I'm curious....and pardon my obvious ignorance from not messing with range at all yet.
But is anyone taking into consideration the power of ranged combat in the end-game situations when you have a herd of mobs coming towards the city and
1. You're only going to be able to fit <x> number of melees in front of them.
2. You can get ammo that does splash damage.
Just let me know if that part of ranged combat is completely borked to...again, I ask in ignorance...
Ranged Combat
Re: Ranged Combat
Well for a bit of a hint, to perhaps semi-qualify for guide status...hehe...
For those crafting their own ammo, do NOT use choice materials. A kind person gave me this information on a thread in the general forum, but it's likely to be shoved to the bottom soon. Until it is fixed, choice mats give no stats, so if you make a clip from all choice mats, you get ZERO damage. Given that, I have made Q24 ammo from store bought fine mats in Davae (oddly they are all Q25 mats, but the ammo came out as Q24, without a "partial" notice). It has around a 71 DMG listed. So, I'm hoping that if I can get a bunch of Q50 fine oil and bark with high DMG boosts, the DMG should be quite impressive. Still more costly than melee, but heck, I make foraging xp on the harvest, crafting xp on the ammo, and ranged combat xp on shooting. Not a bad way to spend my time...hehe. Though I will say that I would never consider soloing dangerous monsters purely with ranged combat. I much prefer being ranged support to a real tank
For those crafting their own ammo, do NOT use choice materials. A kind person gave me this information on a thread in the general forum, but it's likely to be shoved to the bottom soon. Until it is fixed, choice mats give no stats, so if you make a clip from all choice mats, you get ZERO damage. Given that, I have made Q24 ammo from store bought fine mats in Davae (oddly they are all Q25 mats, but the ammo came out as Q24, without a "partial" notice). It has around a 71 DMG listed. So, I'm hoping that if I can get a bunch of Q50 fine oil and bark with high DMG boosts, the DMG should be quite impressive. Still more costly than melee, but heck, I make foraging xp on the harvest, crafting xp on the ammo, and ranged combat xp on shooting. Not a bad way to spend my time...hehe. Though I will say that I would never consider soloing dangerous monsters purely with ranged combat. I much prefer being ranged support to a real tank
Re: Ranged Combat
We have a similar thread going in Euro English General.
Een
Matis Forager, Armourer and Weapon Crafter
Jack of all trades master of none.
Matis Forager, Armourer and Weapon Crafter
Jack of all trades master of none.
Re: Ranged Combat
The Player-made Guide to Ranged: a) Don't use it. b) If you have a gun, it's only useful for pulling enemies. 1. equip gun 2. equip ammo into gun 3. target mob and select action (such as accurate or default attack) 4. hit it once. 5. switch to melee or be crushed w/o mercy.
Robercl, I hate to break the news to you but: 1. If there are already people melee'ing and currently occupying the mob's aggro, then there is no reason to use a piece of equipment that does only 71 dmg in contrast to 184 per hit. (q20 rifle w/ q20 ammo compared to a q20 2h sword). Needless to mention, the rifles also fire far less as fast as a sword is swung. Who cares if you can shoot them w/o being hit when you can slash them w/o being hit?
2. There is no ammo that does splash damage. There are range weapons that are available at Range Crafting 50 (*not sure lvl needed in range combat, but probably none) that do splash damage, cost a bit, but most important to take note of is the (fact/rumor?) that a launcher will reduce the number of drops on a mob. Who the hell wants to pay more to get less?
However, taking the concept of putting x-number of melee combatants in front of the ranged, I proposed the concept of a Snipe-skill. Attacking without being targetted by the (target) enemy to do more damage. Makes decent sense and is a really simple answer to a rather lacking system.
Robercl, I hate to break the news to you but: 1. If there are already people melee'ing and currently occupying the mob's aggro, then there is no reason to use a piece of equipment that does only 71 dmg in contrast to 184 per hit. (q20 rifle w/ q20 ammo compared to a q20 2h sword). Needless to mention, the rifles also fire far less as fast as a sword is swung. Who cares if you can shoot them w/o being hit when you can slash them w/o being hit?
2. There is no ammo that does splash damage. There are range weapons that are available at Range Crafting 50 (*not sure lvl needed in range combat, but probably none) that do splash damage, cost a bit, but most important to take note of is the (fact/rumor?) that a launcher will reduce the number of drops on a mob. Who the hell wants to pay more to get less?
However, taking the concept of putting x-number of melee combatants in front of the ranged, I proposed the concept of a Snipe-skill. Attacking without being targetted by the (target) enemy to do more damage. Makes decent sense and is a really simple answer to a rather lacking system.
Re: Ranged Combat
kandyfox wrote:...I proposed the concept of a Snipe-skill. Attacking without being targetted by the (target) enemy to do more damage. Makes decent sense and is a really simple answer to a rather lacking system.
I like this idea, too.
But I think one of the big problems with ranged (other than the high cost of ammo) is that ranged is actually "short ranged". You're lucky if you can get off two or three shots by the time the mob is on top of you.
I think they need to extend the effective range on ranged weapons and probably require Stamina, or even Focus (just a suggestion), to limit the use of it becoming an uberweapon. Of course, the damage output would still need to be increased quite a bit.
It'd be nice to be able to drop a mob before it actually reached you.
Re: Ranged Combat
You're lucky if you can get off two or three shots by the time the mob is on top of you.
I find it amazingly disturbing everytime a Kipee of any size closes the distance in 1/2 the time it would take me to use the Speed stanza and run as far.
Perhaps it's not that the range needs to be longer, but that the mobs need to run a little slower than light speed. =\
Re: Ranged Combat
One thing that I would like to see is the 'Ignore Armor' skill work with piercing ammo, the slow skill work for smashing ammo, etc. I got the ignore armor skill to use with my gun since Extra Damage didn't work, and soon found out that I couldn't use it when I had my gun equipped.
Re: Ranged Combat
Hmm Vince thx a lot for posting it, i was planning to get ignore armor as well... that's strange that it doesn't work with piercing ammo.
Anyways i'm lev30 ranged fighter and so far i like it, yes ammo can be hard and expensive to make but still u r getting a lot of craft skill making it and for me it is fun having to look for materials, make ammo and then being able to go for a hunt bearing in mind that i always have to leave some ammo when i go foraging in case something attacks me
As for 'snipe' skill and hiding suggestion... Hmm Should have recommended 'H' key for hiding and 'O' for sniping I bet u know what i mean lol. I don't think snipe skill or hiding skill are necessary, i would rather want an ability to fire more rapidly or to get a stanza to fire more than one bullet. This way u'll be able to do more damage but still at a cost of your ammunition. Another thing that escapes me is how come that only melee weapons can aim for a particular part of the body? seems to be strange...
Anyways i'm lev30 ranged fighter and so far i like it, yes ammo can be hard and expensive to make but still u r getting a lot of craft skill making it and for me it is fun having to look for materials, make ammo and then being able to go for a hunt bearing in mind that i always have to leave some ammo when i go foraging in case something attacks me
As for 'snipe' skill and hiding suggestion... Hmm Should have recommended 'H' key for hiding and 'O' for sniping I bet u know what i mean lol. I don't think snipe skill or hiding skill are necessary, i would rather want an ability to fire more rapidly or to get a stanza to fire more than one bullet. This way u'll be able to do more damage but still at a cost of your ammunition. Another thing that escapes me is how come that only melee weapons can aim for a particular part of the body? seems to be strange...
Re: Ranged Combat
p46985 wrote:*snip*
As for 'snipe' skill and hiding suggestion... Hmm Should have recommended 'H' key for hiding and 'O' for sniping I bet u know what i mean lol. I don't think snipe skill or hiding skill are necessary, i would rather want an ability to fire more rapidly or to get a stanza to fire more than one bullet. This way u'll be able to do more damage but still at a cost of your ammunition. Another thing that escapes me is how come that only melee weapons can aim for a particular part of the body? seems to be strange...
Hehe, yes, I get the reference.
Ranged weapons appeal to me as well. The simplest approach would seem to be allowing all the stanzas to work with ranged as well as melee. That would help, but I think a damage increase would probably still be needed to compete with melee.
Has anyone tried using a fairly high-level firearm with high-quality ammo? Maybe it can become powerful if you get excellent equipment.
Has there been any mention, by the developers, of ranged-specific stanzas? It does seem particularly odd the aiming stanzas apply to melee only.
Re: Ranged Combat
Guys do u think that it is normal that it costs 100skill points to start crafting ammo for a rifle?