Rifleman Archive
Thread: Rifleman's change (request your input)
This would include the skills, the attribute modifiers, certifications of weaponry and even the titles?
Write your idea's, post your Tree...
KardenTyrell wrote:
If you had the chance to completely rewrite the Rifleman Tree, how would you do it?
This would include the skills, the attribute modifiers, certifications of weaponry and even the titles?
Write your idea's, post your Tree...
In the Marksman tree I would move the Laser Rifle to Rifles III or IV.
In Rifleman I would get rid of the Assassin title for Concealment. Move the Sniper title there. Rename the Sniping branch to Accuracy and give it thetitle of Sharpshooter.
Remove StartleShot 1&2 (they are redundent) and replace them with some other attack. Not sure what yet. Maybe with a new ability called SprayFire. This would have a larger cone for the AoE but no status effect. Put it at Counter-Sniping IV.
Change SurpriseShot. Make it require the shooter be prone and using /TakeCover. Bump up it's damage mod to 6X or 7X (single target only) and increase the delay mod for it. Move it to Concealment IV.
Change the Defense vs Posture Up to just Def vs Posture Change (I would also change all other professions that have Def vs Posture Down to just Def vs Posture Change).
Change Block so that it only works against melee attacks.By doing this you can also make it so that it eliminates damage taken (like Dodge does), but again, only from melee attacks.From a RP perspective I don't know how you block an incomming blaster shot with your weapon. Though not a Rifleman issue I'd also change Counter-Attack so it actually is a Counter-Attack (target takes a percentage of the damage he did to you as you get off a snap shot maybe).
Just some ideas from the top of my head without doing an in-depth analysis of where all the mods are. But I like how for Rifleman there is a big increase in power for Mastering the profession. It gives a sense of acomplishment for doing so. Something that is missing from many other combat professions where the Master box doesn't make much of a difference.
maniacbunny wrote:
im pretty happy with rifleman, good damage type ranges and all.
Marksman Rifle Tree
Rifles IV Sharpshooting Talent (Apprentice Rifleman)
Certification Tusken Rifle
Certification Jawa ion Rifle
Rifle Accuracy +15
Rifle Aiming +15
Block +10
Rifle Concealment chance +10
Ability Headshot 2
As the combatant progresses in the field, he discovers high technology weapons aren’t always the best answer to situations. He seeks knowledge to lifeforms who have used their own type of rifles long before he has.
Rifles III Learning Curve
Certification Spraystick
Rifle Accuracy +10
Rifle Speed +15
Block +15
The Rifle user begins to learn from his mistakes, as he notices that melee attacks are a threat to him. Severely disadvantaged in close combat, he uses the toughness of his rifle to block Melee attacks.
Rifles II Concealed Firing
Certification SG82
Rifle Accuracy +10
Rifle Aiming +15
Rifle Concealment chance +10
Ability Takecover
Ability Headshot
Takecover: Ranged Defence Bonus +30
Ranged Accuracy Bonus +30
Doubles the chance of Concealment chance
The user of a rifle begins to understand the basics of long ranged combat, using the terrain to his advantage to strike an opponent effectivlyunnoticed.
Rifles I Long Range Shooting
Certification DLT20 rifle
Rifle Accuracy +15
Rifle speed +5
Understanding the basic handling of a Rifle, the user is able to Shoot a bit more accurately and adjust his aim faster then before.
Novice Marksman
Certification CDEF Rifle
Rifle Accuracy +10
Galjoss wrote:
For startle shot (or whater replaces it as it is useless)you could make startle shot 1 AOE cone attack with a very low damage multiplier, and make startle shot 2 a single target with a high modifier, becuase when leveling rifleman, first you get a load of single target shots that are all the same, then you get a load of multiple target shots that are all the same. It would also be cool if we had a single target shot that was at leasr as powerfull as strafe shot 2 as we are meant to be the accurate sniping class, in fact I would rather strafe shot 2 was a single target attack, because it is unusable in places like the bunker and I have to fall back on suprise shot then. I also think one way the devs could bring us closer to a sniping class is to give us powerfull attacks to all pools, a body shot, leg shot and head shot, but i dont think we can ask for that when we are one of the most powerfull classess in the game
It does seem that some form of nerf is going to happen, personaly if we were to get nerfed i would like it to be to our accuracy while moving and our accuracy up close, I'm a rifleman swordsman and I only ever use the sword when I need to regenerate, even toe to toe I do more damage with a rifle and that just seems wrong. I dont think our speed or damage output at ideal range should be changed at all.
Here's how goes..
Firstly snipers are meant for LONG range fighting. So increase a rifleman's range to 120m (just along the edge of the 3rd level of zoom on radar, read more before you complain.) This long range would further justify the "sniper" persona of a true sharpshooter.
To counter the fact that since riflemen have really powerful weaponry, place these factors into play: 1.) The only special that can be used while firing on the move would be supressive fire. All other shots must be fired stationary (if standing accuracy should be GREATLY decreased). 2.) Conceal shot, strafe shot, and surprise shot MUST be used while prone and in cover. 3.) Lower the speed cap on rifles to 3 or 4 seconds. 4.) Get rid of the spraystick.....
1.) This would prevent kiting rifleman as we have today. No more running 10 meters from someone landing consecutive shots to the smallest target on someone's body (i.e. headshot). It would also support a sniper's need to become proficient in other weaponry.
2.) This factor would be more reasonable since snipers don't exactly STAND out in the open firing at their targets without getting noticed. Plus it would give other fighters a chance to catch up to the sniper (who shouldn't be the only fighter on the field anyways.. he/she should be providing cover fire).
3.) This would prevent riflemen from clearing out entire battlefields with their powerful shots from these ungodly ranges.
4.) Is this thing really a rifle???????
Now to continue... Get rid of startle shot, nobody uses it and it serves no purpose other than a weaker flushing shot with no stun. Replace it with some sort of distracting shot that lowers the accuracy of other snipers (it is for the counter-sniping tree anyways right?).
Next, make "take cover" remove your radar blip from the screen (not your character.) The radar blip can show up within 48 m (as if you have been sighted).
Then fix conceal shot to work in pvp. Surprise shot should mimic conceal shot on players with one extra effect, it delays the target's next move with a short delay between applications (10 seconds or so). This of course would be defended by the "alertness" skill mod that even says it defends from surprise shot.
Now, to fulfill the need for COUNTER-SNIPING, the following commands could be used. In the counter sniping tree, a sniper can get the "scan area" command. It would reveal any covered snipers. Counter-snipers would be relied on to take out other snipers.
Let's make a rebel vs. imperial situation come to light.
Imperial sniper Joe notices that there is a prime target heading toward one of the squad leaders on the field. He realizes that he needs to neutralize this target so as to protect the squad's well being. So Joe quickly takes a prone position and takes cover (or has already done so). He picks out his target and begins to fire surprise shots at him to take him out.
Meanwhile, opposite him on the battlefield is the prying eye of the rebellion's most famed sharpshooter, Taji (haha, I know its funny.... Me.. famed!... HAHA). I realize that one of our prize soldiers is being taken down so I scan the horizon looking for snipers hidden in the distance. I find Joe lying in a trench. So now, I fire off a strafe shot that take's the sniper out of his covered position and delay's his next move. I follow up with a flushing shot that causes him to stand up and become stunned. Then i finish him off with concealed shots (hoping he doesn't run out of my range.) Sadly, the imperial team was using their smarts and had another counter-sniper and I go bye bye.
Anywho, I'm sure there are a few bugs in my idea but I think the whole situation thing was pretty awesome eh?
Ados
a word on the french
I can't wait till JTL when I get my CDEF Starship
Ados, you're sig is the FUNNIEST thing I've seen in a long time!
After that note, I would keep rifleman the exact same as it is now, mainly because it works, and in my opinion, why brake something that works?
Message Edited by shadowlith on 07-05-2004 11:14 PM