Pistoleer Archive

Thread: Rumor Mill: Removing Melee damage mutiplier on large weapons

Shadow_Wulf
Wed Nov 05, 2003 8:43 pm
#1

I've been reading a bunch of posts recently, mostly because now that people wear armor pvpas a pistoleer smuggler iskinda frustrating. Anyways there seems to be some people mentioning that the meleedamage multiplierfor using rifles, carbs and heavy weapons will be removed from the game at a certain upcoming point. This has seemingly been a basis for the increased damage of these weapons when compared to pistoleer. Now I'm not going to cry that the sky is falling, but realisticaly there is a chance that our sky will fall if there is no reasonable counter change to the removal of the mutiplier. We already have a low dps, our guns are pretty much weak, being the master of the random ham and/or the health bar, and having no effect cuasing abilities;the multiplier could be looked at as an equalizing factor. What if anything, will serve to equalise the elite marksman profressions?


Just some food for thought, once stuff gets on TC its pretty dang hard to change it.




Shadow-Wulf

The head nurse spoke out and said leave this one alone, she could tell right away that I was PIMP to the bone.
VolstedGridban
Wed Nov 05, 2003 8:58 pm
#2

I'd be surprised indeed if this were true. The Riflemen have been asking for the removal of the 2.5x melee damage penalty for a good long while. The Devs said they'd look into it -- and then promptly added the same penalty to Commandos. So apparently they think the 2.5x penalty is just dandy.

Realistically, if they'd fix MOB Warping, I wouldn't have a single problem with the 2.5x melee penalty. Removing the penalty from the Spraystick would be a bonus, but I'd settle for just fixing MOB warping.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
EasyMcRhinopants
Thu Nov 06, 2003 12:18 am
#3

The multiple strikes me as dumb. I mean, why, if you're carrying something that would make a dandy club, should you take MORE damage in melee? It makes no sense.


Besides, the increased damage per shot of the larger weapons is compensated by their slow firing rate and/or poor accuracy at close range (and yes, I realize the speed formula is retarded).


I'd be all for the removal of the melee penalty...


... course, I'd like to see rifle and heavy weapon users run slighly slower in combat, too


Dyriel
Thu Nov 06, 2003 12:29 am
#4


EasyMcRhinopants wrote:

The multiple strikes me as dumb. I mean, why, if you're carrying something that would make a dandy club, should you take MORE damage in melee? It makes no sense.

Besides, the increased damage per shot of the larger weapons is compensated by their slow firing rate and/or poor accuracy at close range (and yes, I realize the speed formula is retarded).

I'd be all for the removal of the melee penalty...

... course, I'd like to see rifle and heavy weapon users run slighly slower in combat, too







I can fire once per second, so can a Master Rifleman...yes, the speed formula is retarded. Rifleman DPS is much better than Pistoleer one (Master Pistoleer / BH Pistol 4 I should say) and it is surely the most frustrating thing in the game for me atm. I paid my speed with more than 160 skill points and someone hitting for 3 times my dmg is firing at the same rate. I don't care they suffer some other bugs, I suffer them too (yes, surely something strange for you but the mob warp is not a Rifleman Only feature). The ONLY thing that still makes me A BIT less fragile is this 2.5 modifier. Do I think it is legit ? Of course not, but I think it is more legit than the speed you have.
Laeren
Thu Nov 06, 2003 7:28 am
#5




EasyMcRhinopants wrote:

The multiple strikes me as dumb. I mean, why, if you're carrying something that would make a dandy club, should you take MORE damage in melee? It makes no sense.




As a balancing factor, it's good.


But (and don't scream at me fellas) I think each profession should have the equivalent of PMD1/PMD2, just for the reason of being able to club things with any weapon. Maybe not KD for everyone, but maybe something special for each profession.


Just an example....


Since rifles are longer, and riflemen are less-likely to actually close with someone to use it this way, give them RMD1 that does a bleeding hit. Kinda like having a bayonet on the end of the rifle (sans bayonet graphic). Not as useful as our PMD1 with KD, but they've already got a ranged KD.





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zazo
Thu Nov 06, 2003 7:32 am
#6

I have heard this as well it was posted in the bria forums lemme see if i can find the thread because the way it was explained although the 2.5x melee dmg will disappear there will be ranged and melee defense enhancements added.


I'll check back with a link





Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


zazo
Thu Nov 06, 2003 7:41 am
#7

heres the link


http://forums.station.sony.com/swg/board/message?board.id=Bria&message.id=126004


again I dunno if its true but the poster does and given my professions I didnt really see it as a bad thing.


/shrug


I'd feel more comfortable with another source to back up the info but the poster is reliable.




Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


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