Rifleman Archive
Thread: A Proposal for Improving Cover
Message Edited by Darth_Spike on 05-31-2005 04:51 PM
- the rifle crawl won't be back though as you can get plenty fast already if you are 4000 scout grouped with a SL or have genericTerrain mods.
- I like the idea of advanced attacks working under it with a chance of breaking it.
Ackehece wrote:
great idea...
- the rifle crawl won't be back though as you can get plenty fast already if you are 4000 scout grouped with a SL or have genericTerrain mods.
- I like the idea of advanced attacks working under it with a chance of breaking it.
*thinking on other things and may comment further*
The chief reason I mentioned the Rifle Crawl is that in a PvP scenario (the only real reason to remove our dot from the radar) it is a LONG crawl to get within 65 meters of the target. It is a LONG crawl because a human being can kinda figure out that the blue dot that was les than 120 meters north of you and closing that disapeared is probably a Rifleman in Cover trying to close on your position. That gives the Player plenty of time to get farther away from the Rifleman, or run right towards him.
Having a very fast crawl speed wold allow the Rifleman to maneuver under cover and get into position without a Human being having an easy time discovering the Rifleman. Ideally, the Rifleman would Cover, and then move in a path diaginal to the Rifleman and the Target. Even if the Target ran directly towards the last known position of the Rifleman, we would be too far away to be detectable.
Here ia an additional thought/ new ability. What about giving Rifleman a Radar Jam ability. Give it a wide range - like 64-256 meters, and let it last for 15-60 seconds. Maybe make it a Ground Target Area of Effect ability, where a Droid or something is sent to a waypoint and startes Jamming. This would give the Rifleman a useful Group Function of allowing ALL group members to move into position undetected by radar, and would let the Rifleman get into Cover anywhere near the Target without having to crawl, and without being detectable.
Darth_Spike wrote:
Ackehece wrote:
great idea...
- the rifle crawl won't be back though as you can get plenty fast already if you are 4000 scout grouped with a SL or have genericTerrain mods.
- I like the idea of advanced attacks working under it with a chance of breaking it.
*thinking on other things and may comment further*
The chief reason I mentioned the Rifle Crawl is that in a PvP scenario (the only real reason to remove our dot from the radar) it is a LONG crawl to get within 65 meters of the target. It is a LONG crawl because a human being can kinda figure out that the blue dot that was les than 120 meters north of you and closing that disapeared is probably a Rifleman in Cover trying to close on your position. That gives the Player plenty of time to get farther away from the Rifleman, or run right towards him.
Having a very fast crawl speed wold allow the Rifleman to maneuver under cover and get into position without a Human being having an easy time discovering the Rifleman. Ideally, the Rifleman would Cover, and then move in a path diaginal to the Rifleman and the Target. Even if the Target ran directly towards the last known position of the Rifleman, we would be too far away to be detectable.
Here ia an additional thought/ new ability. What about giving Rifleman a Radar Jam ability. Give it a wide range - like 64-256 meters, and let it last for 15-60 seconds. Maybe make it a Ground Target Area of Effect ability, where a Droid or something is sent to a waypoint and startes Jamming. This would give the Rifleman a useful Group Function of allowing ALL group members to move into position undetected by radar, and would let the Rifleman get into Cover anywhere near the Target without having to crawl, and without being detectable.
- Cover can only be broken by Hostile/attackable Targets.
- We can use Sniper shot under cover with Slower speed than Conceal but more Dmging
- Conceal shot's speed should be increased
My 2 cents