Carbineer Archive

Thread: Carbineers are supposed to be fast shooters no?

Jensaarai_Defender
Fri Sep 26, 2003 4:23 am
#14

Now although i highly agree that a pistol is by far better suited in close quarter combat then a carbinein swg (our effective range is usually 20m to 45m, where pistol is anywhere from Zero to 30m), i disagree in the point that we should shoot slower then pistols because of the fact that the delay is representing not only rate of fire, but recovery time after fire. Pistols first of all are (depending on the round) very unstable sustained shot weapons, in comparison to smg/carbine/assult rifle classed weapons. Longer barell length and stock alone compensate for target aquisiton recovery. Now on the point of taking an assult rifle like the ar-15 into the woods and shooting it full auto/burst and missing a hek of a lot, i totally agree, if you were a novice, but, being carbineers makes us far beyond that, making us specialized in one weapon only, with considerable training in such. Also being in the military i was trained to fire sustained fire/burst fire/ and autofire (mp5, m16 training for exa.), and was trained to shoot three shot bursts within5 inch groupings at 50m, yes it is difficult, but if you are trainined to do it, it is very possible. So, in conclusion, the fire cycle time should be reduced for us and perhaps not the pistols, to reflect our weapons capability of firing faster, and more accurately (in our effective range). if not at least increase our carbine speed scores to better compensate our "specializing" within the field.


Zhuge Liang <Section Eight>


oh and one last thing lol, not to flame or anything, but i would still rather take a sub-machine gun (like and uzi or a mp5) to a close quarter fight then a pistol, heh


my two creds




-=from the desk of=-
Qiendarkk Liang B.H.I.T.
Chief of Police in Spirit, Tatooine
Indicant
Fri Sep 26, 2003 10:05 am
#15

The point of automatic weapons is that you don't have to aim precisely. Even a contemporary carbine can unload at speeds of close to 1000 rounds/minute. A laser carbine should be geometrically if not exponentially faster. Who cares if only one out of 3 hits you? I'd put a submachine gun against a pistol at 5m any day of the week. p.s. lasers don't have recoil, as there is no explosion.
Jensaarai_Defender
Fri Sep 26, 2003 3:22 pm
#16

keept this post alive, good points are being brought up left and right


*bump*



Zhuge Liang <Section Eight>




-=from the desk of=-
Qiendarkk Liang B.H.I.T.
Chief of Police in Spirit, Tatooine
MegaMako
Sat Sep 27, 2003 12:16 am
#17

While we are on the topic of close quarter effectiveness for pistols vs carbines (ar and smg); am I the only carbiner who dreams of getting an assault shotgun added into our lineup of guns? A close range tool like that would make me very happy.



P.S. I want it to sound like a shotgun too.

Kaffis
Sat Sep 27, 2003 12:44 am
#18

Would people be happier if Burst shot and fullauto reported multiple hit/misses per use? Like shoot fullauto at a guy, and instead of spitting out one line of damage for 600 and then making you wait 4 seconds to fire again, it shows up as a hit for 125, a miss, a hit for 100, a hit for 75, a miss, a hit for 95, a hit for 110, and a hit for 95 every half second? This is essentially how I see fullauto, anyways.


Burst shot would go similarly, but probably with three reports, and larger damage per.


The one problem with this is, it would look funny, since fullauto doesn't have a huge variance (beyond what the weapon has). So you'd either hit almost all of the shots for whatever damage, or miss them all (which would be the same as a fullauto miss now). This would look kind of screwy, and having a more consistent hit/miss ratio on a shot-report by shot-report basis would basically mean that fullauto would become a move with a large total damage range and variance, even without using a laser.


This would clearly demonstrate to all the people who don't get what the moves represent that the carbine is indeed capable of the fastest firing. But it would retain the balance mechanism of the pistol being the fastest aiming (ie, you can switch targets more often, and switch moves more frequently). With the exception of possible impacts on damage variance for moves changed in this way (and even then, only depending on how they're implemented -- one way remains identical to the present numbers, but would probably look pretty silly, another way messes with the consistency of the moves so it "feels" different while remaining equal over a large number of uses), it doesn't change the relative power of the moves, nor the damage per second.

FicoFeafip
Sat Sep 27, 2003 12:57 am
#19

Pistols not powerful?


WhenI go to a Master Weaponsmiths Shop, see 20+ pistols with 30-300 damage range that cost less than half of a high quality carbine (of which there is maybe 1-2 aday at 45-450), I always feel a little twinge at not having taken pistol. Then, of course, I own a Master Pistoleer in PvP and feel a little better. Ah well, nothing like using charge shot and running like a mad man in a laser fight....


Fico Feafip


Master Doctor/Carbineer of Scylla

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