Rifleman Archive

Thread: Rifleman's change (request your input)

KardenTyrell
Sat Jul 03, 2004 3:24 pm
#1

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...



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
KardenTyrell
Sat Jul 03, 2004 3:28 pm
#2

this would include the rifleman tree on marksman



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
Waste93
Sat Jul 03, 2004 4:29 pm
#3






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.





Colonel Waste - The Wookiee Crusader
KardenTyrell
Sun Jul 04, 2004 4:08 am
#4






maniacbunny wrote:

im pretty happy with rifleman, good damage type ranges and all.






Rifleman is going to be changed with the combat balance, theres no time like the present to start shaping our profession to what we feel is right, and the developers change.



- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
AdosOba
Sun Jul 04, 2004 4:43 am
#5

The only way I would change rifleman I think is not possible or even fair. I would like take cover to drop you off radar. I have read before that there is something with a 3rd party system that does that same effect so SOE would not add it in for rifleman but it would be very cool.



.:[ Ados Oba ]:.
-={Malbec Mali | Chail Yecardy}=-
Shards of Alderaan (SoA)
LHA Food & Drink, Is now closed for the NGE, and forever!
KardenTyrell
Sun Jul 04, 2004 5:23 am
#6


Ive been busy a bit with the marksman line, and am progressing to the Rifleman tree. How does it look so far?



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




- "TK-231 reporting in" -
[|Arresting hawtpants members for a living|]
maniacbunny
Sun Jul 04, 2004 12:46 pm
#7

im pretty happy with rifleman, good damage type ranges and all.







(gn[[[[[[[>nnnXggggggggg WoW>SWG gggggggggWnnn>]]]]]]]ng)
Enykil of Gorgonnash
Member of the Horde Guild The Elders
Galjoss
Mon Jul 05, 2004 8:01 am
#8

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.
Ackehece
Mon Jul 05, 2004 8:30 am
#9






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.






To Strafe: verb :to rake (as ground troops) with fire at close range and especially with machine-gun fire from low-flying aircraft Strafe shot is area and should remain area affect.

I think that surprise shot should have a damage multiplier near that of strafe shot 2. Then I think there should be a Surprise shot 2 at master that removes the prone condition and does damage the same as surprise shot 1



"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




BadDawGe
Mon Jul 05, 2004 9:17 pm
#10

I say you could always make rifleman like a REAL sniper.

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?




Taji
That's right, I'm back with an effin' vengeance... Zacky Vengeance!! (my alt duh!)

Boberino
Mon Jul 05, 2004 10:09 pm
#11




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?



Barro Wanor
Kettemoor
(?Possibly Kettemoor's Second Hero of Tatooine?)
Self-Proclaimed King of Mos Epsa
I hate to toot my own horn, but toot toot!
shadowlith
Mon Jul 05, 2004 11:10 pm
#12



Please note, that with the speed changes, it is impracticle to assign speed values to boxes at this time.

Also note, that at +100 Rifle Movement Speed is equivilant to the current Normal movement speed (IE Bonus for Proffession Mastery)



Master Marksman

Abilities:

+8 Ranged Defense

+5 Melee Defense

+10 Rifle Accuracy

+5 Rifle Accuracy While Moving

+5 Rifle Movement Speed

+10 General Ranged Aiming


Attacks:

Overcharge Shot2 (Adds Stun State)

Wildfire (Ranged KD Move)


Certs: None


Rifles 4(ExoticRifle Techniques)Ranged Support 4

Abilities: Abilities:

+3 RangedDefense+3 Ranged Defense

+5 Rifle Accuracy +4 Melee Defense

+5 Rifle Movement Speed +10 General Ranged Aiming


Attacks: Attacks:

Headshot 2 Surpression Fire


Certs:

Tusken Rifle

Jawa Ion Rifle

SG-82

DXR6-B



Rifles3(Basic Sniping Ranged Support3

Abilities: Abilities:

+2 RangedDefense+3 Ranged Defense

+5 Rifle Accuracy +4 Melee Defense

+5 Rifle Movement Speed +10 General Ranged Aiming


Attacks: Attacks:

Mindshot 1 (DOT-Bleed)


Certs:

Laser Rifle



Rifles2(IntermediateRifle Techniques)Ranged Support2

Abilities: Abilities:

+1 RangedDefense+3 Ranged Defense

+5 Rifle Accuracy +4 Melee Defense

+5 Rifle Movement Speed +5 General Ranged Aiming


Attacks: Attacks:

Headshot1 Roll/Dive/Kick Attacks


Certs:

SprayStick



Rifles1(BeginingRifle Techniques)Ranged Support1

Abilities: Abilities:

+5 Rifle Accuracy+1 Ranged Defense

+5 Rifle Movement Speed+10 General Ranged Aiming


Attacks:

Aim (Accuracy Bonus)


Certs:

DLT120A


Novice Marksman

Abilities:

+5 Ranged Defense

+3 Melee Defense

+10 Rifle Accuracy

+5 Rifle Accuracy While Moving

+5 Rifle Movement Speed


Attacks:

Overcharge Shot


Certs: DLT120


Note:It's late, and I'm tired. I'll work on the actual Rifle Proffession tomorrow.


-J

Message Edited by shadowlith on 07-05-2004 11:14 PM




Like the Pheonix, he shall rise from the fire
And be born a new.

Flames will rain down upon all that oppose him
And when the embers cool

None will be left standing.

::The A'rien 1/2 of Seniph Gales::


SpawnofHell
Tue Jul 06, 2004 5:30 am
#13

At the moment the profs is good like all other marksmen we get r own pool shot, its just cause r pool shot is so called "unhealable" that they thing we r overpowered but it is healable as prove in doctor and medic forums also u get smurf(blue) milk so can still be healed. also we have harder time at lvling than a commando TKA or half the other profs, but once we hit master this all changes and other people complain casue we had to struggle through all of the tree to get a good class while they had it easy. I cant say for fact thou as im only master rifleman never done anything doubt i will till combat revamp. my friend grind commando and most of fencer now and it sound hell lot easier.


if i was to make any change it would be one for sniper shot to be a hard hitting single target attack as we have no good ones for when we r in DWB geo lab or other small areas. have a sniper prof will always bring people to say "how can u kill that from there that not fair u cheat *cry* etc" if u play any firstperson shotter you will see my point clearly to me i think TKM over power has mediate doesnt need a weapon and can spam attack just like us easily.


sorry got off topic there, back to changes strafeshoot should require u to move maybe to add to the effect ur moving along and kill everything in ur way but that maybe hard to do and annoying when ur limited. maybe some for of close range defense as when they get close like in geo lab u only have max 30 meter that if ur lucky so once u reach these place rifleman start to become as helpful as a noivce brawler



Spawner-Infinity
Medic cl80
Page 1 of 1
Previous Next