Rifleman Archive

Thread: Rifle damage at various ranges

Defiance_415
Sun May 08, 2005 8:28 pm
#1

I have been doing some testing and I have found (what some of you may have already found / discussed, though I can't find anything about it on the forums) that no matter how close you are to a mob, you do the same amount of damage using a given special.


For instance, if I a standing at 64 meters using a special and hit a mob for 1000 and then close the distance to 5 meters, standing, using the same special, I still hit for 1000.


I realize that pistols, rifles and carbines all have their max ranges, but was it intended to no longer reduce the effectiveness of long range weapons at close ranges?


I am just curious if this is working as expected, or if it's bugged, gonna be changed, etc. I think it matters to those of use who are still trying to respec.


Pre CU I was rifleman and we always knew that we needed to keep the mobs at distance or we would suffer greatly reduced damage. Now that this has changed, and if it's supposed to be like this, then rifleman has a huge advantage in damage dealing.


Anyone have a comment on this?


R
Ackehece
Sun May 08, 2005 8:35 pm
#2




Sounds right.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




wrkeech
Mon May 09, 2005 1:07 am
#3

I noticed that the damage is the same at 65 meters as it is at 5 meters but I miss more often at reduced ranges. I rarely miss at 65m but at less than 30m I miss more often than I hit.
Mythor
Mon May 09, 2005 3:56 am
#4

Pre-Revamp we did not do more damage at long range than we did at short range, we just missed more often outside of our "Ideal" range, or if moving around at the same time. While this is "effectively" less damage, in practice it rarely mattered - we didn't miss a whole lot against a wide range of opponents anyway.


If you think about it, it actually makes more sense for us to be doing maximum damage at more of a mid-range, rather than long range or short. Short range, our shots would be more likely to hit, but less likely to hit a "vital" area, due to a target ducking and weaving. Long range we can line up our target with minimal adjustment, but the power of the shot will disperse somewhat the further it has to travel - this is true of both ballistic and energy weapons, although untrue of weapons that deal their damage via explosive warheads (rocket launcher). Medium range we have the "larger" target area to shoot at, the smaller amount of weapon adjustment to hit the target and more of the shot's energy is intact.


Rifleman's real advantage (particularly Post-Revamp) is that we can hit, hard, at around 65m, while most other professions top out around 40-45, if they're lucky. This is usually enough time to get in an extra shot, or coupled with specials from other professions (Stopping Shot, Underhand Shot, etc) can leave your opponent out of range for even longer and thus unable to retaliate.

Getting a Cybernetic arm (or two?) that increases our weapon range only further widens this advantage.

If we let something get in too close to us, we suffer from having a much lower Melee Defense stat than other, shorter range classes. We also have a lower Ranged defense, so if fighting a Ranged character we should stay out of THEIR range, because their defense is likely higher than ours.


So, to recap:

- Our advantage at long range is that we can hit our opponent, where anyone not using a similarly long range weapon can not even attack. Against an equally equipped opponent, an accuracy/damage modifier would be given to both characters anyway.

- Our disadvantage at short range is that virtually every other class can hit us fairly easily and we're more likely to take more damage from them, due to our lower Defense statistics.
Defiance_415
Mon May 09, 2005 7:47 am
#5

Great explaination. So, but I noticed that the damage I was dealing was the same regardless of distance. Now, I have been using a pre-CU converted laser rifle with a 400 dps rating, which I know kinda stinks. Is there something else being calculated here?


What if you use something like MBH as a foundation for rifles? If you did that, not to be a BH but for defences and specials, does it make sense to take anything other than rifles if your damage is the same at close range as it is at long range?


R


Ackehece
Mon May 09, 2005 7:50 am
#6






Defiance_415 wrote:

Great explaination. So, but I noticed that the damage I was dealing was the same regardless of distance. Now, I have been using a pre-CU converted laser rifle with a 400 dps rating, which I know kinda stinks. Is there something else being calculated here?


What if you use something like MBH as a foundation for rifles? If you did that, not to be a BH but for defences and specials, does it make sense to take anything other than rifles if your damage is the same at close range as it is at long range?


R








  • more specials - means more specials on different timers

  • more generic mods - more speed, accuracy, defenses

currently I am spec'd out as a MasterRifle/Carb/0404 pistoleer (with somefs skills)







"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Defiance_415
Mon May 09, 2005 9:14 am
#7


Here is the template I am testing to compliment my Pre-CU rifleman:


MRifles/MBH/Pistoleer 0004/FS ranged


Now, not only am I doing the same damage at 65m as I am at 5m, but honestly I really don't seem to be missing very much. The ONLY time I seem to get some "misses" is at extreme close ranges while standing, but even then it's not that often.


Now obviously I would normally avoid my target getting this close as a rifleman, but it's interesting to note that with MBH, it's actually not catastrophic to do so anymore, which is great.


I have also been testing MCarbs instead of MRifles, just for comparison. Same results, only I can't hit as far out of course.


Before CU, you always missed more AND you hit for less at close ranges. Now it seems, if it's working as designed and not bugged, you still hit just as hard but still miss more often at close range.


The thing I want to know most is if this is in fact working as intended, or if I can expect it to be nerfed at some point.


Also, what kind of damage are you guys getting from your rifles? With my pre-CU converted laser rifle, I am getting about 1000 damage at best.


R
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