Rifleman Archive

Thread: Not a Range cap, but a Specials Cap

Nydes
Thu Sep 25, 2003 12:01 pm
#1

Well the ranged cap idea is raising tension between pistoleers and rifleman, so i just wanted to bring up another idea i jsut thought of.


Dont cap the range of weapons (after all you can fire a pistol at a target rreally far away), instead cap the range to use specials for certain weapons (this is already done for commandos so implementing the code wouldnt be hard)


Ok so all weapons can /attack at any range from 1-65 meters away, pistols, carbines, rifles, all ranged weapons,


but cap the specials range on pistols to about..20 meters (this is just a number i pulled out of my head can be ajusted) there for a pistoleer can start shooting its target from far away, but can fan shot, body shot, health shot, untill they get within 20 meters (makes sense, because its kind of hard to aim at a specific body part such as body shot from long range with pistols)


cap the specials range on carbines to about.. 30 or 40 meters, since carbines are the middle ranged weapons, they can use there specials (which usually involve spraying shots in the direction of the enemy, full auto, burst, etc...) at middle range, but they can still attack with normal attacks from any range from 1-65meters.


and cap the specials range on rifles to the max range of 65m (not giving the riflemen the advantage of shooting further, but giving the riflemen the advantage or shooting more accurately or precise, such as a head shot, from a further distance) which riflemen now days can easily do.



This idea would be good because for one, it makes sence, and 2 you dont gotta worry about the issues pistoleers are having (which is riflemen kiting them with there uber range) instead a pistoleer can still shoot a rifleman from max range, just cant use specials, and the rifleman can be using specials from longer range. forcing the pistoleer to charge the rifleman (since rifles are inaccurate at close range, and you gotta be 20m to use specials) than when you get 20m away spam fan shot all day long.



this idea also helps out the melee professions slightly (not much but it helps) since pistoleers gotta get closer to use specials, more of a chance of a melee professions catching that pistoleer at close range. and since rifles take 2.5x dmg a hit with melee, it gives the riflemen the advantage of using specials on a meleer from longer range (hopefully before he gets withing "beat down" range)


Feel free to reply, add, flame, judge my suggestions, but so far this seems like the best solution to the whole "riflemen not as good at long range as pistoleers" argument.


Oh and btw if this idea was already brought up (by the correspondant or someone else) sorry about posting it again, i must have missed it, im just trying to get these combat professions balanced out asap (being gimped is really draining the fun factor of the game)

Haldan
Thu Sep 25, 2003 12:31 pm
#2

I think asking to nerf someone's specials or anything else for that matter, so that it can't function at all under a given set of circumstances isn't the way to fix things. In fact, I think most folks would scream bloody murder about it.


The thing that needs to happen, IMO, is that range modifiers need to mean more than they do now. Let the pistoleer take that shot, or use that special at long range. However, make it very unlikely to actually hit the target. Rifles, on the other hand, should function just the opposite. At range they should be deadly accurate, but not so in a close quarters situation.


How is that not an equitable solution to the problem? Noone gets "nerfed" beyond reason and noone infringes on anyone else's "turf".


Sounds fair to me.


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