Rifleman Archive
Thread: Decrease in ranged running speed
****, if this stupidity keeps up, I'll have ground my teeth down to the gums by Christmas.
I think Korrath may very well retire to some tropical outer rim world round about the same time that HalfLife 2 is released....
I'd like to see run speeds based on weapons in game but not right now. The advantage we get from range is minimal and the other Marksmen classes have knockdowns making it far less likely that a melee will get into range on them. Our patchwork knockdown is no match for charging melees. Two shots to stop a single melee to a Pistoleers one means we're taking twice the time (at least)and can stop half as many but we recieve the greater penalty from melee damage. So the class with the least risk in aproaching takes the most damage the class hardest to aproach takes the least damage. I might be okay with this if our melee damage modifier was removed in PvP or the damage modifiers were reversed. Riflemen already have some hefty PvP problems that need to be worked around when fighting, the last thing I need is to worry about is becomming a magnet to every player packing a pair of Vibro Knuckles.
Well, there goes my idea of dropping pistols from my template in favor of a spray stick.
Seriously, if we're not given the chance for a 2 shot PvP kill (at most), why would anyone want this profession? And as to the purity of the profession, ever try and solo advanced PvE crits without kiting and a fast firing Warning Shot weapon?
Like the other person said,I thought we had this penalty already. Or are they going to make it worse for us? We already have pauses changing postitions, so I would assume this would hurt usthe most. Since we almost always shoot prone.
Until they fix the mob warping issue this is a very bad idea, we are hurt already by the damage multilpier. This would ensure we die almost everytime. Burst run seems to lag alot also, so my vote is big no.
Coming from a Rifleman/Fencer, the problem is this:
If I try to melee a ranged weapon user, it is almost impossible to stay in attack range due to server latency. It's not bad with MOBs, because they tend to stand still. No half-awake PC character is going to stand still when I open PVP with MindShot2, rip off a HeadShot3 and charge in holding a VibroBlade. The only option melee characters have no is to spam whatever lunge attack they have, hoping to get the ranged foe on the ground, then you can actually go to work.
I'm all for various running speeds with different weapons. Why should someone holding a 4 foot long rifle be as fast as someone carrying nothing. If you want to put your weapon away to try to outrun me, great. That's even better, then I'm not getting shot, I can Burst up to you and it'll be over before you know it.
The alternative to modifying run speeds is to implement some sort of /stick command to allow us melee folk to stay in melee range once we get there. I can't tell you how many times I've run up to someone and tried a body bleed attack only to find out they were actually 24 meters away, not 4! It's very painful.
Anyhow, my two cents.
"The alternative to modifying run speeds is to implement some sort of /stick command to allow us melee folk to stay in melee range once we get there. I can't tell you how many times I've run up to someone and tried a body bleed attack only to find out they were actually 24 meters away, not 4! It's very painful."
That seems to be a lag/client reporting issue. I run into it all the time, where I will be following someone. Go prone to shoot, then they warp 20 meters away. My toon gets up and runs over to them and then shoots standing up, missing the target.
The fix they are suggesting would be a bandaid for this until they can fix the warping. My gripe is these sort of bandaid fixes tend to be forgoten and never removed once in game. Which would hurt us alot in PVP and PVE.
But you can/will never fix warping completely. Latency/lag is a reality, not a problem.
Melee'ers are always going to face this problem. Here's why:
Let's say I'm standing next to you, not I think I am, I really am. You start to run away, however, due to the reality of latency, I don't see you move on my client until three quarters of a second later. In that time, you have easily stepped outside the 4m melee range. By the time I can react, and my movement is interpreted by the server, it's probably been a second and a half under the BEST circumstances. By then you are almost outside lunge range!
All a /stick command does it allow me to instantly react when you take off to run. We both know I would come after you, so why should I have to let you get 15-20m away before reacting?