Carbineer Archive
Thread: Where the heck is our Carbine Aim
As Carbineer's we get +4 Carbine Aim
Riflemen get +30 Rifle Aiming
Pistolers get +16 Pistol Aiming
What's going on here?
On this topic, does anyone know the average ranged modifiers for rifles and pistols?
It seems most of the carbines are -x/0/-x, we always have 0 (or near it) as our ideal range modifier, and the other numbers are negative... so we NEVER get a bonus to-hit from our weaponry...
See here:
http://webpages.charter.net/mayers/range.jpg
Notice the minus sign on the point blank range being on the wrong line.
We've all been a bit fooled by this ![]()
I have posted on both the Rifleman and Pistoleer forum asking for the ranged attack mod stats for their top guns, to see if having negative/zero/huge-negative range mods is par for all weapons.
Well I can assure you that these attack modifiers to not apply to pistols in the least. I went halfway up the pistoleer tree before I realized what I'd done. (which was give up my precious ham eating carbine that I love so dear, which I am compinsating w/ buffs atm)
Buy a pistol, no matter your skill level, and start shooting at something from 65m away and run circles around it. I gaurentee you will hit it 8/10 times.
Try that with a carbine, lets say, halfway up the carbineer tree, which is my current skill, running at 65m away in circles shooting I will hit for about 3/10 times, if I'm lucky.
Anyone see a problem with this?