Rifleman Archive

Thread: Keldarin is reviewing AP

Turjan
Tue Feb 10, 2004 8:16 am
#79

I think its gonna be worse than you imagine. An old comparison. I was a macer in in UO - we were slow but steady kinda tanks but we did damage to armour. That lasted awhile but the player complained that we were wrecking there expensive armour so they reduced the amount of damage to armour by about 80 per cent. The dev's took away the advantage wewere given to compensate for our low speedand left us slow. They ruined acombat skill by constantly tweaking it to please the other fighters.

As to pve - we are gonna take a major hit with NO compensation for the change - its deja vu all over again.


Ixiso on Bria
Owain1
Tue Feb 10, 2004 9:34 am
#80




Shilak said, "In fact, if you actually think about it, it makes more sense that a high AP weapon would do more damage on a soft target than a low AP weapon."


In fact, this is not true. If you take a full metal jacket round, and fire it at some one, there is a good chance that it will go right through them with little deformation of the slug, and little loss in velocity or kinetic energy. Now that will hurt like hell, but may not kill them. That is the equivalent of an armor piercing round. It concentrates all it's force in a small area for the purpose of penetration. If there is little resistance to that force, it will pass through will relatively small damage. Small entry wound, small exit wound.


Shoot someone with a soft nosed dum dum round, and it will deform on impact, imparting most of it's velocity and kinetic energy to the target. All the force is spread out into the target, inflicting catastrophic damage. Small entry wound, exit wound the size of a basketball, and the target dies almost instanteously from intermaldamage and shock. Which round would you rather be hit by?


There is a similar effect on vehicles. Jets I flew in the USAF carried two typical combat cannon rounds, API (armor piercing incindiary), and HEI (high explosive incindiary). Against lightly armored targets, like armored personnel carriers, you'd want to use API for penetration and interior spauling, but not HEI, which would just bounce off. Against unarmored targets, such as other aircraft, you'd want to use HEI, which would hit and explode, igniting fuel and destroying hydraulics and engines and structural elements, but not API, which would just pass through with little damage unless you happened to hit a critical area. Heavy armor is another story, and you don't use cannon fire, you use missiles, which does not apply to the rifleman line.


Personally, I think that at Master Rifleman level, there should be several available new weapons, each with different weapons effects, for use with armored and unarmored targets.


1.Sniper rifle - long range, low rate of fire, high damage, high accuracy.

2. Heavy automatic rifle- Medium range, high rate of fire, low accruacy for AOE suppression fire.

3. Assault rifle - Medium range, medium rate of fire, medium accuracy.


It might be better to have weapons effects be a type of ammo that you supply using a power up. Going against armored critters? Slap on a AP power up. Have an unarmored target? Slap on a HEI powerup. Make the powerups removeable so i can vary my weapons effects without having to carry around a golf bag with multiple rifles, but that is starting to stray from the topic.


Anyway, that's my two credits...
ga2
Tue Feb 10, 2004 4:05 pm
#81

I'll be quiting this game if this happens. I've dedicated several months to this profession, time that I cannot get back. I can't take another 3 months to learn another prof because the devs didn't have the forsight to make AP work right the first time. So please do me the favor and change it already so i can throw this game in the garbage.

Fetei
Tue Feb 10, 2004 4:19 pm
#82

let me put it like this

igot a AP3 grenade

andi got a AP0 pistol


the cop is wearing a bulletproof vest..what do you think is going to inflict more damage?(yes i'm going to aim for his heart)

the grenade ofcourse, it will rip him to shreds



i don't even understand why this entire topic exists...it works great right now

if it isn't broken , don't fix it



Dark Jedi Guardian 4444@ chimaera
meyer1215
Wed Feb 11, 2004 4:38 pm
#83






Fetei wrote:


i don't even understand why this entire topic exists...it works great right now

if it isn't broken , don't fix it





It really does not matter to mewhich way AP works, Extra damage vs Lowering resists. Either way would work for me. My problem is that the devs state that it is correctly working one way whilemany peoplesay it works different. AP is a key part of the differences between weapons. I worried that the devswill start working on equalizing the classes and because AP works differently than they plan, they will just create another SNAFU.


--Sean


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