Carbineer Archive
Thread: Range Mods..
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RogueForce
Thu Apr 21, 2005 2:31 am
#1
In the current system pistols > carbines > rifles at close range, and the reverse for distance. Is this still the case in the CU? I'm finding it difficult to tell without the above target range guage. I cant think why it would have been removed unless range does no longer matter.
jalexu
Thu Apr 21, 2005 3:15 am
#2
Although accuracy mods on the gun are no longer there, I found to miss a lot with a rifle at short distance and rifleman by itself has the highest accuracy of the three. I can't tell yet wether they just hidthe accuracy mods or they "dumbed" down the accuracy system (personally I kinda like it how it is in live).
memnoch37
Thu Apr 21, 2005 9:50 am
#3
Press ctrl-c and it will show offense and defense rates. Offense is your general accuracy + weapon specific accuracy, and the same as defense. This accuracy/offense mod now affects the actual damage that is dealt; the defense mod affects how much damage is received (similar to armor, but is not absorbed, it is simply mitigated).
I have yet to test it, butI suspect the attackers posture, and more importantly their distance is what affects the hit/miss ratio. Anyone out there who is interested feel free to run some tests. Make sure to use fairly large samples of data and be prepared to post it if asked (which we probablywill
)
Please keep in mind these are just my initial observations; I do not have finialized numbers to back me up just yet. Also of note, this can (and will, im sure) change at any time. Hell, yesterday morning ranged/melee/weapon defenses did absolutely nothing. They pushed a patch last night that turned it on, they could push another patch out in an hour that completely invalidates all of the above.
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