Rifleman Archive
Thread: Pistoleer is too powerful.
Yep, I totally agree. It is just lame to be 64 meters away and get knockdown and incap'd, just about that fast.
Just to convert that, 64 meters is ~59 yards. Now, I don't know many ppl in real life who could pull off two special pistol attacks in under three seconds from 59 yards out! But this is all about the fun of the game and comparing to RL is not the best answer.
The solution is simple: As stated above by -OG- just simply increase the max range of rifles and for heaven sake, fix the mods. Think about it, 100 meters is ~91 yards. A person who has never fired a rifle before in their life could be taught to hit a target at 91 yards in a few hours at the shooting range. It is simply ridiculous that I have to stand out at 90 yards and say "oh, look at that, I am out of range." And then move in to within 59 yards of the target before I am able to engage it with my rifle.
Please increase max range on the rifle.
Ok. I think it has been said about a BILLION times that extending the range past 64 meters is impossible due to the game engine mechanics so I don't know why people keep asking for it.
Anyway, my proposition has always been to make pistols and carbines absolutely useless at 64 meters just as rifles are at less than 25 meters.
I fully agree with that, they need to set sharper lines between when you are likely to hit and likely to miss.
CloseHauled76 wrote:
Anyway, my proposition has always been to make pistols and carbines absolutely useless at 64 meters just as rifles are at less than 25 meters.
64m is NOT 59 yards, and 100m is NOT 91 yards...
You got it all in reverse. 1yard= 0.91m so 64m is around 70 yards and 100m is around 110 yards.
[quote]Now, I don't know many ppl in real life who could pull off two special pistol attacks in under three seconds from 59 yards out![/quote]
I dont know many ppl in real life who have laser blaster pistols which undoubtably would have much greater accuracy (particle beams have no mass and arentaffected by wind, they fly much faster than bullets, they have no drag, there isno moving parts so much lessroom for mechanical error, etc etc )than glock 40's as well as have much less of a kickback.
Now im not saying they shouldnt be balanced differently, I'd welcome a small pistol nerf at long range or rifle increase at short range. But I don't think comparing this game to "real life" really works.
i agree, make pistol damage healable, make it where we are not one shot by pistols, and also, pistol damage damages the natural lowest stat of most pc's...
wait, thats rifles
Quote: "I dont know many ppl in real life who have laser blaster pistols which undoubtably would have much greater accuracy (particle beams have no mass and arentaffected by wind, they fly much faster than bullets, they have no drag, there isno moving parts so much lessroom for mechanical error, etc etc )than glock 40's as well as have much less of a kickback."
Agreed, however I've always been under the impression that in Star Warssomething in the propulsion caused a good deal of kick and randomness in the targetting (i.e. where the laser dot lands, is NOT always where the blaster bolt lands).
The basis for this assumption is Kenobi's statement "as clumsy or as random as a blaster" as well as the inability of a Squad of Stormtroopers to hit anything at 10 meters. While I understand it's artistic license (you can't have your heros killed by a grunt), it did go a long way to help the believability for me.
This was reflected in the Dark Forces first person shooter games. Using a stormtrooper carbine, it was difficult to hit a single target as there was a small degree of randomness in the bolt's flight path and it usuallytook several shots to land a hit.