeling position while under cover. Since los is a large part of hittinga targetnow and most places are not flat, being able to raise the point of view a few centimeters would improve LOS issues when attempting to engage a target.


How it would work.


You still have to be prone to enable /cover.


You break cover if you move while kneeling (because you automatically stand).


You can go back prone and move and maintain cover.



Oh faster crawl speed when no weapon is equiped would be nice.

Message Edited by Slysix on 05-03-2005 03:59 AM

Drewpey
Wed May 04, 2005 5:32 am
#7

how cool would a bayonet powerup be? huh? huh? who's with me?

maybe a number showing how far until you are in range(make it red and negative maybe?), instead of (out of range)...(i know if you hold your cursor over them, but i like to tab through lots of enemies)



~Anden of Starsider
~Dewi of Scylla (retired)

I want my GCW!
Myn_Opias
Wed May 04, 2005 5:49 am
#8

Increased deadliness when firing from a prone/kneel position.


One or two alternatives to a T21, it's like the old armor system: everybody went for Composite because it's the best. There wasnt any variety in looks. It's the same with the T21 now.


Better hiding commands, we need to be able to take targets out without them having a clue where we are for as long as possible.





Myneuwaeroa Opias MyaKayp OpiasNeyo Niner


Elder Jedi Elder ArmoursmithImage DesignerMedic Commando


Spookibus
Wed May 04, 2005 7:59 am
#9

I'd like to find a T-21 that can deal higher damage than the Advanced LR that I bought for 18k.



Braxius Spookorum -- Leader of xA-Rx

Palata Phasma -- Shimmy Jedi Hawtness

There is no Dhugg... ...There is only Kidders


SturmEvil
Wed May 04, 2005 11:43 am
#10


I would like to see Strafe Shot or something similar returned to the arsenal. Also, a greater range would be nice.





Aliksander

Rangers Lead The Way

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