Rifleman Archive
Thread: close combat with rifles after CU?
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Ackehece
Tue Apr 12, 2005 3:17 pm
#1
uh... well I have been waiting for a hammer to drop on us for a while in relation to close combat. It has not yet (/crossfingers). The devs had an idea to balance us in close combat but they have not said anything about it for a while now.... *heads back to the Correspondent forums to check on the matter*
fgfdg
Wed Apr 13, 2005 12:05 am
#2
Will the accuracy drop while in close combat? as in missing a lot with rifles....how is it on TC now? Thanks in advance for any replies.
KundoJet
Wed Apr 13, 2005 12:19 am
#3
At the moment it looks like they're removed the accuracy mods for range, which if you ask me is just silly. Now range (apparently) affects damage. As though a laser bolt is going to do less damage at 50 metres than it does at 20 metres (or more, like it needs a running start!). Not confirmed in my testing, though, so maybe others have more information.
All of this is going to fail the realism check anyway because server load limits us to maximum effective ranges of 64 metres (less for carbines, less still for pistols). But the biggest impact for rifles in close combat isn't going to be the accuracy of our shots, it's our lack of ways to mitigate the damage of our opponents' shots. Recon armour is less effective against kinetic-based damage(i.e. the bulk of melee and creatures) and our melee defence mods are very low compared to other professions. The new rifle(wo)man is going to make his or her living out on the fringes of battle, sniping individual targets and avoiding close combat, unless they stack a template with defences from another profession.
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