Pistoleer Archive
Thread: Focus Thread : Balancing Range limitations for Pistoleer, Carbineer and Rifleman.
Giftmacher wrote:
At the risk of repeating myself though, I do think we need to focus on making weapons best for their ideal ranges, rather than prohibit their use at certain ranges. Why can't we just make it so you are 2/3s as effective outside your ideal range, reducing to 1/3 at the extreme. That way a ranged prof can always use their favoured weapon where they like, but will have significant inducement to change weapons in a tight spot.
I really like this idea. It has the virtue of simplicity.
Dungeons, if we insist on making rifles being very poor at close range, then we probably need more open air content, many dungeons are cramped as it is and there should be a benefit in taking a rifleman on a good deal of raids, at the very least a rifle with less power but a more flexable range would help.
To be realistic, I think we have to expect game content to remain the same. Considering the snail's pace at which the devs crank out new dungeons, I don't think we can expect them to add in a lot more content that would allow riflemen to stay at greater range.
Giftmacher wrote:
Just to tie up, it's getting a bit heated, let's not ruin a good discussion of ideas (and I'd like to remind people that it is just ideas not demands at the moment) by feeding the trolls.
Here is the main issue, weapons are not balanced at all.
Heavy Weapons have the Highest SAC, then Rifles, then Carbs, then pistols.
Rifles have the largest max damage, then Carbs/Heavys, and then pistols.
Pistols have the fastest speed, then carbs, then rifles, and then heavys.
And finally we get to the Best Elite Profession in the game's big concern range(I'm gonna call you guys what you are, your specials are definately stronger then Rifleman Specials and I would take them over carb specials). Rifles have the most, carbs have the second, pistols have the least and heavys have a wide range.
So if we are truely gonna balance weapons lets not stop at range, because that is short sighted. Let us also balance Damage, Speed, and SAC.
Message Edited by PyscoJuggalo on 06-25-2005 05:26 PM
Which carbines do you speak of? I admit I dont know a lot about carbines, but please elaborate as to the exact names of the several carbines that shoot 60-65m. I only know of one, and its not actually acarbine. LOL. I am not saying there arent carbines that shoot 60m+.....Ijust dont know what they are. Can you elaborate?
Gray03 wrote:
Yes, there are several carbines that shoot 60-65m
Well hell, no wonder I didnt know of any. LOL. That thing is a turd.
BadgerSmaker wrote:
DXR6 is the only one I know of.
BeWary wrote:
TAfirehawk wrote:
The Devs got scared because of one prof being such cry babies about a nerf to their uberness (which they should have never been solo'ing Krayts, etc. anyways) but in turn now have nearly destroyed the other two ranged profs.
BTW, those Rifleman or even Carbineers that complain about not being able to participate in dungeon/melee content, well choose another prof that is meant to be effective at close range or diversify your template or get a BALANCED GROUP.
TAFirehawk uses common sense to hit The nail on the head for a bajillion points of truth dmg.
The nail is stunned
The nail looks less steady on its feet.
Giftmacher wrote:
PyscoJuggalo wrote:
If you want to balance range lets go the opposite dirrection. Instead of limiting weapons let all weapons hit at 65m.
I garuntee you if we go to minimum ranges nothing will be solved. Rifles will be made weaker, rifleman will be a worthless profession, and everyone will be a Master Carbineer instead of Rifleman in their template.
Making everyone hit from 65m wont balance anything (Because of my previous post, weapons aint balanced period), but it is better then destroying one profession.
I think it is sometimes difficult to feel the diffence in SAC at the moment particularly with PuPs complicating things, so yes I would support a long hard look at that.
However on your point (above)about heavy weapons, just how good/bad are they, and is the situation improved by having these weapons tied to a specific skill box?
Gift.
Heavy Weapons are screwed because they are slow, deal mediocre damage, and even after being SAC PUPed take alot of action(BTW a Plasma Thrower can't be PUPed at all). When they fix the AOE bug and if they deal full AOE damage they will be quite a good weapon class, but currently all they are is an interesting dabble for a Crowd Controller.
The imbalance occurs when cross profession abilites are used with a weapon not designed for the range the ability was designed for. The root shot is not a rifleman ability but can be used with a rifle. Sniper shot is not is a pistoleers ability but can be used using a pistol(although I'd question why one would go prone that close).
How would limiting special abilites to be weapon specific affect the balance issue?