Chef Archive
Thread: i dont understand...
Page 1 of 1
Cyrus_
Sat Aug 23, 2003 5:49 pm
#1
Why are they making disarm2 no longer knockdown? It only seems fair leaving it in, with a 30second KD timer. How can the pistoleer compete against people WITH ranged knockdowns?
Sepen
Sat Aug 23, 2003 5:51 pm
#2
I don't think it was ever meant to bea Ranged Knockdown... Though it's beyond me what it does now.
Bolanos
Sat Aug 23, 2003 5:53 pm
#3
The dev's don't want it to have a ranged knockdown because they want to eliminate the Pistol class. What else can you think of being the reason why they break/nerf the only special we can actually use with some good effect before they fix all of our broken ones?
Cyrus_
Sat Aug 23, 2003 5:54 pm
#4
Is it still going to be an area effect attack? Maybe they will just rename to Multi target2.
Kaeg
Sat Aug 23, 2003 6:13 pm
#5
Cyrus_ wrote:
Is it still going to be an area effect attack? Maybe they will just rename to Multi target2.
Who knows? That would require the Devs to actually communicate to the players, and we all know that will never happen! heheheh
Spekao
SenorMister
Mon Jun 21, 2004 7:35 pm
#6
I dont understand what the speed cap is and all that stuff, can anyone tell me the rifleman lingo so that I am able to understand some of the threads...please and thank you if you did/can
BabyRancor
Mon Jun 21, 2004 9:19 pm
#7
Speed cap refers to the hard cap value of one shot per second in the game. No weapon or player can shoot or strike faster than once per second.
Rifle users refer to "shooting at the speed cap". This just means that at Master, the addition of the speed bonuses from the tree give the character enough speed to shoot certain rifles at once per second.
Rifles are among the slower weapons in the game, so some cannot be shot at once per second even by a master rifleman - in this case rifle users can pick up master marksman and/or rifle speed skill tapes or attachments to let them shoot any rifle at the speed cap.
sciguyCO
Wed Jul 27, 2005 11:38 am
#9
I haven't actually put together a fully functioning recycler (mainly due to lack of parts and the recurring bugs), but my understanding is this:
1) Get recycler for general class you want to deal with (flora, mineral, chemical, creature)
2) Set recycler to the sub-class you want to recycle (cereal, ore, water, meat)
3) Drag stack of resources matching that subclass into the recycler
4) You get out a generic stack of cereal / ore / water / meat of the same size as the starting stack, but with all stats set to 200. This generic stack can be combined with any other stack of recycled resources of the same sub-type. So you can take a bunch of small stacks of rice, oats, and wheat and get one big stack of "Processed Cereal".
Recyclers are very handy for items where stats don't matter (food subcomponents, clothing, most architect items) and to combine little stacks of diverse resources. For items where resource quality matters, or for items with more specific resource requirements (neutronium steel, Wheat, etc), the output of a recycler probably isn't the best choice.
Page 1 of 1