Rifleman Archive
Thread: Range on AT-ST/Rifle
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Sardines
Thu Aug 14, 2003 3:34 pm
#1
Why do they say we can't get 70m or around that for range on our rifles, when AT-STs can shoot me from 70m away? I will post a pic of the nice AT-ST in a bit
TookrakLarrin
Thu Aug 14, 2003 3:41 pm
#2
They are do-able!!
I did one last night - got it with the old MS2, MS1 combo then ran hell for leather to about 90m and tried to keep that distance. it is hard but achievable! It will get low, but not to point it will, die, that is when you go in and hope it doesnt hit you to **edit**house like it did me once - One hit 1398 Health Damage!!!
To be honest i cant even remember if i get XP for it, i must of, i better of!!
Sardines
Thu Aug 14, 2003 3:58 pm
#3
I know they are doable... we killed it, my group and 3 imp players in the process. Just wondering why it can shoot 70-75m away from me, while the Devs say we can only do 64m shots or else it will screw things up.
Tanker9
Thu Aug 14, 2003 4:00 pm
#4
I killed one useing kiteing and another got stuck last night. Not my fault it cant shoot over that wall it was unintentional and I sure as heck wasnt gonna run out and yell shoot me. Least I couldnt hit it when it couldnt hit me
LecheHombre
Fri Aug 15, 2003 1:24 am
#6
This has always puzzled me about max ranges too...
Some other things make the 64m limit seem like hooey to me as well. I can tab to target something at more than 90 meters. Somewhere in the code there is a line along the lines of:
if(target->getRange() lessthan 64)
//target is within range
Why not:
if(target->getRange() lessthan equippedWeapon->maxRange())
//target is within range
There is no logical reason that all guns *must* have the same max range. I just can't really buy the server load argument that I have heard either... I mean, again, I can tab to target outside of 64m; I can attack something at 64m, run away from it, and it is still able to find me and approach me to engage. Basically, if they see this as a balance issue, I wish they would say so, at least it would be much less confusing than the way things are now...
Some other things make the 64m limit seem like hooey to me as well. I can tab to target something at more than 90 meters. Somewhere in the code there is a line along the lines of:
if(target->getRange() lessthan 64)
//target is within range
Why not:
if(target->getRange() lessthan equippedWeapon->maxRange())
//target is within range
There is no logical reason that all guns *must* have the same max range. I just can't really buy the server load argument that I have heard either... I mean, again, I can tab to target outside of 64m; I can attack something at 64m, run away from it, and it is still able to find me and approach me to engage. Basically, if they see this as a balance issue, I wish they would say so, at least it would be much less confusing than the way things are now...
sjrdriz
Fri Aug 15, 2003 8:54 am
#7
I've noticed that some larger creatures seem to allow you to fire at them at larger distances. EI: torturs, kimagila's. I have killed torturs at 67m many times
Dae
Fri Aug 15, 2003 3:34 pm
#8
My first guess as to the 64 m range limit involves not a balance issue, but a graphics engine issue. If you are running the minimum video settings, things will be rendered only when they are much closer to you. As an example, I can often see things that are 100+ m out. However, other times, I don't see them until you are within 65-70 m (and my video settings are considerably above min). Combine consideration of this with network latency, and increasing the range beyond 64 m would probally greatly disadvantage people on slower computers even more than it does now. This isn't the confirmed reason for the 64 m cap, but it is a fairly strong theory.
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