Carbineer Archive

Thread: Carbine Range Attack Mods

JerikArca
Wed Aug 06, 2003 2:38 pm
#1

Is it just me or did the developers completely screw up the Ranged attacks mods for every ranged weapon? I mean just looks at the statistics for carbines, which are supost to be good at medium range, and average at long and short ranges. Now it seems to me thatcarbinesare set up like pistols since myEE3 has a posative short range mod, 0 medium range mod, and a -80 long range mod. This alone puts us at a great disadvantage to pistoleers since they are hitting us with more powerful shots, and they have the same modifiers at long range. The tusken rifles are set up like bad carbines because they have posative mid range mods and high negative close, and far range mods. What ever happened to the general rule of thumb that Pistols were for close range, carbines all around, and rifles for far range? I'm seeing big negative long range mods for almost every ranged weapon. I have noticed that carbiners can PaWn even master riflemen if you get right up in their face, hit them with an action shot 1 andaction shot 2 to knockthem down to cause stacked bleeding, and then just smash them with leg shot 3's or crippling shots. In reverse this tactic should be able to work against pistoleers correct? Noit doesn't due to carbines having the same -80 long ranged mods as pistols, when carbines should have atleast a 0 long range mod. Well that's my tow cred's so post what you think.




"If we make enough of a fuss we might get the attention of the devs."
"Long Live the Empire"
Colonel Nom Anor
Kaffis
Wed Aug 06, 2003 4:50 pm
#2

I think you'll understand things a little better when these two clarifications are made:


On carbines (don't remember about other weapons), the negative sign on the point blank portion of the range modifiers (the first number) is on the first line, it doesn't wrap down to the second line along with the modifier. So no, we don't have positive point blank mods. It goes negative point blank, small positive or zero ideal, and then very negative max.



Secondly, the middle number is not "mid range." It is the modifier at the weapon's ideal range. The ideal range is also listed in the examine window, and this is what defines a weapon's effective range. Pistols generally have very short ideal ranges -- ranging from 8-15 meters or so. Rifles have very long ideal ranges -- around 55 or so meters. Carbines vary a lot -- for instance the DH17 snubnose is 25 meters at ideal, and the laser carbine is 50 meters.



All ranged weapons have a modifier that's negative at point blank, zero or positive at ideal, and negative at max. The question is just where that ideal is. You can think of it as a graph consisting of a curved arc. It has low accuracy near the y axis, but as the range increases (moving along the x axis), the accuracy goes up, till it reaches a peak at the ideal range, and then goes down again until it's even lower than point blank at the maximum range.

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