Rifleman Archive
Thread: 64m Range Cap?
Well.. All the BS aside, why cant we still fire at 70 or 75m out? Dont want to hear its rendering issues..
1. turrents max attack distance is 70m.. Rendering issue? *cough* *Cough*
2. Combat Medics being able to poison 70+m out? Rendering issue? *cough* *cough*
So whats this rendering issue? just an excuse because they dont to do it?
Granted I love being a rifleman, but it would be nice to be able to attack people a bit father out..
Enough excuse's.. the only excuse could be they dont want to code it... because its possible as those two examples have pointed out....
Capurinicus ~ RoK
Kauri
A reasonable bit would be to make a sniper move able to hit from 70-80m. It would require prone and takeCover and should do 5x dmg like Strafe2. Actually it should be Surprise shot working...
They don't want to give it to us.
Any questions?
Move along, move along... ![]()
BountySeron wrote:
I would say that if we were able to spam Strafe2 at 70+m we would be unstopable.
Though at melee range, we're dead.
But I do enjoy and fully support your idea for sniper moves to work at the 65+ range. Finally make sense to call rifles "longe-range weapons".
I agree.. there should be some kinda catch like prone .. Rifleman would be way to powerful.. However, right now I think CM's are doing AOE poison attacks at like 75m i think.. Thats what all the CM's i know are doing atleast.. So basically all they need to do is get within a 75m radius throw an aoe and then burst run outta there.. 1 minute later you have 10 dead people..
To be honest i dont care.. Give the rifleman anyshot we want at 80m while prone.. I mean how many rifleman right now actually go prone in pvp? most of us are running away from all the people charing us..
Also, i dont thinka requirement should be to be under cover.. Just prone should be good enough.. maybe if your undercover the range could be extended a 5-10m as well..
My thoughts are this:
While standing: Range 64m
Kneeling 70m
Prone 76m
Under cover: 82m
Or something like that
Either limit the CM throwing distance to 64m or remove the 64m cap from ranged weapons. That is what needs to be done. The worry that a 75-80m rifle shot would allow us to kite any other class is justifiable....just like the CM's are doing now. Kiting the riflemen with their 80m+ poison range. I have been hit with poison from a Master CM when he never got closer than 91m according to my display. Even granting a little discrepancy between his client and mine he was well outside of any reaonsable distance. He immediately turned and moved in the other direction. By the time I had sprinted towards him and he was in range, I was incapped.
The CM defense of this is always that they experiment on the poisons to get the range up..ok fine let weaponsmiths experiment rifle ranges up to 80m then. No? Good then put the hard distance cap on ALL ranged attacks not just some of them.
BountySeron wrote:
I would say that if we were able to spam Strafe2 at 70+m we would be unstopable.
A reasonable bit would be to make a sniper move able to hit from 70-80m. It would require prone and takeCover and should do 5x dmg like Strafe2. Actually it should be Surprise shot working...
This is the best idea I think.
I agree that strafe2 or the mind bleeds/ headshotsat anything over 64m would be too powerful.
I would have thought the sniper crowd would love the cover / surprise shot thing, surely that's about as sniperish as you can get in the game?
Qildiin wrote:
i really don't think there should be a "range" limit to rifleman we should be able to shoot at anything we can target and so should all classes.
Well the problem with that is most people render say 100m, but if there is no cap then people with better computers will render furthur away and thats just fair at all. (Types this while Playing SWG on his laptop)