Ikalx's Rifleman Suggestions

Discussion in 'Feedback' started by Ikalx, Nov 23, 2014.

  1. Lazybum

    Lazybum :D Staff Member Moderator

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    I'm kinda sorta with zoom, the only time I bother with armor detection is in a vehicle, 3rd perk too. Sometimes I'll take armor detection as the 4th perk if I know there's engies everywhere and I'm not gonna be in melee range anytime soon, but otherwise most of the other stuff is more valuable to have to me.

    For rifleman skill ideas, here's a couple.

    Bigger mags, increases the amount of bullets in your weapon by 50%

    Increased armor, can simply be more bullet resists or a flat 20% increase to everything.

    Kill heal*, every kill heals you by 20 hp.

    Battle senses, when someone fires you can temporarily see them on the minimap.

    Vehicle ammo, more ammo for your vehicle weapons.

    Combat ready, start with max ammo, 30 extra hp(its a onetime thing, you can't heal back to it), double stamina(again, you can't regen past it, or maybe make it a 10-20 sec buff for stamina.)
    If you don't quite like the 30hp starting buff you can change it to simple hp regen, either 1 or 2 points for the same buff period as stamina. Idea is to be able to help break through the frontlines.

    Weapon specialist, can take a weapon from any class.

    Smart guy*, can start with a calc, note that it can't drop anything, it just lets you build at engy speed without repair upgrade and heal others.

    *should probably be called something else, but I'm bad at names.

    Some of that may not be balanced or terribly useful, but at least the ideas are there and give the rifleman a tad more flexibility depending on the situation.
     
    Last edited: Nov 25, 2014
  2. ImSpartacus

    ImSpartacus nerf spec plz

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    This is completely reasonable (and honestly, they all were), but I have a hunch that it may be difficult to implement.

    Otherwise, that's good shit.
     
  3. Ikalx

    Ikalx Member

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    That's what I said in the UE4 thread.

    Basically with heal and revive, well heal would just be used for riflemen to keep riflemen alive, and it'd be really effective. And revive would just de-class the engy, since it's the backbone of that class. In theory. Engies build, it's true, but what makes them super effective is that they can bring the dead back, and like I've said before that's an insane ability because you instantly add another player's skill to your own. That's why the engy isn't overclocked in any other sense.

    I did have a thread before about e-build, and the numbers...right, still have them. They're still the same.

    Barracks:
    Engy with repair = 20s
    Engy w/o repair = 65s
    Ebuild = 100s

    Turret:
    Engy with repair = 7.5s
    Engy w/o repair = 15s
    Ebuild = 38s

    E-build speed isn't terrible in the scope of things, but what frustrates me most of the time is that you can't repair things as another class. So often you'll be out somewhere and something might be going down, but because you're not an engy you can't contribute (just a little) to keeping a building alive.

    It would be nice if that was changed, and for those that wanted to, you could repair stuff at E-build speed - which isn't fast enough to be anywhere near game-breaking, but is fast enough so that you could regenerate a building while being out somewhere on your own.

    Otherwise, you just bypass buildings because...well, you can't do anything to help them.

    @Lazybum, while reading your suggestion list, one thing did occur to me that would be cool, and that was if riflemen could scavenge off corpses for ammo. It might be a little hefty to code, but that would allow riflemen to stay useful when on their own.
     
  4. Z100000M

    Z100000M Vithered Weteran

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    Im kind of torn on the Ebuild repair. On one hand it would help up free engies in some sutiations, but i cant shake off the feeling that it would lead to pubbers camping repairs instead of doing different stuff.
     
  5. Ikalx

    Ikalx Member

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    It's kinda like...who e-builds now? Vets (if it's important) and people who're in a position for some time. So I'm feeling like the similar for repair. I mean it's actually tediously slow so I don't think people would really pay much attention to it.

    If it does end up having an impact we could always slow engy repair a bit. But...we didn't slow build speed, so...
     
  6. Z100000M

    Z100000M Vithered Weteran

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    Hah, believe, me, if it fills a bar, noobs are going trying to do that.
    I remember myself, long time ago, Ebuiding sections walls on SoF thinking im being usefull. I wouldnt be suprised to see something similiar happen.
     
  7. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    1, 2, 4, 5 I can dig. I actually do like the idea of keeping the rifleman simple and just giving skills that are outright passive buffs. 3 is bad because it encourages one-player killing machines. 6 feels overly complex, a skill that provides a temporary buff at spawn just doesn't fit. 7 would be either gimp (SMG1/2) or OP as fuck (RPG/Mortar), there's really not a weapon that other classes have that the rifleman doesn't that would improve the rifleman without it being OP as shit. 8 feels iffy and too complicated.
     
  8. Drag0wn

    Drag0wn Member

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    Candles, I took the 'weapon specialist' to be getting an extra weapon, not replacing anything.

    Which if it was limited to smg1/smg2/shotgun could very well be worth a slot (smg1 and shotty particularly). The main OP factor is getting the extra ammo, although I consider that kinda minor.

    I'd dig this perk if it was a thing.
     
  9. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    That's what I thought. An extra weapon for the rifleman would either be useless in comparison to weapons he already has, or overpowered combined with weapons he already has.
     
  10. Sgt.Security

    Sgt.Security Member

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    In this case, I'd grab Health upgrade, increased armor, kill heal, Weapon specialist with mortar (Imagine that.)

    That's some nice skills there, Lazybum.
    Some are generally useful while the others are at least situationally useful.
     
  11. Lazybum

    Lazybum :D Staff Member Moderator

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    I guess it does make more sense for it to be an additional weapon, but I was kinda thinking it was just gonna replace the primary. Which after thinking about it 10 minutes later( I didn't put that much thought into those ideas) would be rather pointless because you might as well just roll as a gren and get the other rpg/mortar.

    It would work if smgs/shotgun was a replacement for the pistols I suppose. I can think of a few people that would rather run around with smg1 instead of pistol1, or have the actual shotgun instead of shotty pistol.
     
  12. Metruption

    Metruption Member

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    add to ammo skill :ammo looting (walk over a corpse to get 1 mag of each weapon and 1 of each nade type;only works once per corpse)
    squad ammo (this)
    give them double the benefit from health regen (inherent)
    strenthened armor (take more bullets to the arms/legs/chest and not die)
    armor piercing bullets (damages tanks with guns, less damageto people)
    hollow point bullets (do more damage to infantry)

    also let riflemen have a running knife
     
  13. Paradox

    Paradox I am a gigantic asshole who loses people's hard wo

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    I want lazybum his 3rd suggestion, NQW
     
  14. Lazybum

    Lazybum :D Staff Member Moderator

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    They already have this, damage increase. It's just 3 more damage isn't much, assuming it's still 10%. I thought I heard someone said it was buffed to 25% at one point though, but the scripts were never updated to reflect that.
     
  15. ImSpartacus

    ImSpartacus nerf spec plz

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    I think most skills are hardcoded. They get changed so infrequently and they all so varied that makes enough sense to do that.
     
  16. Trickster

    Trickster Retired Developer

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    Some of the skills have server variables controlling them. Rifleman damage might be one of them, as are all the vehicle related skills like cooling, damage, armour and speed.

    Kind of why I don't like the idea in the UE4 thread.
     
    Last edited: Nov 26, 2014
  17. Sgt.Security

    Sgt.Security Member

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    Have fun killing my squad.
     
  18. flasche

    flasche Member Staff Member Moderator

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    its just that in empires the game stands and falls with the engineer. kylegar already said that building and repairing will be available to all classes.

    i cant even tell how much better this is going to be for the game. no more selfish fucks that just pick any other class and say "well, its the engis job and im such a superuberpro if i would build we lose - let the noobs do everything so i can top kills, and have fun while others do the chores".
    apart of that switching class is no real option in a lot of situations - especially since you end up with 0 juice.

    the only things that make empires a team game are scrims/pugs (and from a few i participated in im not so sure about the last one either) and the fact that you are put on a team. you can have all your fancy wet dreams about how there is so much teamwork, there really isnt, in pubs its a bunch of individuals following their own interest (exceptions confirm the rule)

    funny anecdote: the day i stopped giving a damn about this non existent team shit i started to have fun with empires again. nobody gives a rats ass, so why should i? this doesnt mean i dont play with others, but only as long as they serve my interests.
     
    Last edited: Nov 26, 2014
  19. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    We-ell, that one time when we played together on bush I had a lot of fun, and even newbies stuck together and held the frontline. :rolleyes:
     
  20. flasche

    flasche Member Staff Member Moderator

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    how was that teamwork beyond us two agreeing on working together, we just happend to fight in the same area as the rest. admitably it was fun though.
     

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